Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +1 weapons, the DM adds +1 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
The first time the wearer casts a 1st-level Spell, that Spell is not marked off their character card. This power cannot be deferred–it always affects the first 1st-level Spell cast each adventure.
Adds +4 to AC if the wearer has a shield equipped.
Adds a total of +5 to AC if the wearer does not have a shield equipped.
On a successful hit from a bow, deals an additional 5 damage as Shock. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +1 to AC
If the wearer is a monk and not wielding a hand-held weapon, in addition to the AC bonus, the character also deals +4 damage when making flurry of blows attacks. This damage bonus does not apply if the monk is wielding either one or two handheld weapon(s), even if the weapon(s) is(are) flurry of blows compatible. (The AC bonus from this item is not affected by weapon choice.)
If you successfully hit with two Melee attacks in a single round, their combined damage total is increased by 4 (effectively +2 damage for each attack).
The bonus from this item cannot be modified by any means and gets added to the grand total after all other damage calculations are made.
Once per room, as a Standard Action, the wearer may belch and deal 2 Sonic damage to every monster in the room.














