Wearer deals +2 damage while wielding a 2-handed Melee weapon. If the wielder is a barbarian, the bonus from this item is +3 instead of +2.
Adds +1 to AC when used with a 2-handed Ranged weapon. It may not be used with any melee weapon nor with a 1-handed Ranged weapon.
On a successful hit from a bow, deals an additional 3 damage as Darkrift. Its use must be declared (turned in to the DM) prior to making the attack slide.
The wearer may expend one use of detect evil to instead heal a single target 2 HP. This healing cannot be split between two targets and is not subject to Focus or other healing bonuses the wearer might otherwise be entitled to.
This token’s effect does not have any inherent restrictions on the number of times it can be used. However, each time it’s activated it consumes one use of detect evil.
Once per room, any Potion consumed by the wearer heals the wearer 1 HP. This item does not overwrite the Potion’s original effect, it adds to it. E.g., drinking a Potion Black Dragon Breath doesn’t normally heal the consumer, but with this item it would deal 5 damage to all monsters and heal 1 HP to the consumer. Potions that already restore HP are compatible with this item’s effect. Simply add +1 to the amount the Potion would have otherwise healed.
Once per room, the wearer may drink either one Common Potion or one Uncommon Potion as a Free Action. This item’s effect is not compatible with any other rarity of Potion.
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves
Adds +4 to max HP
If the wearer is a dwarf fighter, gain an additional +1 to max HP for a grand total of +5 to max HP.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to Reflex saving throws
Adds +2 to Strength (thus adding +1 To Hit in Melee and +1 Damage with Melee and thrown weapons) but suffer -2 to Will saving throws














