Increases AC
Adds +1 to AC (for both classes) and rogues may perform sneak attack without the standard 1 round delay
Adds +5 to AC and grants immunity to fear, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +6 to AC and grants immunity to charm, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
In addition, the character suffers -2 to Will saving throws.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -3 to Will saving throws









