Adds +3 to AC
Wearer deals +1 Damage when wielding a Blunder weapon. This bonus does not affect misfire damage.
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Adds +3 to AC
Wearer deals +1 Damage when wielding a Blunder weapon. This bonus does not affect misfire damage.
Adds +8 to AC
Adds +8 to AC and reduces melee damage inflicted upon the wearer by 1 point per hit
If a melee attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, this armor will negate both the physical damage and secondary effect(s). However, if even 1 HP of damage is not negated, the secondary effect(s) will affect the wearer.
Adds +10 to AC but the wearer may not use a shield
Adds +7 to AC and grants 4 points of Fire Retribution Damage.
Adds +3 to AC and +1 to Fort saving throws
Adds +8 to AC, allows the wearer to breathe underwater, but penalizes the wearer’s Reflex saving throws by -1
Adds +3 to AC
This effect lasts the entire room, however the imbiber will be incapacitated the round after drinking this potion while their skin becomes incredibly tough like the bark of a stout tree. E.g., if this potion was consumed on round one, the imbiber could not take any more actions until round three unless this potion was consumed as a Free Action, in which case the imbiber would be incapacitated for the rest of round one (but could not attack,