3 units
Wearer gains +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and -1 to AC
Wearer gains +1 to Dexterity and -1 to AC (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either –1/0 to AC due to the drawback, and either 0/+1 to Reflex saving throws)
Wearer gains +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and -1 to AC
The wearer is immune to the extra damage caused by sneak attacks. The wearer is not immune to the attack itself–only the bonus damage from the sneak attack is negated.
Damage from Ranged attacks is reduced by 1 point per attack/effect.
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Adds +1 to Reflex saving throws. This bonus is always in effect.
Once per game, the wearer may perform a sneak attack without the standard prep round.









