Wearer gains +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
6 units
Wearer gains +2 to Dexterity and -1 to AC (Thus, adding only +1 To Hit with ranged attacks and +1 to Reflex saving throws. The AC bonus normally afforded by +2 DEX is negated by this item’s drawback.)
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -1 to all saving throws
Note: Since a +2 Dexterity grants a +1 to Reflex saving throws, the drawback to this token is effectively only a -1 to both Fortitude and 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 -1 to Constitution (thus, depending on prior Constitution score, suffering either 0/-1 to Fortitude saving throws and either 0/-1 to max HP per character level)
Damage-inflicting scrolls cast by the wearer deal +2 Damage. The bonus damage is the same type as the scroll originally dealt.
If a scroll under the influence of a this charm’s effect can affect more than one target, the caster gets a total of 2 extra points of Damage from this charm, not +2 points per target. The caster chooses the recipient(s) of the extra points and may allocate them as they see fit among the eligible recipients.
All Ranged attacks made by the wearer deal +1 damage as Force
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).
+2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -1 to AC
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)









