Adds +1 to Constitution (depending on initial Constitution score, either 0/+1 to max HP per character level and 0/+1 to Fortitude saving throws)
Ring of Heroism
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Adds +1 to Dexterity (thus depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, 0/+1 to AC, and 0/+1 to Reflex saving throws)
Melee attack damage inflicted upon the wearer is reduced by 1 point per attack. This item affects melee attacks, it does not mitigate wholly magical attacks, ranged attacks, nor “attacks” made outside of combat.
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 ioun stone will negate both the physical damage and secondary effect(s).
Heals the owner (not another character) of the lamp up to 6 points of Cold damage. No other damage type can be healed by this lamp.
Activating this lamp requires a Standard Action.
The effect from a Lamp of the Efreeti may only be used once per game, even if you possess multiple Lamp of the Efreeti tokens.
Unused healing cannot be “banked” for later use. E.g., if you healed only 3 points of Cold damage in round 1,
Heals the owner (not another character) of the lamp up to 10 points of Fire damage. No other damage type can be healed by this lamp.
Activating this lamp requires a Standard Action.
The effect from a Lamp of the Marid may only be used once per game, even if you possess multiple Lamp of the Marid tokens.
Unused healing cannot be “banked” for later use. E.g., if you healed only 5 points of Fire damage in round 1,