Hindered (underwater)
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
The wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Wearer gains +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and Free Movement
When the wearer can hear bardsong being performed, the wearer gains Free Movement. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
This item does not confer the ability to breath while underwater.
Once activated, for the duration of the room the owner gains immunity to being Hindered while underwater.
This item’s effect can only be activated once per adventure. Like all figurines, this item can be activated instantly, without requiring any kind of Action–Free or Standard.
Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round.









