2014
This hood allows the rogue wearing it to perform a sneak attack without the normal one round delay. (The sneak attack attempt does not necessarily need to be done on the first round of combat.) Rogues without this hood must take one round to slowly move into position before attempting a sneak attack.
Like all +4 weapons, the DM adds +4 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This bow is permanently imbued with the ultra keen edge spell. This means that when used in combat, a critical hit can be scored if the player slides a natural 18, 19, or 20. This weapon is not subject to further effect from a keen edge spell.
Bestows immunity to toxic gas
Unlike Ioun Stone Iridescent Spindle, Ioun Stone Iridescent Sphere does not negate the need to breathe and is effectively useless underwater.
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)
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,









