Adds +4 to Strength (thus adding +2 To Hit in melee and +2 Damage with melee and thrown weapons)
2017
Adds +4 to Dexterity (thus adding +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
The imbiber may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range. Like most potions, this takes one round to drink, so the character would not be able to attack a flying monster until the round after this potion is quaffed. (a Belt of Retrieval could bypass that restriction)
Imbiber gains +2 to hit when making ranged attacks (missiles as well as spells which require an attack slide)
Transforms the character into a scrael. The transformation from human(oid) to Scrael, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Each time the wearer damages a living monster with a melee attack, that attack deals +1 damage as Darkrift and heals the wearer 1 HP.
This ring’s power may be used every time the wearer makes a melee attack. Monks & rangers attacking with two melee weapons could potentially benefit from this ring twice in one round.
This ring has no effect whatsoever (neither harmful nor beneficial) if the wearer attacks a Construct,
Once per game, a paladin wearing this ring may heal +3 HP when using lay on hands. The healing bonus from this ring cannot be spread out over multiple applications.









