Rare
Negates most magical To Hit bonuses that an opponent may have when attacking the owner. The following To Hit bonuses are not affected by this item:
- Natural Strength for melee attacks
- Natural Dexterity for missile attacks
- Effects of bardsong
- Special abilities specified on the character card (e.g., a fighter’s weapon focus)
Allows the use of slashing, blunt, ranged, or thrown weapons while underwater. It does not remove the Hindered penalty.
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. In addition, without magical aid anything requiring movement or a Move Action is not possible during the first round of combat.
Subtracts 2 points of damage from any spell or missile attack that hits the owner.
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)
Sustains the character without air. It doesn’t actually allow the character to breathe in a hostile environment, it negates the need to breathe. It can be used underwater to avoid drowning, in water to avoid ingestion of toxic fluids, and on dry land to avoid inhaling toxic gas–though it has no effect on toxins which are absorbed through the skin or injected.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -3 to Will saving throws