Wearer may sneak attack without the standard 1 round delay, but if the sneak attack attempt fails, the rogue is Dazed for 1 round.
Dazed: Victim cannot move or take any actions, but AC is not altered.
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Wearer may sneak attack without the standard 1 round delay, but if the sneak attack attempt fails, the rogue is Dazed for 1 round.
Dazed: Victim cannot move or take any actions, but AC is not altered.
non-magical weapon
Adds +7 to AC
On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or suffer a -1 penalty to all melee damage until the end of combat. It must be declared (turned in) before sliding the weapon token.
The enfeeblement penalty from this bolt is equivalent to the spell ray of enfeeblement and the two effects share the same stack.
When played by a bard, in addition to the standard bardsong bonuses, this instrument reduces the amount of Darkrift damage dealt to all party members by 2. It does not matter if the Darkrift attack is targeted at an individual or affects multiple victims, as long as the bard is performing bardsong with this instrument and the recipient of the damage is a member of the party, the Darkrift damage is reduced.
This hat allows the wearer to retrieve and drink one potion as a Free Action once per game.
Sonic damage inflicted upon the wearer is reduced by 2 points per attack/effect
The cleric’s turn undead ability is expanded to affect Evil Outsiders and Aberrations, in addition to Undead.
Adds +7 to AC
Adds +1 HP healed from any healing spell received if the spell was cast by a character, not from scrolls or items.
Note: The bonus healing is applied when healing spells are cast upon the character utilizing this runestone. When healer classes utilize this runestone, healing spells they cast upon others are not boosted.