Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons), +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws), +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level), and +2 Focus.
Shirt
Wearer is imbued with Psychic Power. Furthermore, once per game the wearer may manifest a second Psychic Power. However, the second Psychic Power may not be the same as the first one manifested. I.e., it does not allow the wearer to manifest the same power twice.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure.
Adds +3 to Will saving throws.
If the wearer is a Cleric, the total bonus to Will saving throws is +4.
Healing Spells (not scrolls or items) the wearer casts heal +2 points of damage if the player passes the druid skill test. If the Spell does not have a skill test (e.g., cure minor wounds, a 0-level spell), it cannot benefit from this item.
If a Spell under the influence of Druid’s Sacred Vestments can affect more than one target, the druid gets a pool of 2 extra healing points to allocate among the party.









