Any time the wearer slides a natural 20 on an attack, the wearer heals 4 HP.
This ring does not deal any additional damage to the target of the attack.
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Any time the wearer slides a natural 20 on an attack, the wearer heals 4 HP.
This ring does not deal any additional damage to the target of the attack.
If your attack (any non-scroll attack slide that deals damage) winds up as the only puck resting on the “20”, that attack deals +5 damage. If you are capable of sliding more than one puck, only one of your attacks may rest on the 20 for this power to activate. E.g., if a ranger wearing this ring performs a double melee attack and both pucks rest on the 20, the power from this ring will not activate.
Adds +1 to AC
Adds +2 to AC
The wearer cannot become dehydrated
Up to 5 times per game, when the wearer casts 1st-level Spells from their class card, the wearer may, if desired, mentally channel the casting of those spells through the ring. The result of this channeling allows the ring to cast those Spells by proxy and as Free Actions. The Spells still get marked off the player’s class card, but since the ring is doing the work of casting, the wearer’s hands are free to do other things (e.g.,
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 damage as Sacred
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Adds +4 to Reflex saving throws
The player gets three extra Treasure Chips at the end of the adventure.
Melee attacks made by the wearer deal +1 damage as Sacred.
If the wearer is a cleric or paladin, this ring deals a total of +2 damage as Sacred.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.