Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Volunteer Recognition
The instant the wearer enters the final room of the adventure, the wearer heals 10 points of damage. The healing cannot be “banked” for later in the room.
This item cannot restore a dead character to life. E.g., if a wearer dies in room 6 and the party drags the wearer’s corpse into room 7 (the final room), that character is still dead. However, if the wearer dies in room 6 and is resurrected before the party departs room 6,
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
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)
Before beginning their adventure, the user adds either +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) or +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)–not both.
Before beginning their adventure, the user adds either +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) or +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)–not both.
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons)