Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Ranged
Adds +2 to Constitution (thus +1 to max HP per character level and +1 to Fortitude saving throws) and +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Adds +2 To Hit to all ranged attacks (physical as well as spells cast from the character card which require an attack slide) and +2 Damage to all ranged attacks made with physical weapons.
These bracers grant a To Hit bonus to spells cast from the character card which require an attack slide, but not scrolls or magic with a missile-like effect.
These bracers do not grant a Damage bonus to any spell,
+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) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Before the game starts, the wearer must choose 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)
Before the game starts, the wearer must choose 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)
Adds +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) and suffer -1 to all saving throws
Adds +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).
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks. This charm does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off.