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)
Adds +3 to Dexterity (thus, depending on prior Dexterity score, adding either +1/+2 To Hit with Ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and +2 damage with Ranged attacks.
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +1 Damage with Ranged attacks
Wearer deals +1 damage as Sacred when making missile attacks
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 +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
On a successful attack against a Plant creature, the wearer deals an additional 2 damage. This affects all attacks requiring a slide, including spells that require an attack slide. It does not affect spells or items which cause damage without an attack slide.
Grants 10 points of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
As a miscellaneous gear token, the use of this item in the adventure is limited only by the imagination of the player and the approval of the DM.
magical melee slashing weapon (may not be thrown)
When wielded by a barbarian, this weapon deals +1 Damage.
magical melee slashing weapon (may not be thrown)
When wielded by a barbarian, this weapon deals +1 Damage.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -2 to AC
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) but suffer -2 to AC
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- Melee attacks deal +4 damage
- Ranged attacks deal +4 damage
Ranged attacks made by the wearer deal +1 damage as Darkrift
Remember: “Ranged” is an umbrella term that covers both missiles (physical items propelled through the air) and Spells cast from the class card (not scrolls, items, or “cast as a scroll” effects).
Adds +2 to Dexterity (thus, +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)





























