Adds +2 to Missile damage
If the wearer is a ranger, adds a total of +3 to Missile damage
Adds +2 to Missile damage
If the wearer is a ranger, adds a total of +3 to Missile damage
Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.
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)
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. In addition, the monster will suffer 6 damage. If any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
All the wearer’s 0-level healing spells heal +1 hit point.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
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. The coach notes on the party card when a character has Psychic Potential.
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. However, if any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
All damage and/or healing spells cast by the wearer deal/heal additional points depending on the total number of Bracelets of the Cabal equipped in the party, as shown below:
Flurry of blows attacks made by the wearer deal +1 damage as Fire. Non-flurry of blows attacks made by the wearer do not gain any damage bonus from these bracelets.
The wearer is able to affect critical hits on Plants. It also allows rogues to perform a sneak attack on Plants. (Plants have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
The wearer gains immunity to magical magnetic effects.
Wearer cannot be Surprised
Once per room, if the wearer has cast a spell from the character card as a Standard Action, the wearer may cast an additional unused spell as a Free Action in the same round. (Both spells are marked off the player’s character card.) Thus, the wearer may cast two spells in one round.
The bonus spell is “cast as a scroll” so it may not be modified by skill tests or other enhancements which normally apply to spells,
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If this weapon is used to score a natural 20, the monster will immediately perish if the 8🖐🏿 on the damage wheel is facing the damage dot indicator on the combat board.
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If a player possesses two of these items, both may be used in the open handed sliders.
Worn on the wrist of a monk when making flurry of blows attacks, what would normally be armor becomes an offensive weapon. The token is placed in one of the monk’s combat sliders but both sliders are still used per normal open handed combat. If a player possesses two of these items, both may be used in the open handed sliders.
The damage wheel includes 4 points of Poison, which will be deducted if the victim is immune to Poison.
Adds +2 Damage to all ranged attacks made with physical weapons. It does not add damage to any scroll or spell that has a missile-like effect.
Adds +1 to AC and suffer -1 to Reflex saving throws
Ranged attacks made by the wearer deal +3 damage per attack/effector a total of +8 damage if Ammunition or Dust is applied.
All Melee attacks made by the wearer gain +1 To Hit
Adds +2 to ranged AC; does not affect melee AC
The wearer is able to affect critical hits on Elementals and Elemental-based creatures. It also allows rogues to perform a sneak attack on Elementals and Elemental-based creatures. (Many Elementals have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
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)
While wearing these bracers, successful melee weapon attacks deal +2 damage as Fire. They may be used by a monk, but that monk could not use any “bracer weapon” because Bracers of Fire must be worn on both wrists.
Fire damage inflicted upon the wearer is reduced by 2
While wearing these bracers, successful melee weapon attacks deal +2 damage as Cold.
Wearer gains +1 To Hit when wielding a Goblin-made weapon
The wearer is able to affect critical hits creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) They also allow rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
While wearing these bracers, successful melee weapon attacks deal +2 damage as Shock. They may be used by a monk, but that monk could not use any “bracer weapon” because Bracers of Lightning must be worn on both wrists.
Physical attacks made against the wearer’s Favored Enemy deal +2 Damage.