Wearer gains +1 to Reflex saves for each charm the character has equipped, up to +6.
Wearer gains +1 to Fortitude saves for each charm the character has equipped, up to +6.
This headpiece allows the wearer to transform a damage-inflicting spell to a different elemental energy (e.g., changing a Fire attack to a Cold attack). Only spells that are memorized by the character (i.e., on the character card) are eligible. The only eligible energies are Cold, Fire, and Shock. This means a Cold spell could be transformed into Fire or Shock, Fire could be transformed into Cold or Shock, or Shock could be transformed into Cold or Fire.
The wearer is immune to the extra damage caused by sneak attacks. The wearer is not immune to the attack itself–only the bonus damage from the sneak attack is negated.
As long as the wearer takes no offensive* action, the wearer cannot be visually targeted by the monster with a melee or ranged attack.
If the wearer performs an action which negates this cloak’s effect, the cloak’s effect cannot be used again for the rest of the room.
Some creatures are capable of locating prey via non-visual means, including scent or sound. This cloak does not provide protection against non-visual detection.
Attacks from natural insects and arachnids cannot harm the wearer.
Note: The term “natural” means it exists in the real world.
Once per game, up to 3 points of melee damage inflicted on the wearer can be negated. The damage must come from a single melee attack. Neither missile nor magical damage can be negated by this cloak.
Adds +1 to all saving throws
Any time the wearer rolls a natural 20 on a saving throw, the wearer heals 10 HP.
When a successful attack is made against the wearer, this cloak requires the attacker to succeed on a DC 12 Fortitude save or suffer a -2 penalty to its To Hit attempts for the duration of combat. The -2 penalty applies to all attacks the victim makes, not just ones directed at the wearer of this cloak.
The first potentially successful melee strike directed at the wearer has a 50% chance to miss. The first time the DM succeeds on an attack that would normally hit the wearer, the DM will roll a d20. If the result is 11-20, the attack fails. This item only works once per combat and only during the first potential melee strike aimed at the wearer, regardless of whether the 50/50 roll succeeded or failed.
This cloak is made out of a magical fabric that camouflages the wearer when still. This effect prevents the wearer from gaining the attention of an attacking monster as long as the wearer takes no actions during combat. Thus, the wearer cannot be the target of an attack. In order to remain undetected, the wearer may not attack, move, talk, cast spells, play bardsong, or pretty much anything other than stand still &
The wearer of this cloak is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Adds +1 to all saving throws and +2 to max HP
If the wearer is a Dwarf Fighter, gain a total of +3 to max HP.
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives one additional Treasure Chip at the end of the adventure.
Adds +2 To Hit when attacking with a mystic staff. If the wearer is a wizard (either variety), the total To Hit bonus is +3.
Add +3 to all saving throws and suffer 2 points of Eldritch damage every time you succeed on a saving throw.
The drawback to this cloak triggers even if its power was not responsible for the save’s success. E.g., if you needed to succeed on a DC 12 Will save and you rolled a natural 18, you would still take 2 Eldritch damage–even though you would have succeeded on the roll if you were not wearing this cloak.
Damage from Ranged attacks is reduced by 1 point per attack/effect.
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).
Wearer gains +2 to all saving throws. In addition, once per game the wearer may negate either one Missile (a physical ranged attack, not a spell or wholly magical effect) or one Melee attack that targeted the wearer. The wearer chooses when to invoke the attack-negation power.
Adds +1 to Reflex saving throws. This bonus is always in effect.
Once per game, the wearer may perform a sneak attack without the standard prep round.
Adds +4 to Dexterity (thus adding +2 To Hit with Ranged attacks, +2 to AC, and +2 to Reflex saving throws) and the wearer suffers –2 to Will saving throws
The wearer of this cloak is effectively immune to falling dangers. The wearer’s rate of descent is slowed, granting the character an easy recovery from any fall. If a character falls from a great height (e.g., off a bridge or chasm), this item allows the character to automatically make it back to safety.
Adds +2 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), RD does not trigger.
Adds +1 To Hit with flurry of blows attacks. Has no effect on non-flurry of blows attacks.
Fire damage inflicted upon the wearer is reduced by 1 point per attack/effect





























