Once per room, this missile weapon may be used to make a ranged attack.
This damage from this weapon may optionally be enhanced with slug ammo.
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Once per room, this missile weapon may be used to make a ranged attack.
This damage from this weapon may optionally be enhanced with slug ammo.
As a Free Action once per combat, the wearer may use a melee weapon (using melee combat modifiers) to attack flying or levitating monsters. The monster must be in the air, not just at range.
This item 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. This item neither impairs nor improves the wearer’s ability to perform normal attacks or Spell castings.
Adds +3 to AC.
Darkrift damage inflicted on the wearer is reduced by 1 point per attack/effect.
Adds +3 to AC.
Shock damage inflicted on the wearer is reduced by 1 point per attack/effect.
Adds +3 to AC
Adds +2 to AC
Sling or slingbow attacks made by the wearer deal +1 Damage.
This weapon deals an additional 3 damage when it’s used to score a hit against a Construct.
Adds +1 to AC
This weapon deals an additional 3 damage when it’s used to score a hit against a Construct.
If thrown (used as a ranged attack), this weapon does not automatically return to the character’s hand.
Pouring two flasks of Faerie Water (i.e., turn in two tokens) into a Goblet of Healing and consuming the liquid from the goblet will heal the imbiber 3 HP. The pouring and drinking process can be completed as a single Standard Action.
If you have also equipped a Greater Alchemist Pouch, it will bestow its healing bonus on you when you drink two Faerie Waters out of this goblet.