Barbarian
If outdoors, the wearer gains Free Movement.
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Allows the use of slashing, blunt, ranged, or thrown weapons while underwater. It does not remove the Hindered penalty.
Hindered: When underwater, creatures not native to water (including player characters) are very slow to propel themselves. In melee combat, only characters with Free Movement may attack the first round. In addition, without magical aid anything requiring movement or a Move Action is not possible during the first round of combat.
Adds +4 to Fortitude saving throws vs. poison from Plant creatures
This does not affect saving throws for poison derived from plants (e.g., hemlock or oleander), it only helps with poison delivered by plant monsters.
Does not affect AC vs. plant creatures
The instant the wearer enters the final room of the adventure, the wearer heals 10 points of damage. The healing cannot be “banked” for later in the room.
This item cannot restore a dead character to life. E.g., if a wearer dies in room 6 and the party drags the wearer’s corpse into room 7 (the final room), that character is still dead. However, if the wearer dies in room 6 and is resurrected before the party departs room 6,
Healing Spells (not scrolls or items) cast by the user heal +2 damage per Spell. Healing Spells (not scrolls or items) cast on the user heal +2 damage per Spell.
If the user of this item targets themself with a healing Spell, this item grants a total of +4 healing.
Adds +2 to Constitution (+1 to max HP per character level and +1 to Fortitude saving throws)
Adds +4 to Reflex saving throws vs. being entangled in a web. This item does not provide any benefit for non-web entanglements.
Adds +1 to Constitution (depending on initial Constitution score, either 0/+1 to max HP per character level and 0/+1 to Fortitude saving throws)









