When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
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When attacking an Incorporeal creature, the wearer’s attacks do not suffer the 50% miss chance.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
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.
Once per room, any Potion consumed by the wearer heals the wearer 1 HP. This item does not overwrite the Potion’s original effect, it adds to it. E.g., drinking a Potion Black Dragon Breath doesn’t normally heal the consumer, but with this item it would deal 5 damage to all monsters and heal 1 HP to the consumer. Potions that already restore HP are compatible with this item’s effect. Simply add +1 to the amount the Potion would have otherwise healed.
Once per room, the wearer may drink either one Common Potion or one Uncommon Potion as a Free Action. This item’s effect is not compatible with any other rarity of Potion.
Adds +2 to Fortitude saving throws
When this bitter herb is consumed the player may re-attempt a failed saving throw vs. poison. It can only be used one time per person per room.
Note: Only one poison saving throw re-roll is allowed per person per room. E.g., if a poisoned character possesses both Anti-toxin and Belladonna, only one–not both–of those items could be used by that character to re-roll the poison saving throw.
wearer gains +1 to Reflex saving throws vs. falling from heights
This belt allows the wearer to retrieve and use either one oil or one salve as a Free Action once per combat. It does not work in conjunction with other liquids, gels, or potions.
This belt only works for its owner, but the oil/salve may be applied to the owner/owner’s equipment or on another willing target’s body/equipment. However, if used on another person or on another person’s equipment, it uses up that person’s Free Action for that round in addition to the owner’s Free Action.
Melee attacks deal +1 Damage as Fire
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) and -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)