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.
Druid
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 +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









