Adds +2 to Strength (thus +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Rogue
While in the Coaching Room, before the game begins, the character gains +4 to one Ability Score of the player’s choosing. This is a +4 bonus to the Ability Score itself, not +4 to that Ability Score Bonus. That Ability Score’s total bonus is going to increase by 2 as a result of this item. This choice cannot be altered once the character has left the Coaching Room.
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and the wearer suffers –2 to Will saving throws
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -2 to Will saves
Wearer is immune to Gaze attacks. In addition, wearer is immune to Possession by an Evil Outsider. This item does not prevent Possession from any other creature type, but will prevent Gaze attacks from any source.
This mask occupies the head slot on the wearer.
Adds +4 to Dexterity (thus, +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws) and the wearer suffers –2 to Fortitude saving throws
Adds +4 to Strength (thus adding +2 To Hit in Melee and +2 Damage with Melee and thrown weapons) and the wearer suffers –2 to Reflex saving throws
Adds +3 to Constitution (thus, depending on prior Constitution score, either +1/+2 to Fortitude saving throws and either +1/+2 to max HP per character level)









