Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.
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Adds +2 Damage with melee attacks
If the wearer is a rogue, they also gain +1 To Hit with Melee attacks.
Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws) and suffer -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)
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. In addition, the monster will suffer 6 damage. If any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Psychic Power
Players wishing to use a Psychic Power must unlock their character’s Psychic Potential by equipping a token that imbues Psychic Power before the start of their adventure. The coach notes on the party card when a character has Psychic Potential.
If a monster attacks the wearer and rolls a 1 for its attack, the monster’s turn is over regardless of how many attacks it might have had left. However, if any of the attacks made before the 1 was rolled would have hit the wearer, those “pre-1” attacks can still do damage.
All damage and/or healing spells cast by the wearer deal/heal additional points depending on the total number of Bracelets of the Cabal equipped in the party, as shown below:
The wearer is able to affect critical hits on Plants. It also allows rogues to perform a sneak attack on Plants. (Plants have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
The wearer gains immunity to magical magnetic effects.
Wearer cannot be Surprised
Once per room, if the wearer has cast a spell from the character card as a Standard Action, the wearer may cast an additional unused spell as a Free Action in the same round. (Both spells are marked off the player’s character card.) Thus, the wearer may cast two spells in one round.
The bonus spell is “cast as a scroll” so it may not be modified by skill tests or other enhancements which normally apply to spells,