While this set of items doesn’t add any combat effectiveness to the user it does empower the attuned wearer in amazing ways. The simplest and most profound effect is that it wraps the attuned character in a sheath of comfortable breathable air at all times, even when underwater or in airless space. This allows the wearer to ignore any gases that affect creatures through respiration, such as poisons and cloudkill, and also provides advantage on saving throws against harmful vapors or inhaled effects such as breath weapons (see the Survival skill for details).
A necklace that resembles a platinum medallion, this item is potently protective against privation. Attuned characters who wear it can breathe normally no matter their environment and can even survive without air for up to seven days. This includes being chained to a rock in the ocean, swimming in mud or water, or being buried beneath the sand of a desert. It even protects against environmental damage affecting breathing (with the GM adjudicating whether it would protect against things such as fire and heat, if they don’t actually cause loss of breath).
This necklace of adaptation appears to be a simple glove, allowing the wearer to store one object in it when she is not using it. The item can be retrieved from the glove as an action and can only be stored once per day. The object stored is shrunk down to negligible weight, but still counts against a character’s two-ring limit. Spell durations are suppressed while the glove is closed, but will resume once the glove is opened.
This item is a pair of glasses that fit over a character’s eyes. The lenses provide a +5 competence bonus on Spot checks and also allow a character to see through fogs and other similar environmental effects as though they were clear. The item can be worn with just one lens if the character wishes, although doing so causes her to be dizzy and stunned for 1 round. This device is also a powerful means of eluding detection.