Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but suffer -1 to Reflex saving throws
Equippable
Mechanical trap damage inflicted upon the wearer is reduced by 3. It has no effect on magical trap damage.
Adds +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 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)
Allows wizards to make two selections instead of one for their skill test. If either guess is correct, the character will get full credit for a successful selection.
Note: This token must be used prior to initiating the skill test and must be turned in no matter what the results of the skill test turn out to be.
Crushing this enchanted pearl underwater allows the user to utter command words, invoke the verbal components of spells and scrolls, and/or perform bardsong. The effects last for the rest of the room. This item does not grant the ability to breathe underwater.
Activating a Pearl of the Sirine requires a Standard Action.
Note: A scroll will be immediately destroyed in an underwater environment before it can be read unless magic is used to preserve the scroll.
Wearer may use the remove disease power to heal 5 HP instead of curing the target of disease. This healing is not subject to Focus or any other healing bonuses the wearer may possess.
This item has nothing to do with lay on hands. All five points of healing granted by this item must be used in a single application.
1st-level healing Spells cast by the wearer heal +4 HP.
If the wearer is a cleric, the total bonus healing from this item is +5.
Imbues the wearer with Psychic Power and gives access to the next two higher tiers 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.









