Equippable
Once per game, up to 30 points of damage inflicted on the wearer can be negated. The damage must come from a single source, but the damage can be of any type other than Eldritch or Push.
Any unused damage absorption is wasted. E.g., if this charm is used to negate a 25-point attack, the 5 remaining points are wasted–they cannot be “banked” for later.
When raging, all your attacks gain +2 Damage. When not in rage, this item has no effect.
On a successful missile attack, reduces the victim’s AC by 2
The effect from this thick and sticky glue will stack with other items which reduce the victim’s AC, up to a maximum AC penalty of -6. However, the effects of multiple Tanglefoot Bags on the same monster do not stack.
User heals 10 HP any time the party’s initiative is a natural 20, but only if the user says, “Who-ha!”. Saying “Who-ha” is an Instant Action.
The user of this tankard does not have to be the same person who rolled the Initiative die.
Adds +3 to maximum HP
This item must be equipped in both the melee offhand and missile offhand slots, thus preventing the use of a shield or an offhand weapon. Therefore:
- Monks may not use flurry of blows attacks, but may wield a single onehand weapon in melee or a 1-hand weapon in Ranged combat.
- Rangers may only wield a 1-hand Ranged weapon and may not attack in melee at all.
Wearer deals +1 Damage when wielding a whip or scourge–magical or mundane. It has no effect on any other weapons.
Monsters struck by a melee (not missile or spell) attack under the influence of this rune lose all their Shock immunity/resistance. This loss of Shock resistance applies to attacks by anyone, not just the user of this rune.









