The wearer is healed 2 HP when the first (or only) monster in the room dies. If the room has multiple monsters, any monster deaths past the first do not trigger the effect of this Charm.
Equippable
The possessor of this unique Artifact is allowed to play a multi-class character. He picks two classes from any of remaining character cards (after everyone has picked theirs) and he carries both cards with him during the adventure. The character can use any spells or special powers from either character and use any magic item (other than armor) usable by both. As a dual-class wizard he could wield a sword but not wear armor. The character’s hit points are equal to the sum of both classes,
The wearer’s actions are not adversely affected when the wearer is attacked by a Swarm subtype. This cap does not reduce damage of any kind.
The wearer cannot become affected by the Diseased condition. This item does not prevent Disease-based HP damage, only the Diseased condition.
Diseased Condition: Disease can deal HP damage (though not always), but if you fail a saving throw for Disease, under certain conditions, there may be repercussions. Simply taking Disease damage won’t trigger this condition. It must be the result of a special attack that causes this condition and you must fail the save.
Trap or falling rock damage inflicted upon the wearer is reduced by 2.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap” for flavor purposes, but their damage is not mitigated by this item.
Wearer is immune to natural Cold damage. It has no effect on magically created Cold.
Note: The term “natural” means it exists in the real world.
+1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and -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)









