2017
On a successful hit from a blowgun, deals an additional 3 damage as Poison. Its use must be declared (turned in to the DM) prior to making the attack slide.
If the party wins Initiative, for the rest of that combat, melee damage inflicted upon the wearer is reduced by 2 points per attack.
While wearing these bracers, successful melee weapon attacks deal +2 damage as Shock. They may be used by a monk, but that monk could not use any “bracer weapon” because Bracers of Lightning must be worn on both wrists.
Wielder gains +2 To Hit with melee attacks only–including melee attacks made with the horn itself. This item may only be held in the melee offhand slot. (It cannot be equipped in the ranged offhand slot.) Monks & rangers (not any other class) may wield it as an offhand melee weapon.
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.
Wearer sees Fae in their true form.
This item’s power is “always on” and does not require activation to use.
Each member of the party wearing this item gains +1 to their maximum Hit Points for every party member wearing one of these items. Thus if only one party member is wearing a Charm of Synergy, only that party member’s maximum HP is increased by 1. If three party members are wearing a Charm of Synergy, those three each gain +3 to their maximum HP but the other party members are unaffected. If all ten party members are wearing a Charm of Synergy,
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +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)









