This arcane necklace allows any character to cast a swarm of fireballs that will affect every monster in the room. This spell automatically hits and deals 8 points of damage. Every monster must make a DC 15 Reflex saving throw. If the saving throw succeeds, that monster takes half damage.
Ultra Rare
The wearer may cast a Spell (not a scroll, wand, or item) as a Free Action. This Spell is “cast as a scroll” and may not be modified by skill tests or other enhancements which normally apply to Spells, nor may it be duplicated by other items/effects.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack. If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Short Sword deals 10 damage over and above the usual sneak attack bonus.
This special weapon, created at the request of the Thieves’ Guild Master Nightshade, has unique properties in the hands of a rogue when attempting a sneak attack.
If the rogue uses this weapon to perform a sneak attack, (assuming the monster has vital areas and can be sneak attacked) and the damage indicator points to the 🗡 on the damage wheel, Nightshade’s +2 Throwing Dagger deals 10 damage.
Once per combat, if the wearer scores a critical hit while making a Melee sneak attack, the crit multiplier becomes ×3 instead of ×2.
This item has no effect on non-sneak attacks or non-critical hits. Even if the rogue has the means to make a Ranged sneak attack (e.g., Lenses of Vital Insight or Seth’s Ring of Shadows), this item cannot effect a Ranged sneak attack.
Adds +2 Strength (thus adding +1 To Hit in melee and +1 Damage with melee weapons) if equipped in the melee offhand slot. Though all classes can equip it to gain the Strength bonus, monks and rangers are the only classes that can use it as an offhand melee weapon.
This item is no longer equippable in the ranged offhand slot. It can only be equipped in the melee offhand slot.
Adds +3 to max HP and gain Free Movement
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action, but it was changed to avoid having the same term mean two different things.
Adds +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws)
Melee and Ranged attacks made by the user gain +1 To Hit
Melee and Ranged attacks made by the user deal +1 Damage









