Charm
Adds +1 to Constitution (thus, depending on prior Constitution score, adding either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Imbues the wearer with Psychic Power and gives access to the next higher tier of powers. This item cannot grant access to a power tier above 7.
Once per room, if the party’s Initiative Check roll is a natural 15-20 and the party wins the Initiative check, anyone wearing a Charm of Quick Strike may immediately slide an attack (melee, ranged, or spell, any kind of slide attack is eligible) before combat starts. If the room has the potential for a Surprise attack round, the extra attack granted by this charm is in addition to the Surprise attack and should be resolved before the Surprise attacks are made.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
When a ranger with this item equipped makes a missile attack, the player will place this token in the second puck and slide it at the same time the ranged weapon token is slid–much like how the player would perform a ranger’s standard melee attack. If both the ranged weapon token and this token hit the target, this token deals +6 damage as Piercing to the target.
The +6 damage from this item is completely unaffected by any kind of damage modifier that’s applied to the weapon.









