Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level)
Neck
Grants 1 point of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Healing Spells (not scrolls, wands, or items) cast by the wearer heal +1 HP.
If the Spell can affect more than one target, the caster gets a pool of 1 healing to allocate on an eligible target.
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.
Damage Spells (not scrolls, staves, wands, or items) cast by the wearer deal +2 damage.
If the Spell can affect more than one target, the caster gets a pool of 2 damage to allocate among eligible targets–not +2 damage per target.
Negates all special attacks that might be directed against the wearer’s armor or weapons. (E.g., a rust monster’s corrosion ability or sundering attacks from SeyLah’s +2 Sundering Cestus)
Grants the ability to breathe underwater. It does not grant the ability to talk or utter verbal components necessary to release the magic in a scroll or cast a spell.









