This ear adornment grants the wearer immunity to damage from heavy objects that fall on the victim, be they from traps, rock slides, or falling rocks. It does not mitigate damage incurred if the victim falls and takes damage from said fall.
Ranger
Once per room, when the wearer consumes a healing item (any food or beverage that restores lost HP by entering the digestive system–whether or not the item has a secondary effect), the wearer heals an additional +3 damage.
When the wearer can hear bardsong being performed, the wearer is immune to charm and fear effects. This item does not function if the wearer is unable to hear the bard play (e.g., if the wearer was in a zone of magical silence.)
When bardsong is in effect, wearers take -2 Damage from all physical missile attacks which hit them. This item has no effect on melee attacks nor attacks which are wholly magical in nature.
This item’s benefit immediately ceases when the bardsong effect ceases. In most cases the bardsong effect ends when the bard stops playing, but if the party’s bard was using Lyre of Echoes,
The wearer of this ear decoration cannot be Surprised while underground. It has no effect aboveground.
Fire and/or Shock damage inflicted upon the wearer is reduced by 1 point per attack/effect.
Non-magical weapons wielded by the wearer of this item are treated as +1 only for the purpose of overcoming an enemy’s Damage Reduction (DR). This earcuff does not actually grant a To Hit or Damage bonus, it allows a non-magical weapon to affect a creature with DR +1.
This earcuff will not increase the “+” of a magical weapon. E.g., it will not turn a +1 weapon into a +2 weapon for the purpose of overcoming an enemy’s DR.









