As long as the wearer does not have a shield equipped, all melee attacks made by the wearer deal +1 damage. If the wearer of this charm ever uses a shield, this bonus disappears until the shield is unequipped.
Rogue
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws).
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks. This charm does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off.
Wearer gains +4, +6, or +8 Retribution Damage based on the total number of Charms of the Hedgehog equipped in the party, as shown below:
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) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Wearer gains +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level) and suffers -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/–1 To Hit with ranged attacks, either 0/–1 to AC, and either 0/–1 to Reflex saving throws)
Wearer gains +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
Wearer gains +2 to Dexterity and -1 to AC (Thus, adding only +1 To Hit with ranged attacks and +1 to Reflex saving throws. The AC bonus normally afforded by +2 DEX is negated by this item’s drawback.)









