Blue Mountain
Fighter Charms
Magic Item Category:Jewelry
Class Restrictions:
(Who can use this item?)
All
Magic Item Name:Fighter Charms
Power Level:3
Who Has This Item:No one
Attunement:3 days
Fighter charms generally take the form of a leather necklace with carved pendant hanging from it. The pendant can be anything from a carving of a warrior or dragon, to a bone fragment, scale or lock of hair. The abilities of a charm can only be used twice a day.

The maximum number of charms that can be worn is based on the user's MA. Refer to MA under Characteristics. Use the same number as for maximum number of Magic Rings that can be worn.
  • Sure Hit – +5 to hit when charge is used (5d6 charges)
  • Hard Hit – +1 to damage when charge is used (5d6 charges)
  • Weapon Slam - Max damage when charge is used (3d4 charges)

For the above charms, 1 charge is used if declared before the attack is made. Alternately, the wearer can burn 3 charges and gain the benefit after they roll to hit. Thus, if the wearer of a Sure Hit charm missed by five or less, they can burn 3 charges and the miss will become a hit.
  • Fast Attack -+2 Initiative when charge is used (2d4 charges)
  • Surprise Attack - Extra attack when charge is used (2d4 charges)
  • Close Wounds - Healed 2d4+2 when charge is used (3d6 charges)
  • Armor Wear - Will either cause the character's armor to be removed in one round and stacked neatly in a pile adjacent to the character (on the ground, chair, table, etc.) if the character is currently wearing armor, or will cause the character's armor to be donned in one round if the armor is next to the character and being touched, and the character is not currently wearing armor. The charm only works on armor that the character has previously worn within the last 96 hours. (2d4 charges)
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