GROUP THREE "THINGS FOR YOUR NECK"
1. Chronocharm of the Horizon Walker: Swift command action 1/day move up to half your speed as part of the same swift action used to activate the charm; this movement does not provoke attacks of opportunity; round down to the nearest 5-foot increment when relevant.
2. Scarab of Invulnerability: Swift command action 1/day gives 1 round of total immunity to all forms of damage (including ability damage), from all things including weapons, spells, psionics, poison, environment, or anything else causing damage. Must wear fro 24 hours before it attunes to you and can function.
3. Brooch of Stability: 1/day when your HPs drop to -1 or lower, automatically stabilize (assuming damage was not enough to kill you).
4. Amber Amulet of Vermin, Giant Bee: Standard command action 1/day summons a giant bee, as summon natures ally spell, for 1 minute.
5. Amulet of Retributive Healing: Swift command action 3/day, next effect you use before end of your turn that heals another creature's damage also heals you the same amount (as long as you could be healed by that same effect). If effect heals multiple creatures, you still only get healed one time.
6. Amulet of Second Chances: Swift command action 1/day to undo all events of your current turn and begin the turn again. Includes moving self and creatures back to positions of start of turn, removing damage and conditions, and in all other ways resetting the turn. Affected creatures remain aware of the now non-existent turn, but free to make new choices in new turn.
7. Torc of Displacement: Immediate mental action grants concealment for 1 round of a percentage based on charges you use. 3 charges/day, renews at dawn, spendable as follows: 1 charge 20% miss chance, 2 30%, 3 40%.
8. Scarab of Stabilization: Constant if drop below 0 hp but still alive, auto stabilize. One time use secondary power, if drop below -10 hp become -1 hp instead and stabilize (scarab crumbles to dust if secondary ability used).
9. Heartseeking Amulet: Swift command action 3/day to make next single melee attack made within that turn a melee touch attack.
10. Amulet of Emergency Healing: Immediate command action 3/day to provide instant healing of 1d4+5 points of damage to self or creature in 30 feet of you. Can even be used to prevent death of creature reduced to below -9 hit points, ans long as healing returns target to -9 or higher.