Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
This weapon deals an additional 15 Damage when it’s used to score a hit against Undead, Were-kind, or Outsiders.
While in the Coaching Room, before the game begins, the player must pick which one of the following bonuses they want for their character:
- +5 to Fortitude saving throws
- +5 to Reflex saving throws
- +5 to Will saving throws
When this item is equipped, any Incense turned in during coaching has its effect increased by 1.
These are the total effects of each Incense when the Censer of Divine Aid is also equipped:
- Incense of Focus: +2 to Focus
- Incense of Might: +2 to hit & damage w/Melee attacks
- Incense of Power: +2 to damage w/Melee attacks
- Incense of the Magi: +2 to damage w/Ranged attacks
Once per room, the first time the wearer takes damage, that damage is reduced by 3 points.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Melee attacks made by the wearer deal +5 damage.
Once per room, the wearer may heal 5 hp after successfully hitting and damaging an enemy with a Melee attack.
All damage (except for Push and Eldritch) inflicted upon the wearer is reduced by 3 per attack/effect.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 14 points of damage–but only to Undead and Accursed monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not Undead or Accursed, Divine Water deals no damage. It is usable only once,
This earcuff allows the wearer to equip up to four rings instead of the normal maximum of two.
The effect from this item will not stack with other __ of Glory items.
This slotless item grants the ability for a character to equip an additional Waist slot item, as long as that token is Ultra Rare. As per normal equipping rules, the extra token cannot be a duplicate token.
Before the start of their adventure, the wearer gains either +4 to hit with melee attacks or +4 to hit with ranged attacks.














