Adds +3 to Damage and +3 To Hit when fired from a projectile-launching weapon. Its use must be declared (turned in to the DM) prior to making the attack slide.
This ammunition instantly changes to conform to whatever ammunition type the user’s current weapon fires. It cannot be used to make energy-imbued (e.g., Fire or Sacred) ammo.
Projectile-launching weapons include blunders, bows, crossbows, slings, as well as any kind of weapon that shoots/flings/launches ammunition.
Twice per room, when the owner ingests (consumes via the mouth) any kind of healing item, the owner heals +3 HP.
To be compatible with Bead of Greater Binding, the ingested item must restore HP expressed as an integer, not a variable such as “half” or “all.” Items which bring the dead back to life are not affected by this item.
The wearer of this item may not equip a Bead of Binding.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons)
Adds +2 to Dexterity (thus, +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Wearer deals +3 damage with physical ranged weapons and with damage-inflicting spells.
Wearer gains +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and Free Movement
Free Movement: Immunity to hold, paralyze, and slow Spells or effects, as well as a spider’s webbing or similar sticky substances. It also negates underwater movement penalties. It does not prevent the character from being constricted or swallowed. Free Movement used to be called Free Action,
If no other treasure-enhancing tokens (regardless of rarity or permanence) are equipped, the player receives two additional Treasure Chips at the end of the adventure.
The first time the party rolls a natural 1-4 on their initiative check, each character with this charm equipped heals 10 HP. This charm’s effect cannot occur more than once per room.
The wearer may increase the effect of an Ultra Rare, Exalted, Rare, Enhanced, Uncommon†, or Common† Treasure-Enhancing token by +1. E.g., Charm of Treasure Boosting could be used with Crown of Treasure Finding because that’s a Rare, but not with Charm of Avarice because that’s a Legendary.
No more than one Treasure-Enhancing token may be equipped by the wearer of this charm.
For the purpose of this token’s restriction,
This token’s effect is different each year. Inquire with your coach at the beginning of the adventure for the current effect.
User gains +1 To Hit and +1 Damage when wielding a Rare weapon, including Rare alchemical weapons. This item has no effect on weapons of any other rarity, not even Common or Uncommon.
Monks may take advantage of this item, but only when wielding Rare weapons–either hand-held or bracer-style. All of the weapons the monk is currently using must be Rare for this item to function.
Adds +4 to Dexterity (thus +2 To Hit with ranged attacks, +2 to AC, and +2 to Reflex saving throws)
When placed in the mouth of a dead comrade, this item restores the character to life with full HP. The resurrected character will not gain back any expended spells or limited use special abilities. This must be used in the room where the death occurred. The process of “feeding” a character this item requires a Standard Action.
It can also be eaten by a living character to restore full hit points.
Q: Can a character revived with a Fallen Star Mushroom take an action the same round they were revived?