Drawback
Ranged attacks made by the wearer gain +1 To Hit. Wearer’s Reflex saving throws suffer a -1 penalty.
A heavy crossbow takes one combat round to load after being fired. Therefore, a player using any type of heavy crossbow (mundane, magical, Dwarven, etc.) will only be able to attack every other round. Even if a player has multiple heavy crossbow tokens, the cumbersome nature of this weapon–changing from heavy crossbow to heavy crossbow–will still incur a combat round penalty. Thus, carrying multiple heavy crossbows will have no net benefit (besides being realistically unfeasible).
All healing Spells (not scrolls or items) cast by the owner heal +1 damage, but only if the owner has equipped nothing but Common, Uncommon, Rare, Enhanced, and/or Exalted tokens.
This rarity restriction also applies to slotless items. E.g., a cleric could not benefit from both a Greater Holy Symbol of Pelor and a Humble Cup.
Adds +5 to AC and grants immunity to fear, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +6 to AC and grants immunity to charm, but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -3 to Will saving throws









