Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
Melee
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and the wearer is immune to Retribution Damage against attacks from Accursed monsters.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g.,
While in the coaching room, two or more owners of this token may clink their Goblet of Toasting (GoT) tokens together to gain a bonus to one ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma) of their choice. Each person may choose whichever Ability Score they prefer. E.g., if one person picks Dexterity, that does not compel anyone else to pick Dexterity nor does it prevent another person from also selecting Dexterity.
Successful melee attacks made by the wearer deal +1 damage as Sacred.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
Adds +2 to Strength (thus +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Before the start of their adventure, the wearer gains either +4 Damage with melee attacks or +4 Damage with ranged attacks.
The wearer of this ring may not equip any other ring with the word “Havoc” in its name.
The wearer’s Melee and Ranged attacks deal +2 damage.
In addition, the wearer is able to affect critical hits on creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
+1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws), and +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)









