Melee
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Poison.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects get added to your overall stats. One runestone may be used per adventure. However, up to two additional Rare/Ultra Rare runestones can be attached to one weapon (or one runestone each on two different weapons) if the player possesses a Runestone Fitting Base (one per additional runestone) and presents it at the beginning of the adventure with the additional R/UR runestone(s) of choice.
Adds +8 to Strength (thus adding +4 To Hit in melee and +4 Damage with melee and thrown weapons), +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws), and +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level).
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and 0/+1 Damage with melee and thrown weapons) but penalizes all saving throws by -1
When this instrument is played, bardsong grants each party member a total of +3 To Hit & +3 Damage (+4 To Hit & +4 Damage if the bard is 5th-level) with melee and ranged attacks. While performing bardsong, the bard may simultaneously perform a Standard Action (e.g., physically attack, cast spells, perform a Lore check, read scrolls, activate wands, drink potions, etc.) Once per game, if a party saving throw is rolled and a “1,
When used by bards, their bardsong grants each party member a total of +1 To Hit & +3 Damage (+2 To Hit & +4 Damage if the bard is 5th-level) to their melee and Ranged attacks. The bard may physically attack while playing this instrument and/or initiate one Free Action.
On a successful hit with a melee weapon, the wielder deals an additional 1 damage as Cold.






