If your attack (any non-scroll attack slide that deals damage) winds up as the only puck resting on the “20”, that attack deals +5 damage. If you are capable of sliding more than one puck, only one of your attacks may rest on the 20 for this power to activate. E.g., if a ranger wearing this ring performs a double melee attack and both pucks rest on the 20, the power from this ring will not activate.
Missile
2-handed melee or missile (physical projectile) attacks made by the wearer deal +2 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.
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +1 damage as Sonic.
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +2 damage as Sonic.
The wearer’s melee, missile, and spell (not scrolls or items) attacks deal +2 damage as Fire. All shurikens thrown by the wearer automatically return to the wearer at the end of that combat round and may be used again the next round.
Note: Though monks may throw up to two shurikens per round, this item does not allow a monk to throw the same shuriken more than once per round. I.e.,
Adds +1 Damage when using non-magical weapons (melee or ranged, but not spells)
This ring may be used by monks attacking with their bare hands or in conjunction with non-magical monk bracer weapons.
Missile attacks (physical ranged attacks, not spells, scrolls, nor wholly magical effects) made by the wearer deal +3 damage as Cold.
Ranged attacks made by the wearer deal +2 damage as Fire
If the wearer is a monk, their melee attacks also deal +2 damage as Fire
Adds +1 to AC and successful Ranged attacks made by the wearer deal +1 damage as Sacred.









