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.
Ranged
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.,
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
On a successful hit from a bow, this Arrow deals an additional 3 damage as Sacred. It must be declared (turned in) before sliding the weapon token.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned outsiders take no damage from Sacred power. If a weapon with added Sacred damage hits an undead creature, only the Sacred portion of the damage is doubled. If a weapon with added Sacred damage hits a Good-aligned outsider,
Adds +1 to AC and successful Ranged attacks made by the wearer deal +1 damage as Sacred.
On a successful hit from a “blunder” weapon (including a +2 Boom Stick), this slug deals an additional 1 damage. It must be declared (turned in) before sliding the weapon token.
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
On a successful hit, this bullet deals a total of 8 damage as a random energy type, as determined by which symbol is closest to the damage dot.









