When applied to a weapon, that weapon deals +5 Damage as Poison on the first–and only the first–successful attack made with the coated weapon . (Misses do not use up the venom.) If the victim succeeds on a DC 15 Fortitude saving throw, the Poison has no effect, but does not otherwise affect the amount of damage dealt by that weapon. E.g., if the total damage (including the damage from this venom) dealt by the coated weapon’s attack is 20 and the victim succeeds on the Fort save,
Poison
After drinking this potion, the imbiber immediately belches forth a green cloud which deals 3 points of Poison damage to all monsters in the room. This damage is not subject to any kind of damage bonus the user may possess.
The drinking and damage-dealing both occur as part of a single action. So if the consumer drinks this potion as a Free Action (e.g., by using a Pouch of Tulz or Belt of Retrieval),
Adds +4 to AC and grants 1 point of Poison-based Retribution Damage.
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., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g.,
Deals 10 damage as Poison if AC 15 is hit. There is no saving throw to mitigate damage.
Deals 5 damage as Poison to the target. There is no saving throw to mitigate damage.
Deals 12 points of damage as Poison to one target. No saving throw is allowed to mitigate the effect. No To Hit slide is required.
Deals 8 damage as Poison to the target. There is no saving throw to mitigate damage.
This weapon’s damage wheel includes 4 points of Poison damage. Creatures immune to Poison damage take -4 damage from this weapon.
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Poison damage to the monster. It is usable only once per adventure, whether the attack succeeds or misses.
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.