Once per room, the wearer may use one ammo token without having to turn the ammo token in. Any additional ammo tokens must be turned in.
3 units
Successful missile attacks (physical ranged attacks, not spells or wholly magical effects) 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.
Common and/or Uncommon melee weapons wielded by the user deal +1 damage as Sacred.
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
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,
When the cleric who’s equipped this token successfully completes the turn undead skill test, the cleric regains 2 HP. Healing gained from this effect only affects the cleric–the cleric cannot use that healing on another character.
Your cleric character may not benefit from more than one holy symbol per adventure–even if you, as a player, own more than one. (The gods don’t care for competition.) When applicable, you may use the same holy symbol multiple times.
Once per game, after using a Standard Action to activate, this item negates confusion and/or maze (including lesser maze) effects on one target.
When used to negate maze on an ally, one can’t exactly “target” their ally because they’re on a different plane of existence. But the way the horn works in that circumstance is the user “mentally targets” their ally and when the horn is blown,
All healing Spells (not scrolls or items) cast by the owner heal +1 damage, but only if the owner has equipped nothing but Common, Uncommon, Rare, Enhanced, and/or Exalted tokens.
This rarity restriction also applies to slotless items. E.g., a cleric could not benefit from both a Greater Holy Symbol of Pelor and a Humble Cup.
Your weapons (not necessarily you) are immune to being damaged by Fire. The weapons themselves are not harmed by attacking extremely hot targets and weapons protected by this runestone do not deal Fire damage to their wielder. However, it does not reduce the damage the wielder might take from being attacked by Fire, nor from being near very hot items/creatures–unless the damage was inflicted via the weapon you’re wielding.
Runestones are single use items that are turned in to the coach prior to starting an adventure.
Adds +2 to Dexterity (thus +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws), but the wearer may only be healed by Spells (not scrolls, items, nor Special Powers) cast by another character.









