If a character under this effect hits a monster with a melee weapon, that monster may not fly for one round. Multiple Oak Runestone effects made in the same round do not stack, but if the monster is hit with the Oak Runestone effect every round, the monster will continue to stay grounded for as long as the character(s) can continue to it with the Oak Runestone effect. If the monster is in flight while hit by the Oak Runestone effect,
3 units
When applied to a weapon, that weapon deals +3 Damage as Poison.
Oil takes one round to apply to a weapon. Once applied, the effect lasts for the entire combat.
A polymorphed character can only benefit from a weapon oil if the oil was applied to their weapon prior to transformation. Monks cannot apply a weapon oil to their bare hands but can apply a weapon oil to a physical weapon they wield.
Adds +1 to Will saving throws
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects will be added to your overall stats. One runestone may be used per adventure.
Physical ranged weapon attack damage inflicted upon the wearer is reduced by 1 point per attack. This item does not reduce damage inflicted by melee attacks or ranged spells.
If a missile attack deals both physical damage and has a secondary effect (e.g., paralysis, sleep, Poison, ennui), as long as all of the physical damage was negated, these pants will negate both the physical damage and secondary effect(s).
Trap damage inflicted upon the wearer is reduced by 2
The effect from this item stacks with other items that mitigate trap-damage, including the Warning rings.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap”
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws) and -1 to Constitution (thus, depending on prior Constitution score, suffering either 0/-1 to Fortitude saving throws and either 0/-1 to max HP per character level)
Adds +1 to Reflex saving throws
The wearer takes ½ damage (drop any fractional damage) resulting from a failed Reflex saving throw. This item does not reduce damage if the saving throw was successful.
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -2 to Strength (thus suffering a -1 To Hit in melee and -1 Damage with melee and thrown weapons)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and suffer -2 to Dexterity (thus suffering -1 To Hit with ranged attacks, -1 to AC, and -1 to Reflex saving throws)