On a successful hit from a bow, this arrow deals an additional 2 damage as Cold. It must be declared (turned in) before sliding the weapon token.
3 units
On a successful hit from a bow, if the attack slide lands on the 20, the archer who fired it heals 8 points of damage. This token must be declared (turned in) before sliding the weapon token.
On a successful hit from a bow, this arrow deals an additional 2 damage as Shock. It must be declared (turned in) before sliding the weapon token.
When fired from a bow, this arrow ignores To Hit penalties caused by wind or if the target has cover. Its use must be declared (turned in to the DM) prior to making the attack slide.
Note: This arrow does not grant any bonus to Damage. Similarly, it does not grant a To Hit bonus, but it could negate a To Hit penalty.
On a successful hit from a bow, this arrow deals an additional 2 damage as Poison. It must be declared (turned in) before sliding the weapon token.
The wearer is able to affect critical hits on Constructs. It also allows rogues to perform a sneak attack on Constructs. (Constructs have no “vital” areas and are normally immune to critical hits and sneak attack bonuses.)
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws) and suffer -2 to Constitution (thus suffering -1 to Fortitude saving throws and -1 to max HP per character level)
On a successful hit with a Common or Uncommon 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 are added to your overall stats. One runestone may be used per adventure.