On a successful hit from a crossbow, this bolt deals an additional 2 damage as Cold when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
3 units
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Shock when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
On a successful hit from a crossbow, this bolt deals an additional 2 damage as Poison when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.
The protection these boots afford lasts for just one attack. E.g., if a marilith successfully attacked you three times on round 1, these boots would only reduce the damage by 2 points.
Adds +2 to Dexterity (thus adding +1 To Hit with Ranged attacks, +1 to AC, and +1 to Reflex saving throws) and -1 to Fortitude saves
Adds +4 to Reflex saving throws vs. Ray attacks (the effect must have the word “Ray” in its name)
These durable foot coverings enable the wearer to walk across snow and not fall through, slip, or incur movement penalties as a result of the unstable surface. They only provide protection directly related to snow effects.
When engaged in combat atop deep snow, melee attacks as well as anything requiring movement are not be possible on the first round of combat. Ranged attacks and/or spells are not affected by this penalty. Actions performed after the first round of combat (i.e.,
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)









