6 units
Adds +3 to Fortitude saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +1 level to character
Note: +level effects do not stack
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +3 to Reflex saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +5 to max HP
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
Adds +3 to Will saving throws
Folios are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. Only one folio may be used per person per adventure.
On a successful hit with a ranged weapon, the wielder deals an additional 1 damage as Cold.
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.
Adds +1 to Constitution (thus, depending on prior Constitution score, either 0/+1 to Fortitude saving throws and either 0/+1 to max HP per character level)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Adds +3 to Strength (thus, depending on initial Strength score, either +1/+2 To Hit in melee and +1/+2 Damage with melee and thrown weapons.)
Every time the wearer successfully hits in physical combat (melee or missile), the wearer suffers 3 points of Poison damage. Misses do not trigger the Poison damage, nor do spells.









