Aragonite
Adds +5 to AC and 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 +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)
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Acid damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Cold damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on its attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear, etc.),
A successful attack with this weapon will deal piercing damage shown on the damage indicator to the monster that was physically hit. In addition, all monsters in the room (including the one physically hit with this weapon) will take 2 points of Shock damage. Pila tips are designed to break off on impact and remain in their victim. This renders the weapon useless after one successful attack and must be turned in to the DM.
Adds +4 to AC and +2 to Fortitude saving throws.
This item equips in the Torso (armor) slot.









