On a successful hit from a hand crossbow, this bolt requires the victim to succeed on a DC 12 Fortitude saving throw or spend the entire next round attacking itself, dealing itself 5 of HP damage. This effect only lasts one round. It must be declared (turned in) before sliding the weapon token. Multiple hits in the same round do not stack, but the monster could be affected in consecutive rounds–assuming it continued to fail the saving throw.
Expendable
Adds +1 HP healed from any healing spell received if the spell was cast by a character, not from scrolls or items.
Note: The bonus healing is applied when healing spells are cast upon the character utilizing this runestone. When healer classes utilize this runestone, healing spells they cast upon others are not boosted.
The user may equip one additional Rare eye slot item. There is no rarity-restriction on the initial eye slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare feet slot item. There is no rarity-restriction on the initial feet slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare leg slot item. There is no rarity-restriction on the initial leg slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare shirt slot item. There is no rarity-restriction on the initial shirt slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
The user may equip one additional Rare waist slot item. There is no rarity-restriction on the initial waist slot item.
This is a one-use item that is turned in to the coach prior to starting an adventure. The effects get added to your overall stats.
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals up to 8 points of damage–but only to undead monsters. Though it is not stated on the token, the thrower need only hit AC 15 or higher. If the attack misses (hits AC 14 or lower) or if the target is not undead, Holy Lager deals no damage. It is usable only once, whether the attack succeeds or misses.
Common and/or Uncommon melee weapons wielded by the user deal +1 damage as Sacred.
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.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature,
Adds +1 damage when fired from a sling. If the target of the attack is Undead, this item deals +3 damage instead of +1 damage. Its use must be declared (turned in to the DM) prior to making the attack slide.
This item does not deal Sacred damage.









