Fortitude
Adds +3 to Constitution (thus, depending on prior Constitution score, either +1/+2 to Fortitude saving throws and either +1/+2 to max HP per character level) and -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/–1 To Hit with ranged attacks, either 0/–1 to AC, and either 0/–1 to Reflex saving throws)
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) and suffer -1 to Dexterity (thus, depending on prior Dexterity score, suffering either a 0/-1 To Hit with ranged attacks, either 0/-1 to AC, and either 0/-1 to Reflex saving throws)
Yes, it should be spelled “Tortoise“.
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level)
Adds +2 to Constitution (thus adding +1 to Fortitude saving throws and +1 to max HP per character level) but the wearer may only be healed by Spells cast by another character–not potions, scrolls, items, nor Special Powers.
Adds +2 to all saving throws. This saving throw bonus is always in effect.
Once per game, the wearer may negate either one Melee attack or one Missile attack (a physical Ranged attack, not a spell or wholly magical effect) that targeted the owner. Pudnort cannot absorb both a Melee and a Missile attack in the same game–it’s one or the other, not both. The owner chooses when/if they want to invoke this attack-negation power.
Adds +1 to all saving throws.
If the wearer dies, they may participate in combat by sliding an empty puck (or if you prefer, a puck with an upside-down token in it), but cannot directly damage the monster in any way. It is possible to indirectly damage the monster by bumping another puck into a hit zone on the combat board. Spirit-warded characters may not use items, cast spells, nor communicate with living characters.









