Mainhand
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals its damage to the monster. It is usable only once, whether the attack succeeds or misses.
If successfully hit, the target suffers a -2 penalty to its To Hit rolls for the rest of that combat. The effect from this item does not stack with itself.
Like all +3 weapons, the DM will add +3 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
As a single Free Action, wielder may drink either one or two potions in a single round. If wielders of this item use their Standard Action to drink a potion, up to three potions could be consumed in one round. The extra-potion effect is usable once per room,
non-magical* compound Sacred weapon that is flurry of blows-compatible
This weapon’s damage is comprised entirely of Sacred.
non-magical* missile Sacred weapon
This weapon must be thrown–it cannot be wielded as a melee attack. Because it’s a thrown weapon, the thrower’s Strength bonus is added to damage. Monks may throw two of these (if the player has more than one of these tokens) per combat round, but it does not count as a flurry of blows attack.
This weapon’s damage is comprised entirely of Sacred.









