The user gains the Dragonkin sub-type, thus granting:
- +2 to either Strength, Dexterity, Constitution, Wisdom, Intelligence, or Charisma (pick one during coaching)
- Dragon Breath damage inflicted on the owner is reduced by 20 points per attack
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The user gains the Dragonkin sub-type, thus granting:
The user gains the Dragonkin sub-type, thus granting:
In addition to the sub-type ability, at the time their Eldest Orb of Dragonkind was transmuted, the transmuter was also given a Spirit Pet Red Dragon.
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and +1 to Dexterity (thus, depending on prior Dexterity score, adding either 0/+1 To Hit with Ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +4 to AC and +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -2 to Constitution (thus suffering -1 to Fortitude saving throws and -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)
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 +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.
Adds +5 to Strength (thus, depending on prior Strength score, adding either +2/+3 To Hit in melee and +2/+3 Damage with melee and thrown weapons)