Adds +1 damage when fired from a blowgun. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +1 Damage on a successful hit when fired from a full-size (i.e., not hand-size) crossbow. It must be declared (turned in) before sliding the weapon token.
Adds +1 Damage on a successful hit with a hand crossbow. It must be declared (turned in) before sliding the weapon token.
non-magical 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.
These items may be retrieved at the end of combat, but each specific token can only be used once per combat.
non-magical weapon
Weapons & ammunition made from or coated with silver do not deal extra damage to lycanthropes. (Silver Sickle is the sole exception.) However, damage from silver weapons/ammo cannot be regenerated or magically healed by lycanthropes.
Adds +1 Damage on a successful hit with a sling. It must be declared (turned in) before sliding the weapon token.
This superior set of picks, files, and other fine instruments allows the player to re-try the Rogue Skill Test if it has been triggered during one’s first attempt. This item only allows one such re-try per game and must be shown to the DM to use. A rogue may only carry one set of these tools. This item is permanent and is not surrendered to the DM when used.
non-magical weapon
Requires a 24 Strength or higher to use. When a token requires a minimum stat to use, the stat in question must be raised by permanent means. I.e., if you want to use a token that has a stat prerequisite, you must equip other tokens which raise that stat for the entire adventure. Temporary effects (e.g., potions) which last only a single room or round cannot be used to meet the minimum stat requirement.
Adds +3 to maximum HP but suffer -2 to Dexterity (thus -1 To Hit with ranged attacks, -1 to AC, and -1 to Reflex saving throws)
Adds +2 to max HP. If the wearer has exactly one (no more, no less) Charm equipped, the max HP bonus becomes +3 instead of +2.
Once per room, the wearer may recast a 1st-level spell (1st-level only, not any other level of spell.) The bonus spell is “cast as a scroll” which means it can not:
- Benefit from a skill test
- Be duplicated
- Be cast as a Free/Instant Action
- Modified in any way
The wearer gains the following effects:
- +6 Damage with 2-handed melee weapons
- May use rage or greater rage one additional time
- May invoke fury 1/game
Adds +2 to maximum HP, grants immunity to poison, grants immunity to the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.), and immunity to petrification.
Adds +1 level to character but the wearer may not equip a ring (or rings)
Items or effects which grant additional ring slots (e.g., Gloves of Glory or Hand of Glory) do not bypass this item’s ring prohibition.
Note: +level effects do not stack
When the wearer attacks with a 1-handed weapon (melee or missile) and wields a shield, the wearer’s attacks crit on a natural 19-20. If the wearer’s attack already crits on 19-20, this token does not affect their crit range.
Once per game, the wearer may recast a 1st-level or 2nd-level Spell on the very next round. This next-round bonus Spell is cast as a Free Action. The bonus Spell may be modified and must be cast on the round immediately following the source Spell.
Once per round, wearers may swap out whatever is in their main hand (e.g., weapon, wand) with a wand, use that wand, and stow the wand–all as a single Free Action. The item swapped out must be the same item that’s swapped back in.
This item does not allow the same wand to be cast twice in a single round because no swap would occur. If you want to use the same wand effect twice in a round,
This medallion has no in-game effect. Rather, it is a symbol of the awarding of nobility by the High Council of Greyhawk to your person. Every player (not character) who attains the 5th level of experience may order one of these tokens.
This token cannot be equipped. The token itself does not bestow any benefit. The purpose of this token is to show physical proof that the player has achieved 5th level. Even though some character manager software may allow you to “equip”
Wearer may use restore spell one additional time, but this use may only be used to restore a 1st-level Spell.
Adds +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level) and +3 to Dexterity (thus, depending on prior Dexterity score, either +1/+2 To Hit with ranged attacks, either +1/+2 to AC, and either +1/+2 to Reflex saving throws).
Adds +3 to Strength (thus, depending on prior Strength score, adding either +1/+2 To Hit in melee and either +1/+2 Damage with melee and thrown weapons) and +4 to Constitution (thus adding +2 to Fortitude saving throws and +2 to max HP per character level)





























