Adds +3 to AC when used with a 2-handed Ranged weapon. It may not be used with any melee weapon nor with a 1-handed Ranged weapon.
Barbarian
Adds +2 to Damage and +2 To Hit when fired from a bow. Its use must be declared (turned in to the DM) prior to making the attack slide.
Adds +2 to Damage and +2 To Hit when fired from a crossbow. Its use must be declared (turned in to the DM) prior to making the attack slide.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
If the attack would have hit the intended target and the 💣 is closest to the damage dot on the combat board, this weapon misfires and deals 2 points of damage to the wielder. Misfires deal zero damage to the intended target. Misfire damage is not altered by ability scores,
This weapon allows wielders, after a successful hit, to leave their slider on the combat board and deliver the same damage during the next combat round–assuming the puck does not get bumped into a zone which counts as a miss against the monster. There is no predetermined maximum number of times this effect may be used, but the effect can only be used once per successful hit.
Note: The special effect of this weapon does not stack with a fighter-duelist’s twist the blade special ability.
Like all +2 weapons, the DM adds +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
Like all +2 weapons, the DM will add +2 to the AC hit when using this weapon but the damage bonus has already been factored into the damage wheel.
An attack made with this weapon deals an additional 5 points of Poison damage if a natural 20 is slid on the combat board. Creatures immune to poison will not take any extra damage from this special attack, but the dagger damage could still apply. There is no saving throw to mitigate the poison damage.
The poison effect of this weapon is triggered by sliding a natural 20. It does not require a critical hit.









