Cleric
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #18.
This magical arrow is imbued with the keen edge spell. This means that if this token is turned in before making the attack slide with a bow, a critical hit can be scored if the player slides a natural 19 or 20. This arrow is not subject to further effect from a keen edge spell. However, if some other crit-enhancing magic can expand one’s crit range beyond 19-20, use whichever crit range is wider.
All healing spells cast on the wearer heal +3 HP. This includes self-, single-, or multi-target healing spells, but not healing magic from scrolls, items, or spells “cast as a scroll”.
This item does not affect healing spells the wearer casts on other characters. That said, if the target also has a Key of Healing equipped, they would get the bonus from their Key.
Year Stamp Note: Onyx-back versions of this token have a 2019 stamp on the back.
Adds +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons), -4 to Dexterity (thus suffering -2 To Hit with ranged attacks, -2 to AC, and -2 to Reflex saving throws), and -4 to Constitution (thus suffering -2 to Fortitude saving throws and -2 to max HP per character level)
Healing Spells and scrolls cast by the wearer heal +2 HP. In addition, any healing Spell or scroll cast by the wearer may be divided between two targets. The wearer may allocate the division in any way they see fit. E.g., if a cleric wearing this kilt cast cure light wounds (and passed the skill check), the total healing would be 10. The cleric has the option to heal a single character 10 HP or characters A and B 5 HP each or heal A 3 and B 7 or A 1 and B 9 or any non-fractional way the caster sees fit.
Adds +5 to maximum HP. In addition, the wearer may select one of the following bonuses at the start of the adventure:
Adds +6 to Dexterity (thus +3 To Hit with ranged attacks, +3 to AC, and +3 to Reflex saving throws), -2 to Strength (thus suffering a -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)









