One-Hand
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a natural 20 on the attack slide. But unlike thrown physical weapons (dagger, spear, etc.), alchemical weapon damage is not increased by the attacker’s Strength score.
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.
This weapon’s damage is augmented by the wielder’s Strength bonus. For every two points of Strength above 10, add +1 to the damage dealt. (E.g., 12 STR = +1 Damage, 14 STR = +2 Damage, 16 STR = +3 Damage, etc.) If you’d prefer that expressed as a formula, use this:
(S-10)/2=B
S=total Strength; B=Strength Bonus.
Don’t forget to round down.
Strength does not affect this weapon’s To Hit bonus,