YupImJen wrote: What's new/special?
from the
Quick Token Reference
:
2014 Rule Updates
There are no overarching environmental effects (e.g., Cold Climate or Underwater) planned for 2014, but there have been some updates & clarifications made to the rules.
Note: Individual rooms may have unique environmental challenges to overcome. If those come into play, you will be informed by that room's DM.
Charisma & Figurines of Power
If your character has a Charisma of 16 or higher, you may equip up to two Figurines of Power.
Monk Flurry-Compatible Weapons
In addition to bracer-weapons, monks may use punch-daggers (e.g., Viper Strike fangs) or cestuses when making flurry of blows attacks, stunning fist, or other attacks that are a sub-set of flurry of blows. Other than the aforementioned weapon types, when monks use a hand-held weapon, they only make one attack slide per round.
Set Bonuses & Duplicate Weapons
If both the weapons being wielded are part of the same set and are either Relics (5-point star) or Legendaries (orange title and backing), they count as two items toward fulfilling that set's quota. E.g., when trying to qualify for the Viper Strike set bonus, a monk could wield two +3 Viper Strike Fangs (Relics) and wear one other Viper Strike item to qualify for the Viper Strike set bonus. Similarly, a ranger could wield two Asher's +5 Viper Strike Fangs and they would count as two items toward the Viper Strike set. Wielding two +2 Viper Strike Fangs (Ultra Rares) would only count as a single item toward the set's quota because neither of those are Relics or Legendaries. A character capable of wielding two weapons may wield two weapons with the same name regardless of rarity, but they only count as two items toward fulfilling a set bonus if both are either Relics or Legendaries. Putting it another way, wielding two same-named Common, Uncommon, Rare, Ultra Rare, Enhanced (?), or Exalted (?) weapons only count as a single item toward qualifying for a set bonus, but wielding two same-named Relic (?) or Legendary weapons counts as two items toward the set.
Different-named set-piece weapons count as two items toward the set's quota, regardless of rarity.
Note: Other than weapons and Runestone Fitting Bases, no character may equip more than one item of the same name--no matter what rarity the items are.
Stat Requirements
If 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 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.
YupImJen wrote: What's up with the Ro7P?
from the TDb entry for
Rod of Seven Parts
:
This uniquely numbered token grants the powers from all seven of the individual segments, as shown below:
- +1 HP
- +1 to Reflex saves
- +1 to Fortitude Saves
- +1 to Will saves
- +1 to Strength
- +1 to Dexterity
- +1 to Constitution
In addition to the aforementioned powers which are always active, once per year you may play one of 12 special sub-class characters. These are similar to the base classes, but are all 5th-level (no other level-augmenting tokens are required) and come with unique perks. To play a sub-class, you must get a voucher from the TD Store before going into the coaching room.
The rod is not "soulbound" (like artifacts are) and can be used by anyone the owner chooses, but the person playing the sub-class must equip the rod for that adventure.
Note: The powers of the individual rod segments do not stack with the completed rod's powers.
The sub-classes have not been finalized.