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Someone_Evil
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Tweeted twitter.com/StackRPG/status/1586281686215573505
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  • Weapon- potency value+damage dice+number of property runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of property runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6++lvl2d6+lvl)
  • Weapon- potency value+damage dice+number of property runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of property runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6++lvl)
  • Weapon- potency value+damage dice+number of property runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of property runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6+lvl)
Corrected and clarified terminology
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  • Weapon- potency value+damage dice+number of effectproperty runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of effectproperty runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6++lvl)
  • If you ignite a weapon, it gains a bonus to damage equal to itsthe number of damage dice plus one for each effectproperty rune plus its potency bonus. If the weapon has a rune that adds damage of a certain type, the extra damage is one of those types of your choice. Otherwise it is fire damage.
    (ex. +2 greater striking ghost touch scimitar, 2+3+1 = 6 added fire damage)
  • If you ignite a piece of armor, it grants a status bonus to AC and saving throws equal to the number of effectproperty runes etched into it.
    (ex. +1 explorer’s clothes of readiness, +1 AC and saving throws)
  • Weapon- potency value+damage dice+number of effect runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of effect runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6++lvl)
  • If you ignite a weapon, it gains a bonus to damage equal to its damage dice plus one for each effect rune plus its potency bonus. If the weapon has a rune that adds damage of a certain type, the extra damage is one of those types of your choice. Otherwise it is fire damage.
    (ex. +2 greater striking ghost touch scimitar, 2+3+1 = 6 added fire damage)
  • If you ignite a piece of armor, it grants a status bonus to AC and saving throws equal to the number of effect runes etched into it.
    (ex. +1 explorer’s clothes of readiness, +1 AC and saving throws)
  • Weapon- potency value+damage dice+number of property runes
    (ex. +2 greater striking ghost touch scimitar, heal 2+3+1 = 6d6+lvl)
  • Armor- potency value +resilience bonus +number of property runes.
    (ex. +1 explorer’s clothes of readiness, heal 1+1 = 2d6++lvl)
  • If you ignite a weapon, it gains a bonus to damage equal to the number of damage dice plus one for each property rune plus its potency bonus. If the weapon has a rune that adds damage of a certain type, the extra damage is one of those types of your choice. Otherwise it is fire damage.
    (ex. +2 greater striking ghost touch scimitar, 2+3+1 = 6 added fire damage)
  • If you ignite a piece of armor, it grants a status bonus to AC and saving throws equal to the number of property runes etched into it.
    (ex. +1 explorer’s clothes of readiness, +1 AC and saving throws)
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