These pants allows the wearer to retrieve and drink one potion as a Free Action once per combat.
1/Combat
The organizational properties of this seemingly normal pouch allow the wearer to instantly retrieve one potion, oil, or salve (not one of each) in their possession and use that potion/oil/salve as a Free Action once per combat.
Allows the application of a magical weapon-based oil (oil only, not any other fluid) to a single projectile-launching weapon as a Free Action. It cannot be used in conjunction with thrown, compound, or melee weapons. Projectile-launchers include bows, crossbows, slings, “blunder” guns, as well as any kind of weapon that shoots/flings/launches ammunition.
Once per room, the first time the wearer takes damage, that damage is reduced by 1 point.
This protection only applies to a single attack. For example, if a monster successfully attacked you three times, only the first attack’s damage would be reduced.
Suffer -2 to all saving throws
Once per room, on the first round of combat the wearer participates in, melee damage inflicted upon the wearer is reduced by 2 points. If the wearer was struck in a Surprise round, it ends after that, otherwise the protection fades after the first standard round of combat.
Once applied, grants immunity to the first successful melee attack against the character–a miss will not expend the protection. The effect lasts for the duration of the room or until it successfully prevents the first melee attack damage. It takes one round to apply.
This salve affects physical melee attacks, it does not mitigate wholly magical attacks or “attacks” made outside of combat. However, if the attack deals both physical damage and has a secondary effect (e.g.,
Once per combat, the wearer may retrieve and use one healing potion as a Free Action.
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.
This weapon’s damage wheel includes three points of Shock damage. Creatures immune to Shock damage take -3 damage from this 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.
This weapon’s damage wheel includes 4 points of Poison damage. Creatures immune to Poison damage take -4 damage from this 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.









