Once per room, if the party’s Initiative Check roll is a natural 15-20 and the party wins the Initiative check, anyone wearing a Charm of Quick Strike may immediately slide an attack (melee, ranged, or spell, any kind of slide attack is eligible) before combat starts. If the room has the potential for a Surprise attack round, the extra attack granted by this charm is in addition to the Surprise attack and should be resolved before the Surprise attacks are made.
1/Room
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws).
Once per room, the wearer may use a melee weapon (using melee stats) to attack monsters that may only be hit by ranged attacks. This charm does not confer the ability to fly/levitate, it allows the wearer to leap up, attack, and land safely back in the same spot from which they took off.
The first time the party rolls a natural 1-4 on their initiative check, each character with this charm equipped heals 10 HP. This charm’s effect cannot occur more than once per room.
Player may re-roll one failed saving throw vs. falling from heights. This ability cannot be used more than once per room per person, even if the player has more than one of these tokens.
This token is not part of the Wind set.
Once per room, the owner of this cup may convert any non-Common potion (a potion of any rarity other than Common) to a beverage that restores 2 hp. The beverage must be consumed immediately–it cannot be “banked” for later use. The converted potion must be in the cup owner’s possession and the healing beverage can only be consumed by the cup’s owner.
All effects the potion once had are completely negated when converted to a healing beverage.
If an ally is healed by a single-target scroll (no benefit is conferred if a healing scroll is cast by an enemy nor from a multi-target scroll cast by an ally), the wearer of this charm also heals that same amount, up to a maximum of 4 HP restored. E.g., if the cleric casts Scroll Cure Moderate Wounds (10 HP) on Akar while Bruda is wearing this charm, Akar regains 10 HP and Bruda regains 4 HP.
Once per room, any non-healing potion consumed by the wearer heals the wearer 1 HP. This horn does not overwrite the potion’s original effect, it adds to it. E.g., drinking a Potion Black Dragon Breath doesn’t normally heal the consumer, but with this item it would deal 5 damage to all monsters and heal 1 HP to the consumer. Potions that already restore HP are not affected by this item.
To be used in conjunction with a Drinking Horn of Bliss,
Once per room, on the round immediately after a round in which the wearer drank a healing potion, the wearer may belch to heal 1 additional HP. This belch requires a Standard Action to perform.
Once per room, wearer heals 2 HP of damage after drinking an Uncommon or Rare potion. The +2 healing from these gloves is in addition to whatever the potion itself does.