Head
The wearer’s Melee and Ranged attacks deal +2 damage.
In addition, the wearer is able to affect critical hits on creatures that are normally immune to critical hits (e.g., constructs, oozes, plants, undead, etc.) It also allows rogues to perform a sneak attack on creatures that are normally immune to being sneak attacked.
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. Similar to the sanctuary spell, the effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive action* against the monster,
Adds +3 to Will saving throws vs. Charm. It does not affect any other kind of Will saving throw.
If the wearer scores a natural 20 on any kind of attack slide, the wearer will heal 5 HP. Characters that can attack twice in the same round (most likely a monk or ranger) could heal 10 HP if both attacks landed on the 20.
If a spell or scroll requires an attack slide, that slide counts as an attack, but slides that are not attacks do not trigger this item’s effect. Similarly,
Wearer gains +2 To Hit with spells cast from the character card (not scrolls or items) and +4 to Intelligence.
This hat allows the wearer to retrieve and drink one potion as a Free Action once per game.









