Once per game, this item allows the wearer to retrieve and drink one healing potion as a Free Action.
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The wearer’s actions are not adversely affected when the wearer is attacked by a Swarm subtype. This cap does not reduce damage of any kind.
The wearer cannot become affected by the Diseased condition. This item does not prevent Disease-based HP damage, only the Diseased condition.
Diseased Condition: Disease can deal HP damage (though not always), but if you fail a saving throw for Disease, under certain conditions, there may be repercussions. Simply taking Disease damage won’t trigger this condition. It must be the result of a special attack that causes this condition and you must fail the save.
Trap or falling rock damage inflicted upon the wearer is reduced by 2.
Trap: a physical or magical hazard that gets sprung on the party as they advance through the adventure. Puzzles are not traps. “Push” damage as a result of not completing a room challenge in time is not a trap. Puzzle and/or Push damage might sometimes be described as a “trap” for flavor purposes, but their damage is not mitigated by this item.
Wearer is immune to natural Cold damage. It has no effect on magically created Cold.
Note: The term “natural” means it exists in the real world.
+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) and -1 to Strength (thus, depending on prior Strength score, suffering either 0/-1 To Hit in melee and either 0/-1 Damage with melee and thrown weapons)
Adds +1 to Melee AC
Captain’s Cup must be equipped in the offhand Melee slot for the entire game.
This item also allows its user to retrieve and drink one potion as a Free Action once per combat.
The weapon deals triple damage (instead of the normal double damage) when the player sliding this token scored a natural 20 and a critical hit is scored. It deals standard damage if either or both of the aforementioned conditions are not met.









