Adds +3 to Will saving throws vs. Charm. It does not affect any other kind of Will saving throw.
Wizard
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.
Increased Intelligence does not have a direct in-game benefit, but some tokens may have a minimum Intelligence requirement which this token could help fulfill.
This hat allows the wearer to retrieve and drink one potion as a Free Action once per game. It does not work for other liquids like oils or salves. The word “Potion” must be printed at the top of the token for it to work with this item. E.g., it cannot be used to drink from a Flask of Survival as a Free Action because a flask is not a potion.
This hat only works for the wearer.
Adds +1 to Reflex saving throws vs. traps
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.
Ranged attacks made by the wearer gain +1 To Hit. Wearer’s Reflex saving throws suffer a -1 penalty.