Honcho Helmet +6: Difference between revisions
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| Item-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-Desc}}} | | Item-Desc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-Desc}}} | ||
| Item-Desc| | | Item-Desc| Once per round, the wearer of a ''honcho helmet'' can grant a bonus [[move action]] to one summoned monster, animal companion, or familiar that they control, as a [[free action]] during the wearer's turn. The bonus move action can be combined with the standard action that the summoned monster, animal companion, or familiar gets each round automatically, in order to allow that creature to perform a [[full attack action]], if desired. | ||
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In addition, once per | {{hi|Up to three times per day, the wearer of the ''honcho helmet'' can grant a bonus [[move action]] to a different summoned monster, animal companion, or familiar that they control, as a [[free action]] during the wearer's turn, assuming they are currently controlling more than one summoned monster, animal companion, or familiar (or any combination thereof). The bonus move action can be combined with the standard action that the summoned monster, animal companion, or familiar gets each round automatically, in order to allow that creature to perform a [[full attack action]], if desired. If the wearer doesn't have more than one summoned monster, animal companion, or familiar that they control, this additional means of granting move actions cannot be used. In no case may the same creature be granted more than a single bonus move action by the ''honcho helmet'' in a given round.}} | ||
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In addition, once per encounter, the wearer of the ''honcho helmet'' can grant a bonus [[move action]] to one summoned monster, animal companion, or familiar that they control, as an [[immediate action]] outside of their turn. This movement can be used to interrupt the movement of an enemy creature. If used this way, the enemy creature must halt their movement when they get to the summoned monster, companion, or familiar, rather than continuing their movement. If the movement was part of an attack action (such as a [[Charge]] maneuver), the attack can be resolved against the summoned monster, companion, or familiar, but not against the original target, unless the enemy creature can still reach their original target, despite having their movement prematurely halted. | |||
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Finally, once per day, when the wearer of the ''honcho helmet'' is damaged by an enemy's attack, they may instead apply that damage to one of their summoned monsters, their animal companion, or a familiar that they control as a [[free action]]. The wearer suffers no damage from the attack, and the summoned monster, animal companion, or familiar takes the damage instead. The free action for this use of the ''honcho helmet'' can be performed at any time, not just during the wearer's turn. | |||
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The ''honcho helmet'' cannot be used on any summoned monster you did not summon, or any animal companion or familiar other than your own. Only creatures you control yourself can be affected by the helmet. Note that monsters that you summon via a magic item (such as with a [[Lesser_Jailers_Rod|Lesser Jailer's Rod]]) count as being summoned by you. | The ''honcho helmet'' cannot be used on any summoned monster you did not summon, or any animal companion or familiar other than your own. Only creatures you control yourself can be affected by the helmet. Note that monsters that you summon via a magic item (such as with a [[Lesser_Jailers_Rod|Lesser Jailer's Rod]]) count as being summoned by you. | ||
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| Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}} | | Item-ShortDesc=<onlyinclude>{{#ifeq:{{{transcludesection|Item-ShortDesc}}} | ||
| Item-ShortDesc| | | Item-ShortDesc| Grant bonus move actions to one or more of your summoned creatures, animal companions, or familiars. | ||
}}</onlyinclude> | }}</onlyinclude> | ||
}} | }} |
Latest revision as of 20:23, 29 July 2023
Honcho Helmet +6
- Cost: 297,500 gp
- Weight: 2 lbs.
- Family: Honcho Helmet
A honcho helmet is an impressive thing, often featuring a brightly-colored plumed crest that runs from the front to the back of the helmet, creating the impression of a tall mohawk-like ridge. The crest is fashioned from the hairs of dire bears, and is then dyed a bright color, often red, blue, yellow, or green. The helmet itself is steel with a bladesilver veneer, and is then filigreed with ambergold and actual gold. The filigree looks like decorative scrollwork at first glance, but closer inspection reveals small animals and spirits inhabiting a stylized woodland setting. The helmet is heavy (heavy hangs the head that wears the... ) but allows decent sight-lines, not inhibiting the wearer's perception in any way.
Honcho helmets are favored by druids, rangers, and many spell casters. Among civilians they are not popular at all, since outside of combat, the helmet provides little advantage other than its eye-catching appearance.
Up to three times per day, the wearer of the honcho helmet can grant a bonus move action to a different summoned monster, animal companion, or familiar that they control, as a free action during the wearer's turn, assuming they are currently controlling more than one summoned monster, animal companion, or familiar (or any combination thereof). The bonus move action can be combined with the standard action that the summoned monster, animal companion, or familiar gets each round automatically, in order to allow that creature to perform a full attack action, if desired. If the wearer doesn't have more than one summoned monster, animal companion, or familiar that they control, this additional means of granting move actions cannot be used. In no case may the same creature be granted more than a single bonus move action by the honcho helmet in a given round.
In addition, once per encounter, the wearer of the honcho helmet can grant a bonus move action to one summoned monster, animal companion, or familiar that they control, as an immediate action outside of their turn. This movement can be used to interrupt the movement of an enemy creature. If used this way, the enemy creature must halt their movement when they get to the summoned monster, companion, or familiar, rather than continuing their movement. If the movement was part of an attack action (such as a Charge maneuver), the attack can be resolved against the summoned monster, companion, or familiar, but not against the original target, unless the enemy creature can still reach their original target, despite having their movement prematurely halted.
Finally, once per day, when the wearer of the honcho helmet is damaged by an enemy's attack, they may instead apply that damage to one of their summoned monsters, their animal companion, or a familiar that they control as a free action. The wearer suffers no damage from the attack, and the summoned monster, animal companion, or familiar takes the damage instead. The free action for this use of the honcho helmet can be performed at any time, not just during the wearer's turn.
The honcho helmet cannot be used on any summoned monster you did not summon, or any animal companion or familiar other than your own. Only creatures you control yourself can be affected by the helmet. Note that monsters that you summon via a magic item (such as with a Lesser Jailer's Rod) count as being summoned by you.The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.
- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 52 (10 + double CL)), Bright (tier 3) remnant, An item symbolic of the enchantment, 148,750 gp (minus cost of symbolic item).