Talk:Headband Slot Magic Items: Difference between revisions

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  decorated with skull motifs, adds a +5 circumstance bonus to maneuver defense against steal or sunder attempts made against items in the head, eyes, or headband slot.
  decorated with skull motifs, adds a +5 circumstance bonus to maneuver defense against steal or sunder attempts made against items in the head, eyes, or headband slot.
strongly suggest it just be a (scaling?) circumstance bonus vs. all steal and sunder maneuver defense, instead of just against those slots (since those aren't super useful -- most sunders will be against weapons, and steals mostly can't be done against worn equipment (the penalty is VAST)). 
Also, what is the "+1 DC to all effects"? Is that improving the DC for rods (and everything else)?  If so, for the rods at least, I was imagining the bonus to the DC being much higher (going up to +9, most likely).


  +1 adds:  +1 DC to all effects
  +1 adds:  +1 DC to all effects

Revision as of 15:49, 25 July 2020

  • Phylactery, headband, wreath, diadem, laurel, circlet, crown, tiara, coronet, apex, chaplet, anadem, coronal, festoon, medallion, lappet

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  • Weapon Base Prices - used as base price for all items unless price-nudge field is left blank


Threatening Illusion (Feat) item
love the idea of a ring that does four things inscribed on it. see if there's a way to incorporate this mechanic.
dead mans headband = as written, plus adds scaling temp hit points if damaged, more scaling temps at bloodied, plus scaling heal if knocked unconscious.
headband of ponderous recognition = as head stat item, see above, plus 1/day allows a roll of 10 to id monsters, scales to 2/d, 1/encounter, 2/encounter, scales to roll of 15, roll of non-nat 20, roll of nat 20, action scales from swift to immediate to free
headband of unshakeable resolve = chose 3 status effect trees. any effect is one step weaker.  scales to more trees (up to nine? 18?) scales to two steps weaker, weak minimum, two steps weaker, no effect minimum.
phylactery of the shepard = as written, adds scaling number of times per day, adds scaling (CL of the item) to the healing granted, time taken scales from swift to immediate to free
headband of havoc = any time the wearer takes a penalty to hit for a bonus in damage, add the CL of the item to the damage.
hunter's band = acts as weak head stat item, adds +1 quarry die to any quary pool, scales to +2 dice, +1 to all dice rolled, +1 die and +1, +2 dice and +1, +2 dice and plus 2
phylactery of channeling = as hunter's band except for channel divinity, see negative and positive channeling headband
Brawler's skullcap = as hunters band except for brawler damage?
skulking band = as hunters band except for sneak attack dice 
stalking band = as hunters band except for encroaching dice
stalwart warrior band = adds item cl to damage granted by tactics only
headband of mental resilience = adds scaling temp ability points. Love this mechanic! temp hitpoints for stats! add this to a belt, possibly integrate this effect into all stat adders for a hefty price increase


Deadhead Headband
decorated with skull motifs, adds a +5 circumstance bonus to maneuver defense against steal or sunder attempts made against items in the head, eyes, or headband slot.

strongly suggest it just be a (scaling?) circumstance bonus vs. all steal and sunder maneuver defense, instead of just against those slots (since those aren't super useful -- most sunders will be against weapons, and steals mostly can't be done against worn equipment (the penalty is VAST)).

Also, what is the "+1 DC to all effects"? Is that improving the DC for rods (and everything else)? If so, for the rods at least, I was imagining the bonus to the DC being much higher (going up to +9, most likely).

+1 adds:  +1 DC to all effects
+2 adds:  +1 DC, add BAB as temp hitpoints after take first damage from an enemy
+3 adds:  +1 DC, add BAB as temp hitpoints after 1st damage and once per day at-will
+4 adds:  +1 DC, add 2x BAB after 1st damage and once per day at-will
+5 adds:  +1 DC, add 2x BAB after 1st damage and twice per day at-will
+6 adds:  +1 DC, add 2x BAB after 1st damage, after Bloodied, and twice per day at-will
+7 adds:  +2 DC, add 2x BAB after 1st damage, after Bloodied, and twice per day at-will
+8 adds:  +2 DC, add 3x BAB after 1st damage, after Bloodied, and three times per day at-will
+9 adds:  +2 DC, add 4x BAB after 1st damage, after Bloodied, and three times per day at-will