headband of bonded alliance


Homebrew and House Rules


This item is for those who like to use telepathic bonds, whether raw, under permanency, or durable. Please give me your opinions and critique its functions, prices, etc. Pick my nits! Suggestions for new functions are of course more than welcome, though I may be leery of non-divinatory additions.

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Headband of Bonded Alliance

Aura moderate divination; CL 10th
Slot headband; Price varies; Weight --
DESCRIPTION
This polished bronze headband is covered in gold filigree of complex knotwork. It piggybacks on the wearer's telepathic bonds to provide extra functionality. If the wearer doesn't have any telepathic bonds at the moment, it just looks pretty until he does.

A headband of bonded alliance can be made to provide any or all of the following functions (it must have at least one). The price/cost of the headband is the sum of its functions'.

  • Camaraderie: The wearer acts with respect to each bonded ally as if the two shared a pair of bands of unbreakable camaraderie. Only the wearer is affected.
    Price 10,000 gp; Cost 5,000 gp; Construction Craft Wondrous Item, telepathic bond, battlemind link.

  • Status: The wearer is continually aware of the distance, direction, and general condition of each bonded ally, as if using the status spell.
    Price 6,000 gp; Cost 3,000 gp; Construction Craft Wondrous Item, telepathic bond, status.

  • Teamwork: Bonded allies may use their teamwork feats as if the wearer also had them. The wearer gains no benefit from this.
    Price 5,000 gp; Cost 2,500 gp; Construction Craft Wondrous Item, telepathic bond, coordinated effort.

  • Embedded spells: An embedded spell has its range changed to "infinite" and its target changed to "willing bonded ally" (or "allies" as appropriate). Otherwise it operates as the spell. Using one is a standard action that does not provoke. Available spells include mindlink (Price 1,000 gp; Cost 500 gp), share memory (Price 4,000 gp; Cost 2,000 gp), and witness (duration can be reset with a standard action) (Price 9,000 gp; Cost 4,500 gp).

    Each embedded spell constitutes a distinct function. The GM may find other spells suitable for embedding. The baseline price is 1,000 gp * spell level squared. This should be adjusted if the spell's power is enhanced (by the infinite range) or diminished (by the targeting restriction) more or less than for those given. Construction is always Craft Wondrous Item, telepathic bond, and the spell in question.

  • Reinforcement: This strengthens the telepathic bonds, making them harder to interfere with by (e.g.) telepathic censure. The wearer is continually aware of his bonds' status (nominal, present but disrupted, or gone). He is immediately aware of any attempt to interfere with the bond, though not any details of the attempt. If the interference allows a saving throw, he gets a +5 bonus on it; if not, he gets to make a Will save anyway (without the +5). If temporary interference does set in, the wearer can take a full-round action (as often as he likes) to reroll his saving throw, at a cumulative -1 per attempt.
    Price 5,000 gp; Cost 2,500 gp; Construction Craft Wondrous Item, telepathic bond, Tenacious Spell.

All functions operate through the pre-existing bonds, automatically bypassing spell resistance. If the wearer has immunity to mind-affecting effects, it does not apply to his own headband's functions.

Since telepathic bond is not cross-planar, none of the headband's functions will operate across planes. If a way is found to get a cross-planar telepathic bond, all the functions will work across it.

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