Headdress of Domination
Headdress of Domination
This ancient item created initially from shamanistic magics consists of stag antlers splayed out wide to the side and covered in strips of long brown hair, probably human or elven.
At some time, the magic of the headdress was interwoven with two epaulets of leather surrounding two separate Bands of Unity, creating a single item. The magics are so interwoven that the item can now be considered a single item and breaking the item up risks ruining the entire overlay of magic for the item.
The base stats for the headdress are +2 to AC and +10 the hit points.
The item has two separate abilities.
The first ability is that of domination (SU). By intently staring at someone as a full-round action, you can cause that person to spend their next full round attacking a comrade. During the attack, the target will believe they are attacking you, so if they don’t have the full desire to kill you, they may act accordingly and only try to wound you. They will perceive your movements to match up logically with the person they are attacking, in that, if they see their target across a chasm, they will somehow see you moving across the chasm. The saving DC for this is a will save against (20 +Wisdom bonus). Unless the target is obvious to such efforts, they will detect as the effect is taking place. A save made at 12 or higher will detect the attempt. If the save is still failed, the opponent will feel the effects of the control attempt, but then believe they easily shook this off. If they truly make the save, they will feel disoriented but then feel as the fog of the attempt clears their senses. This effect is otherwise harmless, though it does cause a -2 to opponents concentration checks if attempted as they cast a spell. As soon as the victim spends their full attack, they regain their senses. Once someone has been dominated, future attempts are easier. Each successful domination adds a +2 to the DC (cumulative) for that individual. This counter resets each day.
The second ability is as a control of nearby Bands of Unity. The two bands worked into the epaulets do not function as part of the set. Instead, they act as a siphon. If the wearer of the headdress is below max hit points, up to 40 HP’s a round will be transferred from others nearby wearing the armbands during the reallocation phase. It will not siphon more hit points than what will take the wearer to maximum hit points.
There is also an emergency use aspect of the bands tied to the headdress. Anytime the wearer falls below 10% hit points, they can activate this feature. It will cause all the wearers of normal Bands of Unity to lose 50% of their max hit points (not current) and immediately transfer them to the headdress wearer. This effect can outright kill some of the wearers of the normal armbands if they are already wounded. The number of hit points transferred will take the headdress wearer up over max hit points, with the extra hit points acting as temporary hitpoints which dissipate at the rate of 1 per round.
Of note: Aja, through study, believes there is something else tied into the emergency use of the headdress tied to the effect it has on the surrounding armbands of others. She suspects it may in the process burn out the magic of those Bands of Unity. She also suspects that the magic is planar in nature and possibly immune to the effects of being reversed by temporal magics.
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