🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Crown of the CompanionEquipment 6


UncommonHealingInvestedMagicalNecromancyPositive
Source Pathfinder #170: Spoken on the Song Wind
Price 250 gp
Weight light

Stories tell of a forgotten king who once loved his subjects so much he was willing to give his own life energy for them. Whether true or not, this majesticwooden crown bears elaborate carvings depicting that tale. It's ringed with images of the same kingly figure giving more and more of himself to a throng of needy subjects. While wearing it, you gain a +1 item bonus to Diplomacy checks.


Activate Two Actions envision, Interact

Frequency once per day


Effect You bow to an ally within 30 feet, creating a magical bond between the two of you. You cast Shield Other targeting the ally. The link remains even if you move more than 30 feet away from them. At the end of the spell's duration, your ally recovers 4d8 Hit Points and you recover half of what they recover.

Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Healing

A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.

Necromancy

Effects and magic items with this trait are associated with the necromancy school of magic, typically involving forces of life and death.

Positive

Effects with this trait heal living creatures with positive energy, deal positive energy damage to undead, or manipulate positive energy.