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Helm of the Madman's Blood
Epic Level
Item slot: head
Power: Power (Encounter, Minor Action) (Psychic): Gain +2 power bonus to your next attack roll this turn. If the attack hits, it deals an extra 2d10 psychic damage.
Power: Power (Daily, No action) (Psychic): The helm "tests" its wearer daily by making an attack (wearer’s level + 3 vs. wearer’s Will defense) at the start of the wearer’s turn, usually at a time when there are interesting options available to it. If it hits, the wearer is dominated by the helm until the end of the turn, which the helm uses to sow chaos as creatively as it can. If the helm misses with this attack, its concordance drops by one, so the owner can choose to allow it to hit.

[Dr368:40]

Concordance[]

Starting score 5

Owner gains a level +1d10
Owner follows one of the helm’s instructions +1
Owner hits both enemies and allies with an attack (maximum 1/day) +1
Helm’s daily attack misses –1
Owner wears something else in the head slot –2

Pleased (16-20)[]

The owner should be acting on the helm's urges, and testing himself and his allies by taking (and dealing) damage in combat.

  • Power (Daily): Free Action. When you make a ranged attack, you can tap into the power of the helm to gain a +2 bonus on the attack roll against one target. If you hit, the target is dominated by you until the end of its next turn. If you miss, the target is dominated by the helm until the end of its next turn. Other effects happen normally.

Satisfied (12-15)[]

At this tier, the helm prefers performing "friendly fire" incidents.

  • Power (At-Will, Psychic): Free Action. When you make a close or area attack, you can tap into the power of the helm to gain a +2 bonus on the attack roll and a cumulative +2 psychic damage for each target you hit with the attack (so if you hit three people, they each take +6 psychic damage). For each target you miss with the attack, you take 5 damage.

Normal (5-11)[]

At this stage, the helm prefers harmless pranks, but can be chaotic

Unsatisfied (1-4)[]

  • Power (Daily): When an attack hits the owner’s Will defense, the owner is also dominated by the helm until the end of the owner’s next turn.

Angered (<0)[]

  • Property: The helm’s attack against its wearer is now an encounter power instead of a daily power.

Moving on[]

The helm simply moves around to the heads of the powerful, as they can create the most destruction.

If it is pleased when it moves on, it leaves behind the Phoenix Helm as a replacement, but it inflicts Psychic damage instead of fire.

Notes[]

  • This may be a suitable cursed item.
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