The three pieces of the regalia of the hero are excellent tools for inspiring trust in others. The trappings aid their wearer by enabling him to aid others. Through mere desire, the wearer can inspire trust and greatness, and pull victory from seemingly insurmountable odds.
The regalia of the hero is useful for a bard or a marshal, or anyone who wants to motivate allies (or oneself) to greater heights of ability and increase his chance of success.
Characters who have ranks in Knowledge (arcana), or who have the bardic knowledge ability, can research the regalia of the hero to learn more about these items. When a character succeeds on a check, the following lore is revealed, including the information from lower DCs.
DC 15: The three items of this set belonged to a courageous soldier named Reynard. He sacrificed his life to allow his fellow soldiers to escape from an army of orcs. Many believe that his sacrifice empowered the regalia, allowing them to inspire future generations.
DC 20: Bards fondly recall in song and prose the Coalition of the Bulwark, whose brave sacrifices enabled the defeat of a great orc invasion. One of the great heroes of the war was a young soldier named Reynard Ellison.
Reynard served as an elite scout for the army, but his best talents lay elsewhere. His songs were electrifying, his words calmed fears, and his very presence in combat seemed to steady the hands of his allies on their weapons.
During the war, Reynard conducted a raid into the heart of the orcs’ offense. The raid successfully discovered the orc’s plans and codes, but before the raiders could retreat, the creatures mounted a fierce counterattack. Reynard fought in the rear guard as they retreated, his encouraging shouts and skill with his blade allowing his fellow soldiers to escape. Reynard, however, failed to return through the breach. While holding off the enemy, he was slain by the throng of orcs.
The pilfered plans and codes allowed the Coalition of the Bulwark to finally thwart the invasion. In the aftermath, some of Reynard’s items were recovered, including his helm, horn, and badge. The intensity of Coalition members’ thankfulness and remorse over Reynard’s loss is said to have directly transfigured the items, creating the item set now called the regalia of the hero.
DC 25: The Coalition of the Bulwark persists yet, always vigilant to the possibility of another great orc invasion into civilized lands. The Coalition seeks accomplished spies and adventurers to supplement their own patrols. They occasionally send such groups into orc-infested wilderness to monitor the orcs and gauge the probability of a new leader arising who could pull their disparate tribes together. Anyone applying at the Fortress of the Bulwark could be assigned such a mission, as well as given aid and assistance in the fulfillment of that mission.
DC 30: A check result of 30 or higher reveals the location of another piece of the set. Use this to drive further adventure and direct the PCs toward some location or story you would like them to explore.
Wearing multiple parts of the regalia of the hero awakens your ability to inspire and command others. When you wear two items, your eyes sparkle with the clarity of conviction, and your posture straightens with confidence. When you sound a horn of resilience while wearing the other two pieces, all three items flash with gold light, like the promise of sunrise chasing away night’s dreary doubts.
2 Pieces: You can grant a single ally within 30 feet (other than yourself) a +5 insight bonus on a single attack, save, or skill check as an immediate (command) action. This ability functions once per day.
3 Pieces: You use a standard (command) action to grant a single ally within 30 feet (other than you) an extra move action, taken immediately. (If you have the marshal’s grant move action class feature, this benefit instead affects all allies within 30 feet of you.) This ability functions once per day.
| Piece | Body Slot | Price (gp) | Item Level | Ability |
|---|---|---|---|---|
| Badge of valor | Throat | 1,200 | 5th | 3/day allies gain +2 on saves against charm/fear, or increase inspire courage bonus by 1 |
| Helm of tactics | Head | 2,000 | 6th | 3/day allies deal +2 damage against flanked foes, or increase effect of minor aura by 1 |
| Horn of resilience | — (held) | 5,000 | 9th | 2/day allies gain DR 5/—, or increase effect of major aura by 1, or grant 50 temporary hp |
| Pieces Worn | Benefit |
|---|---|
| 2 pieces | 1/day grant nearby ally +5 on attack, save, or skill check |
| 3 pieces | 1/day grant nearby ally bonus move action |
Price (Item Level): 1,400 gp (5th)
Body Slot: Throat
Caster Level: 5th
Aura: Moderate; (DC 17) abjuration
Activation: Immediate (mental)
Weight: —
This badge is stamped with the image of an impenetrable fortress over which shines a golden sun.
When you activate a badge of valor, you and all allies within 60 feet gain a +2 bonus on the next save you or they make against a charm or fear effect before the start of your next turn.
If you have the bardic music ability to inspire courage, you can activate a badge of valor to increase the bonus granted by that ability by 1 for the duration of its effect. A badge of valor functions three times per day.
Prerequisites: Craft Wondrous Item, remove fear, possession of a piece of the set.
Cost to Create: 700 gp, 56 XP, 2 days.
Price (Item Level): 2,000 gp (6th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: Swift (mental)
Weight: 1 lb.
This metallic helm is forged of a gray, strangely swirled iron alloy.
When you activate a helm of tactics, you and all allies within 60 feet gain a +2 bonus on melee weapon damage rolls against enemies that you or they are flanking. This benefit lasts for 10 rounds, but allies who move more than 60 feet from you lose the benefit until they return within the area.
If you are a marshal, you can activate a helm of tactics to increase the effect of your minor aura by 1. This effect lasts for 10 rounds.
A helm of tactics functions three times per day.
Prerequisites: Craft Wondrous Item, fox’s cunning, possession of a piece of the set.
Cost to Create: 1,000 gp, 80 XP, 2 days.
Price (Item Level): 5,000 gp (9th)
Body Slot: — (held)
Caster Level: 8th
Aura: Moderate; (DC 19) enchantment
Activation: Standard (manipulated)
Weight: —
This bone horn is banded with a golden-hued iron alloy. The image of an idealized fortress is scribed deeply in the horn’s side.
When you activate a horn of resilience, you and all allies within 30 feet gain damage reduction 5/—. This benefit lasts for 5 rounds, but allies who move more than 30 feet from you lose the benefit until they return within the area.
If you are a marshal, you can activate a horn of resilience to increase the effect of your major aura by 1. This effect lasts for 5 rounds.
If you have the bardic music ability to inspire greatness, you can activate a horn of resilience to grant the target of that ability an extra 50 temporary hit points. These hit points last until depleted or the duration of your inspire greatness ability ends, and they don’t stack with any other source of temporary hit points.
A horn of resilience functions two times per day.
Prerequisites: Craft Wondrous Item, heroism, possession of a piece of the set.
Cost to Create: 2,500 gp, 200 XP, 5 days.
Source: Magic Item Compendium, page 207.