Wielder gains +2 To Hit with melee attacks only–including melee attacks made with the horn itself. This item may only be held in the melee offhand slot. (It cannot be equipped in the ranged offhand slot.) Monks & rangers (not any other class) may wield it as an offhand melee weapon.
Melee
Before the game starts, the wearer must choose either:
- +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
or - +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Before the game starts, the wearer must choose either:
- +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
or - +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons)
Wearer gains +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons) and -1 to AC
Wearer gains +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons) and -1 to AC
Adds +1 To Hit and +1 Damage to melee attacks made by the wearer. It has no effect on ranged attacks or spells.
This item is part of the Might Sets.
Might Trio
When three items are equipped, the character gains +1 level.
Might Quartet
When four items are equipped, in addition to the Trio bonus, the character’s melee attacks do +2 Damage (for a total of +1 level and +2 Damage)
Might Quintet
When five items are equipped,
Adds +1 to Strength (thus, depending on prior Strength score, adding either 0/+1 To Hit in melee and either 0/+1 Damage with melee and thrown weapons), but wearer may not equip any Figurine(s).
Items which increase the number of Figurine slots cannot bypass this crown’s restriction, neither can a high Charisma.
Adds +9 to AC and +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)