TEXT: 1
  Treasures of NeoExodus:
  Helm of the Communal Mind
  1
  In 489 BU the Nexus Gateway in Qijom spontaneously 
  opened and a battle from another world spilled over into 
  Exodus. The warriors on one side wore unique helms, 
  completely devoid of visors or eye slits, they provided 
  magical senses to their wearers while shielding them from 
  the primary attack of their quarry: a medusa. These helms 
  were eventually copied and built by the Wyrdcasters of the 
  Dominion. In recent years Section Omega took an interest 
  in these helms and acquired one for study. They were able 
  to reproduce the effects using psionics.
  HISTORY
  Not long after the Battle of the Rain of Blood, peace in the 
  Dominion was momentarily interrupted. The disturbance 
  was brief and touched little beyond its point of origin, but 
  it brought a significant change. Qijom’s Nexus Gateway 
  flared to life one dark evening and beings from another 
  world came through. First there came a medusa, which 
  petrified the warriors guarding the Nexus Gateway. 
  Shortly thereafter, a small group of tall, slender humanoids 
  followed, armed with blade and bow and seemingly blind, 
  as their golden helms sported no visor through which to 
  see. A short, confused battle ensued, and the medusa was 
  slain. The victors then surrendered to Dominion forces, 
  as they meant no harm and wished to win their goodwill. 
  They were strangely beautiful aliens, with their elongated 
  ears, dark eyes, and beautifully lilting language: elves. 
  Guards escorted them before the Khagan to tell their tale.
  In their distant homeland, an old and exceptionally 
  cruel medusa had preyed upon the elven settlement for 
  many years. She was a cunning creature and avoided the 
  counterattacks the elves staged, or led them into ambushes 
  and created new statues to decorate her lair. In order to 
  end this threat, elven wizards designed six magical helms 
  to protect from the medusa’s petrifying gaze, yet allow 
  the wearer to still fight effectively. They were given to six 
  volunteers, who then tracked the medusa to her lair, an 
  ancient ruin. Taken off guard with her greatest offensive 
  maneuver neutralized, the medusa opted to flee. The elves 
  followed their quarry through the ruins, the medusa fleeing 
  into unfamiliar territory. In her retreat, she accidentally 
  activated an ancient magical gate which transported her to 
  the Nexus Gate on Qijom. The elves were unsure where 
  the gate led, but had pledged to destroy the medusa. They 
  chose to follow.
  TREASURES OF NEOEXODUS:
  HELM OF THE COMMUNAL MIND
  Khagan Al Kasim was impressed by these strange visitors 
  and their tale. He allowed them to stay as his honored 
  guests. He charged his Wyrdcasters with finding a way to 
  reopen the gate to their home so they could return. This was 
  eventually accomplished, and in return for his hospitality, 
  the leader of the elven band offered up his magical helm. 
  The Khagan gladly accepted. Eventually spellcasters were 
  able to recreate the helm, a good thing since they are more 
  effective in groups. To this day elite bands of Khalid Asad 
  wear these helms into battle when facing enemies who use 
  abilities or spells that are dependent upon an opponent’s 
  sight.
  Recently Section Omega learned of the helms. They 
  approached the Dominion for permission to study a set 
  of helms. Having had trouble in the past with spellcasters 
  aiding renegade psychics, they were interested in the 
  helm’s ability to negate a certain amount of arcane offense. 
  That was the reasoning they gave, at least, and the Khagan 
  appeared satisfied with it. He granted their request and 
  soon they had effective psionic versions for use by their 
  field agents.
  3.5 SYSTEM COMPATIBLE
  LPJ9445
  
  Treasures of NeoExodus:
  Helm of the Communal Mind
  2
  HELM OF THE COMMUNAL MIND
  Auras moderate divination and transmutation; CL 
  9th
  Slot head; Price 86,400 gp; Weight 3 lbs.
  DESCRIPTION
  When worn, this helm completely blocks vision, 
  protecting the wearer from gaze attacks, visual 
  illusions, or offensive spells that only work on 
  sighted creatures—such as color spray. The helm of 
  the communal mind grants the wearer blindsight 
  in a 60 ft. radius. Furthermore, the helm can be 
  attuned with up to five others of its type. One helm 
  can be attuned to another by physical contact 
  as a full round action. A maximum of six helms 
  of the communal mind can be attuned in such a 
  way (requiring a total of 5 rounds). Helms remain 
  attuned until the wearer attempts to attune to 
  another beyond the first five, at which point the 
  first helm of the five attuned is detuned. When 
  attuned, the wearer of one helm can “see” the 60 
  ft. area around every other attuned helm, and is 
  aware of its position in relation to the wearer’s 
  own position, even if the other wearer is more 
  than 60 feet away. Therefore it is possible for the 
  wearer of a helm to fire a ranged weapon or cast 
  a spell at a target within 60 feet of the wearer of 
  an attuned helm as if he had line of sight to the 
  target. However, if another helm wearer’s range 
  of blindsight does not touch or overlap then any 
  intervening area is unseen, allowing the possibility 
  of cover or obstruction. With the shared sensory 
  information from other attuned helms, the wearer 
  receives a +1 dodge bonus to AC and a +1 bonus 
  to initiative checks for every other helm attuned 
  to his own who is involved in the same combat, up 
  to a maximum of +5. The helm of the communal 
  mind can function for up to 90 minutes a day, and 
  those minutes do not need to be consecutive, but 
  must be used in blocks of 10 minutes at a time. 
  Activating or deactivating the helm is a standard 
  action, and donning or removing the helm is a 
  move action. If a silence spell is cast upon the helm’s 
  wearer or if he enters the spell’s area of effect, all 
  benefits of the helm are suppressed until he leaves 
  the area or the spell ends.
  CONSTRUCTION
  Requirements Craft Wondrous Item, echolocation, 
  share senses, telepathic bond, creator must have a 
  familiar; Cost 43,200 gp
  PSIONIC HELM OF THE COMMUNAL MIND
  Auras moderate psychometabolism and telepathy; 
  ML 9th
  Slot head; Price 74,250 gp; Weight 3 lbs.
  DESCRIPTION
  The psionic version of the helm of the communal 
  mind functions in a similar manner to the magic 
  version, with the following exceptions. First, the 
  functions of the helm are not subject to the silence 
  spell, but will not function within the area of a 
  catapsi effect. Second, the helm only functions for 
  a total of 60 minutes per day. Third, the psionic 
  version of the helm is constructed with a fitting 
  where a cognizance crystal can be affixed. This 
  allows the helm to draw power from the crystal 
  to continue functioning once its daily time has 
  elapsed. While drawing power from a crystal, the 
  helm continues to function for an additional 10 
  minutes per day for every power point contained 
  in the cognizance crystal.
  CONSTRUCTION
  Requirements Craft Wondrous Item, mindlink, 
  sense link, touchsight; Cost 37,125 gp
  AVAILABLE NOW AT RPGNOW.COM, 
  DRIVETHRURPG.COM AND PAIZO.COM
  first ones
  e ne mie s  o f  Ne o e xo du s :
  3.5 SYSTEM COMPATIBLE
  LPJ9506
  3.5 SYSTEM COMPATIBLE
  LPJ9484
  3.5 SYSTEM COMPATIBLE
  LPJ9516
  folding circle
  enemies of Neoexodus:
  3.5 SYSTEM COMPATIBLE
  LPJXX22
  world of Exodus
  Neoexodus Chronicles:
  THE WORLD OF EXODUS NEEDS HEROES...
  
  HELM OF THE COMMUNAL MIND  
  WEAPON CARDS
  Item Description
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Notes: ____________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  __________________________________
  Item Code ________________________
  Auras moderate divination and transmutation; CL 
  9th
  Slot head; Price 86,400 gp; Weight 3 lbs.
  DESCRIPTION
  When worn, this helm completely blocks vision, 
  protecting the wearer from gaze attacks, visual 
  illusions, or offensive spells that only work on sighted 
  creatures—such as color spray. The helm of the 
  communal mind grants the wearer blindsight in a 
  60 ft. radius. Furthermore, the helm can be attuned 
  with up to five others of its type. One helm can be 
  attuned to another by physical contact as a full round 
  action. A maximum of six helms of the communal 
  mind can be attuned in such a way (requiring a total 
  of 5 rounds). Helms remain attuned until the wearer 
  attempts to attune to another beyond the first five, 
  at which point the first helm of the five attuned is 
  detuned. When attuned, the wearer of one helm can 
  “see” the 60 ft. area around every other attuned helm, 
  and is aware of its position in relation to the wearer’s 
  own position, even if the other wearer is more than 
  60 feet away. Therefore it is possible for the wearer 
  of a helm to fire a ranged weapon or cast a spell at 
  a target within 60 feet of the wearer of an attuned 
  helm as if he had line of sight to the target. However, 
  if another helm wearer’s range of blindsight does not 
  touch or overlap then any intervening area is unseen, 
  allowing the possibility of cover or obstruction. With 
  the shared sensory information from other attuned 
  helms, the wearer receives a +1 dodge bonus to AC 
  and a +1 bonus to initiative checks for every other 
  helm attuned to his own who is involved in the 
  HELM OF THE COMMUNAL MIND
  ____________________
  same combat, up to a maximum of +5. The helm of the 
  communal mind can function for up to 90 minutes a day, 
  and those minutes do not need to be consecutive, but 
  must be used in blocks of 10 minutes at a time. Activating 
  or deactivating the helm is a standard action, and donning 
  or removing the helm is a move action. If a silence spell is 
  cast upon the helm’s wearer or if he enters the spell’s area 
  of effect, all benefits of the helm are suppressed until he 
  leaves the area or the spell ends.
  CONSTRUCTION
  Requirements Craft Wondrous Item, echolocation, share 
  senses, telepathic bond, creator must have a familiar; Cost 
  43,200 gp
  Auras moderate psychometabolism and telepathy; ML 
  9th
  Slot head; Price 74,250 gp; Weight 3 lbs.
  DESCRIPTION
  The psionic version of the helm of the communal mind 
  functions in a similar manner to the magic version, with 
  the following exceptions. First, the functions of the helm 
  are not subject to the silence spell, but will not function 
  within the area of a catapsi effect. Second, the helm only 
  functions for a total of 60 minutes per day. Third, the 
  psionic version of the helm is constructed with a fitting 
  where a cognizance crystal can be affixed. This allows 
  the helm to draw power from the crystal to continue 
  functioning once its daily time has elapsed. While drawing 
  power from a crystal, the helm continues to function for 
  an additional 10 minutes per day for every power point 
  contained in the cognizance crystal.
  CONSTRUCTION
  Requirements Craft Wondrous Item, mindlink, sense link, 
  touchsight; Cost 37,125 gp
  
  The following text is the property of Wizards of the Coast, Inc. and 
  is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 
  Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b)”Derivative 
  Material” means copyrighted material including derivative works 
  and translations (including into other computer languages), potation, 
  modification, correction, addition, extension, upgrade, improvement, 
  compilation, abridgment or other form in which an existing work 
  may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game 
  mechanic and includes the methods, procedures, processes and routines 
  to the extent such content does not embody the Product Identity 
  and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and 
  means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, 
  incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other 
  visual or audio representations; names and descriptions of characters, 
  spells, enchantments, personalities, teams, personas, likenesses and 
  special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and 
  which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, 
  “Used” or “Using” means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement. 
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice 
  to any Open Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the License itself. 
  No other terms or conditions may be applied to any Open Game Content 
  distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-
  free, non-exclusive license with the exact terms of this License to Use, 
  the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of the 
  COPYRIGHT NOTICE of any Open Game Content You are copying, 
  modifying or distributing, and You must add the title, the copyright date, 
  and the copyright holder’s name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly 
  licensed in another, independent Agreement with the owner of each 
  element of that Product Identity. You agree not to indicate compatibility 
  or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as 
  expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product 
  Identity in Open Game Content does not constitute a challenge to the 
  ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in 
  and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
  Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version 
  of this License to copy, modify and distribute any Open Game Content 
  originally distributed under any version of this License. 
  10. Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You have 
  written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then 
  You may not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive the 
  termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, 
  Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  Treasures of NeoExodus: Helm of the Communal Mind Copyright 2012, 
  Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  Written By Jeffrey Lee
  Editing: Jeff Erwin
  Artwork by  Sergey Koziakov
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9445 - Treasures of NeoExodus - Helm of the Communal Mind.pdf