Ring of the Weaponeer +3

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Ring of the Weaponeer +3

CL 14 Rings Slot Item • Moderate Enchantment
Cost: 78,400 gp
Weight: 0.1 lbs.
Family: Ring of the Weaponeer

A Ring of the Weaponeer is perhaps the quintessential 'Martial' item. Someone wearing this item is announcing to the world that they are not merely a warrior, they are a Grandmaster of their bloody craft.

Surprisingly, for an item of such dangerous intent, most of these rings are simple bands. Many of them are not even precious metals, instead being woven leather or plain hammered iron. Sometimes you will see one made of platinum, or even bladesilver or adamant. If they have any adornment, this tends to massive rounded cabochons, sometimes with a sigil, crest, or rune.

Regardless of their appearance, they are all extremely powerful and subtle items of the physically adept. The magics in them, having almost nothing to do with traditional 'spell casting' arts, are nearly incomprehensible to other sorts of adepts. As a result, these items rarely if ever show up when subjected to a Detect Magic spell from any source. In order to detect this item, the user of the detection magic must first make a Bailiwick skill roll against a target of 20 + double the Creator Level of the ring to detect it at all! If detected, it responds as normal from that point forward. The GM is encouraged to make such checks in secret, if needed to maintain their story.

During the attunement process, the wearer of this sort of ring must make a number of decisions. Each Ring of the Weaponeer weaves itself into the aura of both its wielder, and their chosen weapon. This chosen weapon is almost always the wearer's preferred weapon of choice, the one they have been studying and practicing for years. The Weaponeer's Ring makes an enchanted imago of that weapon in its magical fabric, along with copies of some or all of the feats known by the wearer applicable to using and handling that weapon. (The wearer chooses which feats as part of the attunement process, and may change these feats by attuning again.)

The user can then perform an hour's worth of exercises and drills to 'project' that phantom imago of their weapon, along with all their applicable feats, into another, mundane, weapon they also choose to proficiently use. Issues and factors in this projection include:

  • If you attempt to use a Weaponeers Ring with a mundane weapon you are not proficient with, it fails. Try again with a weapon you can actually use.
  • The enchanted 'source' weapon used to empower the ring must be kept on your person, although it can be stored away. In a handy haversack, portable hole, or pair of arsenal gloves are fine places. Back in your castle is not. If you do not have the source weapon, the ring ceases to function until you recover the source weapon, or make a new source weapon and attune to it.
  • If this ring is Sundered, all empowered weapons cease to function until the Broken condition is removed, although the source weapon is unaffected. Once the ring is repaired, all attunements return. If the source weapon is sundered, all the items stop working until it is repaired. If an empowered weapon is sundered, you may simply empower another weapon. If you repair the sundered weapon, another hour of drills will re-empower it just fine.
  • A double weapon counts as two weapons. Only one 'side' of the weapon can be used to form the enchanted imago within the ring. If you choose to empower a mundane double weapon, your ring must be powerful enough to affect both ends if you wish to use both ends.
  • A shield may be chosen as the mundane weapon, as long as it has no magical enhancements either as a weapon or a shield.
  • Your hands can be chosen as a weapon as long as you have no class, racial, item, or other abilities which enhance your unarmed strikes.
  • Any non-enhancement bonus to-hit or damage on a mundane weapon subject to the effects of a Ring of the Weaponeer are completely overwritten.
  • If a mundane weapon has a dweomermetal, the effects of that dweomermetal may be overwritten or remain, at the discretion of the wearer of the Ring of the Weaponeer.
  • Changing the feats in a ring requires another 24-hour attunement period. However, during this period, any or all of the feats may be changed.
  • A mundane weapon lost, discarded, disarmed, or stolen from a person using a Ring of the Weaponeer has no additional value once the magical replication fades, which happens almost instantly. Only the wearer of the ring can ever gain any additional benefits from such a mundane weapon.
  • The replication effects of a chosen mundane weapon return for the ring's wearer as soon as the weapon is retrieved, as long as that occurs prior to the next hour of required drills, which must occur every 24 hours.
  • Any feats chosen for replication must apply to the type of new weapon. Distance Thrower (Feat) is of no use when applied to a Great Club, for example.
  • The referee adjudicates any unusual feat applications or other circumstances as they see fit.

Once the projection is complete, the mundane weapon now benefits from some magical enhancement bonuses to-hit and damage, some magical weapon properties, and some or all of the wearer's own unique feats with their chosen weapon. Powerful versions of a Ring of the Weaponeer can even replicate and project the properties of a dweomermetal from the chosen weapon to a mundane weapon!

A Ring of the Weaponeer +3, after an hour of drills each day is spent with one, two, or three mundane weapons, grants the following benefits:
  • As part of the initial 24-hour attunement process, choose up to eight feats that you have already learned. Those feats will be applied to your chosen mundane weapon or weapons, if they can apply to that sort of weapon.
  • As part of the daily 1-hour drill, a magical enhancement bonus of up to +4 will be replicated to your chosen mundane weapon or weapons, assuming your source weapon has at least a +4 enhancement bonus.
  • As part of the daily 1-hour drill, up to +4 in magic weapon properties will be replicated from your source weapon to your chosen mundane weapon or weapons.

The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.

Creation: Creator (Feat), Bailiwick Check (DC 38 (10 + double CL)), Pale (tier 2) remnant, An item symbolic of the enchantment, 39,200 gp (minus cost of symbolic item).