Talk:Rings Slot Magic Items: Difference between revisions

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* Ring, circle, band, signet, insignia, loop, sigil, bezel, setting, hallmark, memento mori, claddagh, gimmal, jointguard, midi
===Templates For New Items===
{{:Magic Item Template Links}}
* [[Extend Spell (Feat)]]
* [[Extend Spell (Feat)]]
* [[Enlarge Spell (Feat)]]
* [[Enlarge Spell (Feat)]]


as should be obvious, there's LOTS of rings, and there's plenty of decent ideas here. keep as rings? makes the meridian belt an increasingly good item if so. or, we could convert a good chunk of these into headbands, belts, shoulder items, body items, etc.
I'd say, until we're happy with our "three difficult choices per slot per play style" mix, we should spread our good ideas around.  The thing to remember about rings is it's two slots, so we need 6 difficult choices per play style here. (or at least 4-5, or whatever, it's a guideline, not a rule).
remove shield enhancement bonus -- replace with deflection bonus.  This is the same bonus granted by a ring of protection, so they DO NOT STACK.




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  prisoners ring = love this concept, but this and the jailers ring should be part of the settlement rules. possibly include ironbound ring functions?
  prisoners ring = love this concept, but this and the jailers ring should be part of the settlement rules. possibly include ironbound ring functions?
ring of ferocious action = combine ring of swimming, climbing, jumping, etc with the base function of this ring, mix in ring of tactical precision
Any time the wearer gives or receives a numeric bonus from a [[Teamwork Feat | Category:Teamwork Feats]], [[Flank]], or the [[Aid Another]] action, that bonus increases by +1 as an enhancement bonus. Note that enhancement bonuses from multiple sources (like if six characters all bought copies of such a ring) do not stack.
Once per day, when the wearer gains the [[quelled]], [[prone]], [[splayed]], [[grappled]], or [[pinned]] condition from an enemy creature, they can negate that condition as a swift action. This does not prevent them from gaining such a condition again, it does not protect them from gaining such a condtion from a non-creature source (such as a trap or [[Environmental Effects]]), and it doesnt protect them if they gain multiple conditions.
By touching the ring while out of combat and concentrating for a moment, a single ally who is NOT the attuned wearer may imbue it with a single teamwork feat the ally knows. Once imbued, the attuned wearer of the ring may use that feat when cooperating with the ally that imbued it, but not with any other creatures even if they possess the same teamwork feat. If the ring is imbued with a new teamwork feat, it replaces the previous feat.
Grants a +1 to +5 enhancement bonus to Movement skill rolls for initiative rolls, climb checks, swim checks, or flight checks.
rofa +1, CL2, negate 1/day, +1 to flanks, +1 to Move skill,
rofa +2, CL6, negate 2/day, +1 to flanks, +2 to Move skill,
rofa +3, CL10, negate 1/encounter, +1 to flanks, +2 to Move skill, imbue one feat
rofa +4, CL14, negate 3/day, +1 to flanks, +3 to Move skill,  imbue one feat
rofa +5, CL18, negate 4/day, +1 to flanks, +3 to Move skill,  imbue two feats
rofa +6, CL22, negate 2/encounter, +2 to flanks, +3 to Move skill, imbue two feats
rofa +7, CL26, negate 7/day, +2 to flanks, +4 to move skill,  imbue two feats
rofa +8, CL30, negate 3/encounter, +2 to flanks, +4 to move skill,  imbue three feats
rofa +9, CL34, negate all, +2 to flanks, +5 to move skill, imbue three feats


  ring of sustenance = gives daily food, adds bonuses to environmental effects and overland movement
  ring of sustenance = gives daily food, adds bonuses to environmental effects and overland movement
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  ring of water walking = great item, but....do we want to allow rings that are just permanent spells? i'd vote no, but, saying yes means there are dozens of possible rings from that function alone.
  ring of water walking = great item, but....do we want to allow rings that are just permanent spells? i'd vote no, but, saying yes means there are dozens of possible rings from that function alone.


  ring of fortitude = resistance to drains, etc. add in bonuses to survival rolls, maybe environmental damage resistance
  ring of fortitude = resistance to drains, etc. add in bonuses to survival rolls, maybe environmental damage resistance; should allow a 'once per day' (scaling) reduce a status condition on you by one step (scaling action economy).


  ring of energy shroud = an incredible idea, it allows the allies of a careless caster to be immune to fratricide for x-times per day, scaling. also means even more flexibility against AOE's, and should be a second way to get AOE resists
  ring of energy shroud = an incredible idea, it allows the allies of a careless caster to be immune to fratricide for x-times per day, scaling. also means even more flexibility against AOE's, and should be a second way to get AOE resists
ring of wizardy = as written, but scale even higher level for very high prices. with mana burning, this becomes an INCREDIBLY valuable and powerful item at the high end.


  ring of the ecclesiarch = ring-based glowing glove, divine focused, which automatically incorporates the ring of return, as well
  ring of the ecclesiarch = ring-based glowing glove, divine focused, which automatically incorporates the ring of return, as well
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  holdout ring = gloves of storing, only one item, but undetectable
  holdout ring = gloves of storing, only one item, but undetectable
ring of balanced grip = allows any and all feats, powers, or abilities of the wearer that apply to a single, specific weapon to apply to one other single, specific weapon. scales to also transfer weapon enhancement bonuses from +1 to +9, weapon magical properties from +1 to +9, and material properties at the very top end, to a single type of weapon, to a single class of weapon, to all weapons of the same handedness and size, to any weapon at all.  YIKES.
ring of eloquence = do not like the specific ability to speak languages, but love the idea of a ring that does four things inscribed on it. see if there's a way to incorporate this mechanic.


  ring of far strike = as written, add scaling from 1/day to 3/day to 5/day to 1/round to 2/round to 3/round to 5/round to 7/round to all attacks.  YIKES.
  ring of far strike = as written, add scaling from 1/day to 3/day to 5/day to 1/round to 2/round to 3/round to 5/round to 7/round to all attacks.  YIKES.

Latest revision as of 20:47, 12 August 2023

  • Ring, circle, band, signet, insignia, loop, sigil, bezel, setting, hallmark, memento mori, claddagh, gimmal, jointguard, midi

Templates For New Items



  • Weapon Base Prices - used as base price for all items unless price-nudge field is left blank



add melee-capable rings:

  • +bonus melee attack/round (haste)
  • +to-hit
  • ring of mayhem: +BAB to damage for x attacks per round
  • +x move when making a full attack
  • ignore x difficult terrain


prisoners ring = love this concept, but this and the jailers ring should be part of the settlement rules. possibly include ironbound ring functions?
ring of sustenance = gives daily food, adds bonuses to environmental effects and overland movement
ring of maniacal devices = as rod of wonders?  assuming we keep the rod/wand of wonder
ring of swarming stabs = scaling buffs to flanking, such as flank creatures at range, flank bonus increases to +3, flank inflicts dazzled or fogged x/day
ring of mind shielding = as written
ring of the ram = as written, plus an AOE attack, scale as stampede stomper? or necklace of fire?
scholars ring = as standard action, succeed on monster lore check 1/day. scale down to move/swift/immediate, scale 2/day, 1/encounter. fold in ring of revelation? (some ok content there) add bonuses to Library uses?
ring of ki mastery = as written, integrate with upcoming monk pass
ring of foe focus = change from defense to offense buff (+to-hit and + to damage) scale from move to swift to immediate action, scale from 2/day to 1/encounter to 1/round, scale from +1 each to +1/+2 to +2 each to +2/+3 to +3 each.  damage buff level scales
decoy ring = this is a great idea, make it 1/day at will, scaling to 2/day, 3/day, 5/day, 7/day. Additionally, add in auto-activations when unconscious, when bloodied, when affected by a strong condition, medium condition.
ring of energy resistance = could be a HUGE family of items, scaling from 1 energy type to everything but primal in many steps, the amount based upon the CL of the ring as the spell. or, we just leave this as a spell. 
ring of the troglodyte = rename ring of disgust, give it stinking cloud, nauseating trail, bonuses to Survival skill, all scaling.
steelhand circle = dumb name, but excellent concept for an item. scale properly, adds bonuses to damage (brawler, monk, combat maneuvers), adds scaling protection against critical hits, adds scaling (+1 to +5) sunder successes to sunder maneuvers
ring of sea strider = grants swim speed, jet usable x/day, and at the top end, dim door from liquid to liquid, at the very top end, teleport from liquid to liquid, at the VERY top end, plane shift or astral project, grants bonuses usable in the astral
ring of retribution = fun idea, but should be in the magical traps and/or the settlement rules. combine with some useful functions, like sending or message functions. allows the government/big bad to gift the players a poison pill
ring of water walking = great item, but....do we want to allow rings that are just permanent spells? i'd vote no, but, saying yes means there are dozens of possible rings from that function alone.
ring of fortitude = resistance to drains, etc. add in bonuses to survival rolls, maybe environmental damage resistance; should allow a 'once per day' (scaling) reduce a status condition on you by one step (scaling action economy).
ring of energy shroud = an incredible idea, it allows the allies of a careless caster to be immune to fratricide for x-times per day, scaling. also means even more flexibility against AOE's, and should be a second way to get AOE resists
ring of the ecclesiarch = ring-based glowing glove, divine focused, which automatically incorporates the ring of return, as well
ring of freedom of movement = again, do we want rings to be permanent spells? I think not, but boy, can be a LOT of items that way....
ring of delayed doom = we have this as a fighter tactic, do we want a version as a magic item?
ring of shooting stars = re-scale as main attack item like necklace of fire
spiritualist rings = fascinating mechanic, dumb idea. rework as a potens machanvar (in the future) along the same lines as vecna teeth, ie, one ring in a set does 'something', two rings do two somethings and adds a combination power, three rings have three base powers, two secondaries, and a potent tertiary, having all four gives four base powers, three good secondaries, two potent tertiaries and a god-mode cap power.
ring of regeneration = as written, because damn
ring of resistance = cloak of resistance
band of triumph = as written, sonic attack item like stompers only voice-based. add scaling bonuses to warfare skill, siege damage, and leadership feats, if allowed.
blight siphon = pulls afflictions from targtes, scale from weak to moderate to strong, scale from touch to short range to long range, scale from 1/day to 1/encounter to 1/round, scale from equal transfer to one weaker
communique rings = put back in mind link spell, only now its an item.  made in sets, rings can be added and removed from the set by use of the creator feat
dark life ring = as daywalker spell. again, should we allow rings as spells?  so....  tempting.....
holdout ring = gloves of storing, only one item, but undetectable
ring of far strike = as written, add scaling from 1/day to 3/day to 5/day to 1/round to 2/round to 3/round to 5/round to 7/round to all attacks.  YIKES.
ring of fear reflection = great concept, but make it simply damage reflection. upgrade to cloak of resistance, but affects EVERYTHING. will reflect points of damage equal to wearer's BAB? hrrrm.
ring of plagues = a great concept, should be incorporated into the settlement rules. don't kill the town watch, you'll get a curse from the town if you do!
ring of retreat = again a fun concept, should be in the settlement rules. activate ring to go to town! :D
ring of splendid security = interesting....
ring of summoning affinity = adds +1 to summon monster 1.  scales to 9
ring of terrible cost = again, great concept, terrible item.  rebuild it. charges can be built of bloodied-value hitpoints, class features, feats, etc.  does big damage, BAB per charge, scaling as melee damage. scales as number of charges it can hold, from one to nine
ring of the beast = competitor to belt slot for physical stats