Ring of Ferocious Action +8: Difference between revisions

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Up to three times per encounter, when the wearer gains the [[quelled]], [[prone]], [[splayed]], [[grappled]], or [[pinned]] condition from an enemy creature, they can negate that condition as an immediate action, as soon as the condition is applied. This does not prevent them from gaining such a condition again, nor does it protect them from gaining such a condition from a non-creature source (such as a trap or [[Environmental Effects]]). Note that as an immediate action, they can negate these conditions as fast as they are applied, until they run out of uses of this power.
Up to three times per encounter, when the wearer gains the [[quelled]], [[prone]], [[splayed]], [[grappled]], or [[pinned]] condition from an enemy creature, they can negate that condition as an immediate action, as soon as the condition is applied. This does not prevent them from gaining such a condition again, nor does it protect them from gaining such a condition from a non-creature source (such as a trap or [[Environmental Effects]]). Note that as an immediate action, they can negate these conditions as fast as they are applied, until they run out of uses of this power.


By touching the ring (while out of combat) and concentrating for a moment, up to three allies who are NOT the attuned wearer may imbue the Ring with up to three teamwork feats, one from each, that those allies know. These feats may or may not be the same. Once imbued, the attuned wearer of the ring may use each of those feats 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 one of the previous feats.
By touching the ring and concentrating for a full minute, one or more allies who are NOT the attuned wearer may imbue the ring with up to a maximum of three teamwork feats known to those allies. Once imbued, the attuned wearer of the ring may use each of those feats when cooperating with the ally that imbued it, or any other allied creature that possess the same teamwork feat, as long as they did not also gain access to that feat from a magic item such as this ring (i.e. they either know the feat themselves, or were granted it by a class feature of another ally, such as a Warlord or Ranger). If the ring is imbued with a new teamwork feat, it replaces one of the previous feats.


Lastly, the Ring grants a +4 enhancement bonus to [[Movement]] skill rolls for initiative rolls, climb checks, swim checks, or flight checks.
Lastly, the Ring grants a +4 enhancement bonus to [[Movement]] skill rolls.
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Latest revision as of 01:26, 11 December 2019

Rings Slot 1.jpg

Ring of Ferocious Action +8

CL 30 Rings Slot Item • Overwhelming Transmutation
Cost: 2,725,000 gp
Weight: 0.1 lbs.
Family: Ring of Ferocious Action

A Ring of Ferocious Action does not make the wearer faster, or quicker, or more adroit. It makes their actions more fierce, allows them to bounce back from getting grabbed or knocked around, and allows them to work far, far better with their allies.

These items tend to be fairly plain, sturdy affairs, with many knocks and dings indicating they have seen plenty of hard usage. They are rarely decorative, fashonable, or pretty.

A Ring of Ferocious Action +8 grants many useful benefits, both to the wearer, and to their allies. An attuned wearer of such a Ring gains the following benefits:

Any time the wearer gives or receives a numeric bonus from a Teamwork Feat, Flank, or the Aid Another action, that bonus increases by +2 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.

Up to three times per encounter, when the wearer gains the quelled, prone, splayed, grappled, or pinned condition from an enemy creature, they can negate that condition as an immediate action, as soon as the condition is applied. This does not prevent them from gaining such a condition again, nor does it protect them from gaining such a condition from a non-creature source (such as a trap or Environmental Effects). Note that as an immediate action, they can negate these conditions as fast as they are applied, until they run out of uses of this power.

By touching the ring and concentrating for a full minute, one or more allies who are NOT the attuned wearer may imbue the ring with up to a maximum of three teamwork feats known to those allies. Once imbued, the attuned wearer of the ring may use each of those feats when cooperating with the ally that imbued it, or any other allied creature that possess the same teamwork feat, as long as they did not also gain access to that feat from a magic item such as this ring (i.e. they either know the feat themselves, or were granted it by a class feature of another ally, such as a Warlord or Ranger). If the ring is imbued with a new teamwork feat, it replaces one of the previous feats.

Lastly, the Ring grants a +4 enhancement bonus to Movement skill rolls.

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), Epic Creator (Feat), Bailiwick Check (DC 70 (10 + double CL)), Blazing (tier 5) remnant, An item symbolic of the enchantment, 1,362,500 gp (minus cost of symbolic item).