Ring of Ferocious Action +2: Difference between revisions
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Any time the wearer gives or receives a numeric bonus from a Teamwork Feat, [[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. | Any time the wearer gives or receives a numeric bonus from a Teamwork Feat, [[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. | ||
Up to twice 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 condition from a non-creature source (such as a trap or [[Environmental Effects]]), and it | Up to twice 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 condition from a non-creature source (such as a trap or [[Environmental Effects]]), and it does not protect them if they gain multiple conditions. | ||
Lastly, the Ring grants a +2 enhancement bonus to [[Movement]] skill | Lastly, the Ring grants a +2 enhancement bonus to [[Movement]] skill. | ||
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Latest revision as of 09:47, 2 November 2022
Ring of Ferocious Action +2
- Cost: 5,000 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.
Any time the wearer gives or receives a numeric bonus from a Teamwork Feat, 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.
Up to twice 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 condition from a non-creature source (such as a trap or Environmental Effects), and it does not protect them if they gain multiple conditions.
Lastly, the Ring grants a +2 enhancement bonus to Movement skill.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 22 (10 + double CL)), Languid (tier 1) remnant, An item symbolic of the enchantment, 2,500 gp (minus cost of symbolic item).