Ring of Ferocious Action
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.
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.
Ring of Ferocious Action +1 [link] [edit]
- Cost: 1,125 gp
- Weight: 0.1 lbs.
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.
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 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 +1 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Bailiwick Check (DC 14 (10 + double CL)), Languid remnant, An item symbolic of the enchantment, 563 gp (minus cost of symbolic item).
Ring of Ferocious Action +2 [link] [edit]
- Cost: 5,000 gp
- Weight: 0.1 lbs.
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.- Creation: Creator (Feat), Bailiwick Check (DC 22 (10 + double CL)), Languid remnant, An item symbolic of the enchantment, 2,500 gp (minus cost of symbolic item).
Ring of Ferocious Action +3 [link] [edit]
- Cost: 12,500 gp
- Weight: 0.1 lbs.
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 once per encounter, 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.
By touching the ring and concentrating for a full minute, 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, 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 the previous feat.
Lastly, the Ring grants a +2 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Bailiwick Check (DC 30 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 6,250 gp (minus cost of symbolic item).
Ring of Ferocious Action +4 [link] [edit]
- Cost: 28,000 gp
- Weight: 0.1 lbs.
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 three times 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 free action during their turn. 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.
By touching the ring and concentrating for a full minute, 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, 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 the previous feat.
Lastly, the Ring grants a +3 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Bailiwick Check (DC 38 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 14,000 gp (minus cost of symbolic item).
Ring of Ferocious Action +5 [link] [edit]
- Cost: 90,000 gp
- Weight: 0.1 lbs.
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 five times 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 free action during their turn. 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.
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 two 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 +3 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Bailiwick Check (DC 46 (10 + double CL)), Bright remnant, An item symbolic of the enchantment, 45,000 gp (minus cost of symbolic item).
Ring of Ferocious Action +6 [link] [edit]
- Cost: 285,000 gp
- Weight: 0.1 lbs.
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 twice per encounter, when the wearer gains the quelled, prone, splayed, grappled, or pinned condition from an enemy creature, they can negate that condition as a free action during their turn. 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.
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 two 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 +3 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 54 (10 + double CL)), Intense remnant, An item symbolic of the enchantment, 142,500 gp (minus cost of symbolic item).
Ring of Ferocious Action +7 [link] [edit]
- Cost: 875,000 gp
- Weight: 0.1 lbs.
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 seven times per day, 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 two 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.- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 62 (10 + double CL)), Intense remnant, An item symbolic of the enchantment, 437,500 gp (minus cost of symbolic item).
Ring of Ferocious Action +8 [link] [edit]
- Cost: 2,725,000 gp
- Weight: 0.1 lbs.
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.- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 70 (10 + double CL)), Blazing remnant, An item symbolic of the enchantment, 1,362,500 gp (minus cost of symbolic item).
Ring of Ferocious Action +9 [link] [edit]
- Cost: 8,275,000 gp
- Weight: 0.1 lbs.
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.
The wearer is now immune to the quelled, prone, splayed, grappled, or pinned conditions from an enemy creature. This does not prevent them from gaining such a condition from a non-creature source (such as a trap or Environmental Effects).
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 +5 enhancement bonus to Movement skill rolls.- Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 78 (10 + double CL)), Prime remnant, An item symbolic of the enchantment, 4,137,500 gp (minus cost of symbolic item).