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You are viewing the legacy Pathfinder Reference Document website.
Paizo Inc. has now partnered with Archives of Nethys to provide the online version of the Pathfinder RPG rules at pfrd.info.
Learn more.
Rings bestow magical powers upon their wearers. Only a rare few have charges—most magic rings are permanent and potent magic items. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.
Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity), or its effects may work continually. Some rings have unusual activations, as mentioned in the ring's specific description.
Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes (core rulebook 532). rings with charges can never be intelligent.
d% | Lesser Minor Ring | Price |
---|---|---|
01–07 | Dungeon ring, prisoner's | 250 gp |
08–16 | Ring of arcane signets | 1,000 gp |
17–25 | Ring of spell knowledge I | 1,500 gp |
26–40 | Ring of protection +1 | 2,000 gp |
41–47 | Ring of the grasping grave | 2,000 gp |
48–57 | Ring of feather falling | 2,200 gp |
58–66 | Ring of climbing | 2,500 gp |
67–75 | Ring of jumping | 2,500 gp |
76–84 | Ring of sustenance | 2,500 gp |
85–93 | Ring of swimming | 2,500 gp |
94–100 | Ring of ferocious action | 3,000 gp |
d% | Greater Minor Ring | Price |
01–15 | Ring of counterspells | 4,000 gp |
16–25 | Ring of maniacal devices | 5,000 gp |
26–35 | Ring of rat fangs | 5,000 gp |
36–52 | Ring of sacred mistletoe | 6,000 gp |
53–69 | Ring of spell knowledge II | 6,000 gp |
70–86 | Ring of swarming stabs | 6,000 gp |
87–100 | Ring of grit mastery | 6,840 gp |
d% | Lesser Medium Ring | Price |
01–02 | Ring of forcefangs | 8,000 gp |
03–06 | Ring of mind shielding | 8,000 gp |
07–11 | Ring of protection +2 | 8,000 gp |
12–13 | Ring of strength sapping | 8,000 gp |
14–17 | Ring of force shield | 8,500 gp |
18–22 | Ring of the ram | 8,600 gp |
23–24 | Scholar's ring | 8,700 gp |
25–27 | Ring of climbing, improved | 10,000 gp |
28–29 | Ring of curing | 10,000 gp |
30–31 | Ring of foe focus | 10,000 gp |
32–35 | Ring of jumping, improved | 10,000 gp |
36–37 | Ring of ki mastery | 10,000 gp |
38–40 | Ring of revelation, lesser | 10,000 gp |
41–43 | Ring of swimming, improved | 10,000 gp |
44–46 | Ring of animal friendship | 10,800 gp |
47–48 | Ring of transposition | 10,800 gp |
49–50 | Ring of tactical precision | 11,000 gp |
51–52 | Ring of the sophisticate | 11,000 gp |
53–55 | Decoy ring | 12,000 gp |
56–58 | Ring of craft magic | 12,000 gp |
59–61 | Ring of ectoplasmic invigoration | 12,000 gp |
62–64 | Ring of energy resistance, minor | 12,000 gp |
65–67 | Ring of the troglodyte | 12,000 gp |
68–70 | Steelhand circle | 12,000 gp |
71–76 | Ring of chameleon power | 12,700 gp |
77–79 | Ring of spell knowledge III | 13,500 gp |
80–82 | Ring of the sea strider | 14,000 gp |
83–85 | Ring of retribution | 15,000 gp |
86–89 | Ring of water walking | 15,000 gp |
90–95 | Dungeon ring, jailer's | 16,000 gp |
96–100 | Ring of revelation, greater | 16,000 gp |
d% | Greater Medium Ring | Price |
01–04 | Ring of inner fortitude, minor | 18,000 gp |
05–16 | Ring of protection +3 | 18,000 gp |
17–26 | Ring of spell storing, minor | 18,000 gp |
27–30 | Ring of energy shroud | 19,500 gp |
31–35 | Ring of arcane mastery | 20,000 gp |
36–46 | Ring of invisibility | 20,000 gp |
47–54 | Ring of wizardry I | 20,000 gp |
55–60 | Ring of revelation, superior | 24,000 gp |
61–68 | Ring of spell knowledge IV | 24,000 gp |
69–80 | Ring of evasion | 25,000 gp |
81–88 | Ring of x-ray vision | 25,000 gp |
89–100 | Ring of blinking | 27,000 gp |
d% | Lesser Major Ring | Price |
01–09 | Ring of energy resistance, major | 28,000 gp |
10–16 | Ring of the ecclesiarch | 28,500 gp |
17–33 | Ring of protection +4 | 32,000 gp |
34–39 | Ring of return | 33,600 gp |
40–55 | Ring of freedom of movement | 40,000 gp |
56–70 | Ring of wizardry II | 40,000 gp |
71–75 | Ring of inner fortitude, major | 42,000 gp |
76–92 | Ring of energy resistance, greater | 44,000 gp |
93–100 | Ring of delayed doom | 45,000 gp |
d% | Greater Major Ring | Price |
01–06 | Ring of friend shield | 50,000 gp |
07–18 | Ring of protection +5 | 50,000 gp |
19–27 | Ring of shooting stars | 50,000 gp |
28–37 | Ring of spell storing | 50,000 gp |
38–43 | Ring of continuation | 56,000 gp |
44–48 | Ring of inner fortitude, greater | 66,000 gp |
49–57 | Ring of wizardry III | 70,000 gp |
58–63 | Spiritualist Rings | 70,000 gp |
64–71 | Ring of telekinesis | 75,000 gp |
72–76 | Ring of regeneration | 90,000 gp |
77–82 | Ring of spell turning | 100,000 gp |
83–86 | Ring of wizardry IV | 100,000 gp |
87–90 | Ring of three wishes | 120,000 gp |
91–93 | Ring of djinni calling | 125,000 gp |
94–97 | Ring of elemental command | 200,000 gp |
98–100 | Ring of spell storing, major | 200,000 gp |
Decoy Ring
Price 12,000 gp; Aura moderate illusion; CL 11th; Weight —
This ring is a thick loop of mirrorlike metal. Whenever the wearer of this ring takes the withdraw action or becomes helpless (including falling unconscious), it instantly makes her invisible for 3 rounds and creates four illusory duplicates that either run off in opposite directions or perform other plausible actions that could draw enemy attention away from her. The duplicates last for 3 rounds before disappearing, but they instantly pop out of existence if struck by an attack (AC 10) and can be disbelieved (Will DC 19). Allies of the wearer always know her true location and can freely provide aid or assistance to her.
Construction Requirements
Cost 6,000 gp
Forge Ring, mislead
Dungeon Ring
Price Varies; Aura moderate divination; CL 8th; Weight —
Jailer's dungeon ring 16,000 gp; Prisoner's dungeon ring 250 gp
A jailer's dungeon ring is worked gold, set with carnelians. The ring is magically attuned to one or more iron prisoner's dungeon rings. When the wearer of a jailer's ring places a prisoner's ring on a subject, the prisoner cannot remove the ring without the use of a remove curse, limited wish, miracle, or wish spell. The wearer of the jailer's ring can also remove a linked prisoner's ring at any time.
The jailer is aware of any wearer of a linked prisoner's ring as per a constant status spell. Additionally, all wearers of linked prisoner's rings count as familiar to the jailer for the purposes of spells such as scrying and teleport.
Construction Requirements
Cost 6,000 gp
Jailer's dungeon ring 8,000 gp; Prisoner's dungeon ring 125 gp
Ring of Animal Friendship
Price 10,800 gp; Aura faint enchantment; CL 3rd; Weight —
A ring of animal friendship always bears some sort of animal-like design in its craftsmanship. On command, this ring affects an animal as if the wearer had cast charm animal, causing the animal to regard the wearer as a trusted friend.
Construction Requirements
Cost 5,400 gp
Forge Ring, charm animal
Ring of Arcane Mastery
Price 20,000 gp; Aura strong abjuration and evocation; CL 11th; Weight —
This ring is a thin but sturdy piece of forged steel crafted to resemble a serpent swallowing its tail, and is magically imbued to reveal the secrets of arcane mastery to its wearer. The ring allows a wearer with an arcane pool to store up to 4 points from his arcane pool in the ring as a swift action. These points remain in the ring until used. A wearer can spend arcane pool points stored in the ring as if they were his own, or can spend them in each of the following ways.
Construction Requirements
Cost 10,000 gp
Forge Ring, imbue with spell ability, spell turning
Ring of Arcane Signets
Price 1,000 gp; Aura faint universal; CL 8th; Weight —
The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.
Construction Requirements
Cost 500 gp
Forge Ring, arcane mark
Ring of Blinking
Price 27,000 gp; Aura moderate transmutation; CL 7th; Weight —
On command, this ring makes the wearer blink, as the blink spell.
Construction Requirements
Cost 13,500 gp
Forge Ring, blink
Ring of Chameleon Power
Price 12,700 gp; Aura faint illusion; CL 3rd; Weight —
As a free action, the wearer of this ring can gain the ability to magically blend in with her surroundings. This provides a +10 competence bonus on her Stealth checks. As a standard action, she can also use the spell disguise self as often as she wants.
Construction Requirements
Cost 6,350 gp
Forge Ring, disguise self, invisibility
Ring of Climbing
Price 2,500 gp; Aura faint transmutation; CL 5th; Weight —
This magic ring has the deceptively simple appearance of a plain leather cord that wraps securely around a finger. The ring continually grants the wearer a +5 competence bonus on Climb checks.
Construction Requirements
Cost 1,250 gp
Forge Ring, creator must have 5 ranks in the Climb skill
Ring of Climbing, Improved
Price 10,000 gp; Aura faint transmutation; CL 5th; Weight —
This ring functions as a ring of climbing, except it grants a +10 competence bonus on its wearer's Climb checks.
Construction Requirements
Cost 5,000 gp
Forge Ring, creator must have 10 ranks in the Climb skill
Ring of Continuation
Price 56,000 gp; Aura moderate transmutation; CL 7th; Weight —
This band of braided copper wires throbs ever so slightly in harmony with its wearer's heartbeat. Whenever the wearer of this ring casts a spell with a range of personal, that spell remains in effect for 24 hours or until the wearer casts another spell with a range of personal (whichever comes first). Spells that usually only affect one specific action (such as making a particular attack) are expended after that action. This does not reduce the duration of spells that normally last longer than 24 hours. Casting a new spell does not eliminate a previous spell if its normal duration is such that it would still be in effect. However, attempts to dispel or otherwise eliminate a spell kept active by the ring work normally and, if successful, remove the spell from the ring, causing the wearer to lose all benefits from that spell.
Construction Requirements
Cost 28,000 gp
Forge Ring, mnemonic enhancer
Ring of Counterspells
Price 4,000 gp; Aura moderate evocation; CL 11th; Weight —
Upon first examination, this ring seems to be a ring of spell storing. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer's part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed into it again.
Construction Requirements
Cost 2,000 gp
Forge Ring, imbue with spell ability
Ring of Craft Magic
Price 12,000 gp; Aura faint transmutation; CL 3rd; Weight —
A ring of craft magic always bears some sort of tool-like design in its craftsmanship. The wearer of the ring sees spells as similar to crafts, and vice versa. The wearer may make a Craft check in place of a Spellcraft check to identify an item that could be created with that Craft skill. The wearer may also expend a spell slot or prepared spell to gain an enhancement bonus equal to the level of the expended spell on a single Craft or Profession check (regardless of the amount of time needed to make the check).
Construction Requirements
Cost 6,000 gp
Forge Ring, creator must have the obsession racial trait
Ring of Curing
Price 10,000 gp; Aura moderate transmutation; CL 8th; Weight —
This simple copper ring is a boon to those who spend their lives healing others. Whenever the wearer of a ring of curing casts a conjuration spell of the healing subschool, all maximums to the level-dependent healing provided by that spell increase by 2. For example, cure light wounds would provide a maximum healing of 1d8 + 7 (at 7th caster level), while heal would cure a maximum of 170 points of damage. This ring does not increase the wearer's actual caster level, nor the amount of level-dependent healing provided by any such spell.
Construction Requirements
Cost 5,000 gp
Forge Ring, Heighten Spell, consecrate
Ring of Delayed Doom
Price 45,000 gp; Aura moderate conjuration; CL 9th; Weight —
Whenever the mind or body of this ring's wearer first becomes subject to any harmful effect that allows a saving throw to resist or mitigate it, he may, as an immediate action, choose to delay the onset of that effect for 1 minute, after he fails the saving throw but before its effects occur. This activation causes one of the ring's nine garnets to turn to powder. When that minute passes, the wearer may continue to delay the onset of this harmful effect an additional minute as an immediate action by willing the ring to do so, which destroys another garnet, thus repeating the cycle for another minute. The delayed harmful effect occurs when the wearer falls unconscious, when the ring is removed, or 1 minute after the last time the ring's power activated; rounds spent delaying the effect do not count toward the effect's duration (for example, a curse that lasts 5 rounds takes effect for a full 5 rounds, even if the wearer delayed its effect several minutes). Effects that protect against or negate the harmful effect work normally while it is delayed. The price of the ring is reduced by 5,000 gp for each of its garnets that ha sbeen destroyed.
Construction Requirements
Cost 22,500 gp
Ring of Djinni Calling
Price 125,000 gp; Aura strong conjuration; CL 17th; Weight —
This "genie" ring serves as a special gate by means of which a specific djinni can be called from the Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.
Construction Requirements
Cost 62,500 gp
Forge Ring, gate
Ring of Ectoplasmic Invigoration
Price 12,000 gp; Aura moderate conjuration; CL 6th; Weight —
A summoner wearing a ring of ectoplasmic invigoration can use his maker's call class feature to absorb his eidolon (dismissing it in the process) instead of bringing it to his side. He gains 2 temporary hit points per Hit Die of the eidolon and the benefits of a lesser restoration spell. The eidolon must still be within range of his maker's call ability. Any temporary hit points gained fade after 1 hour or when the eidolon is summoned again. A wearer with the transposition ability can transport himself to the eidolon's square (still absorbing and dismissing it) rather than calling the eidolon to him.
Construction Requirements
Cost 6,000 gp
Forge Ring, the creator must be able to summon an eidolon and have the maker's call class feature
Ring of Elemental Command
Price 200,000 gp; Aura strong conjuration; CL 15th; Weight —
All four kinds of rings of elemental command are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties.
Elementals of the plane to which the ring is attuned can't attack the wearer, or even approach within 5 feet of her. If the wearer desires, she may forgo this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.
Creatures from the plane to which the ring is attuned that attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws against the extraplanar creature's attacks with a +2 resistance bonus. She gains a +4 morale bonus on all attack rolls against such creatures. Any weapons he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.
The wearer of the ring is able to converse with creatures from the plane to which her ring is attuned. These creatures recognize that she wears the ring, and show a healthy respect for the wearer if their alignments are similar. If alignments are opposed, creatures fear the wearer if she is strong. If she is weak, they hate and desire to slay her.
The possessor of a ring of elemental command takes a saving throw penalty as follows.
Element | Saving Throw Penalty |
---|---|
Air | –2 against earth-based effects |
Earth | –2 against air- or electricity-based effects |
Fire | –2 against water- or cold-based effects |
Water | –2 against fire-based effects |
In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.
Ring of Elemental Command (Air)
This ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
This ring appears to be a ring of meld into stone (allowing the wearer to cast meld into stone at will) until the established condition is met.
Ring of Elemental Command (Fire)
This ring appears to be a major ring of energy resistance (fire) until the established condition is met.
Ring of Elemental Command (Water)
This ring appears to be a ring of water walking until the established condition is met.
Construction Requirements
Cost 100,000 gp
Forge Ring, summon monster VI, all appropriate spells
Ring of Energy Resistance
Price varies; Aura moderate abjuration; CL 11th; Weight —
Minor 12,000 gp; Major 28,000 gp; Greater 44,000 gp
Rings of this type come in a wide variety of designs and colorations, typically related to the types of energy they defend against. These rings continually protect their wearers from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring's resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.
Construction Requirements
Cost varies
Minor 6,000 gp; Major 14,000 gp; Greater 22,000 gp
Forge Ring, resist energy
Ring of Energy Shroud
Price 19,500 gp; Aura strong abjuration; CL 13th; Weight —
A ring of energy shroud always appears to be glass or crystal in construction, tinted in a red, green, blue, or yellow hue. Closer inspection reveals a small band of metal within the glass or crystal. Treasured by frontline fighters and anyone with a trusted evoker ally, rings of energy shroud normally function as a minor ring of energy resistance. However, once per day as an immediate action, the ring's wearer can negate the damage of an incoming acid, cold, electricity, or fire energy effect for himself (but not for other creatures affected by the spell or effect), transforming that damage into a shroud of energy that wreathes the wearer's body acting as if under the effects of the elemental aura spell (Advanced Player's Guide). The elemental aura effect has the same energy type of the damage negated.
Construction Requirements
Cost 9,750 gp
Forge Ring, elemental aura, resist energy
Ring of Evasion
Price 25,000 gp; Aura moderate transmutation; CL 7th; Weight —
This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Construction Requirements
Cost 12,500 gp
Forge Ring, jump
Ring of Feather Falling
Price 2,200 gp; Aura faint transmutation; CL 1st; Weight —
This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, and activates immediately if the wearer falls more than 5 feet.
Construction Requirements
Cost 1,100 gp
Forge Ring, feather fall
Ring of Ferocious Action
Price 3,000 gp; Aura faint transmutation; CL 5th; Weight —
This ring allows its wearer to persevere through physical or mental trauma that hampers his actions. The ring has 5 charges, which are renewed each day. At the start of his turn, if the wearer is staggered, as a free action he may spend a charge to activate the ring and ignore the staggered condition until his next turn.
Construction Requirements
Cost 1,500 gp
Ring of Foe Focus
Price 10,000 gp; Aura faint conjuration; CL 5th; Weight —
This ring of jagged steel gives the impression that it was salvaged from a suit of armor and then crudely bent into a circle. The wearer of the ring can, at will, designate any one opponent she can see as a particularly dangerous foe. She gains a +2 bonus to her AC and saving throws against attacks made by that opponent until she designates a new enemy.
Construction Requirements
Cost 5,000 gp
Forge Ring, shield
Ring of Force Shield
Price 8,500 gp; Aura moderate evocation; CL 9th; Weight —
This ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Construction Requirements
Cost 4,250 gp
Forge Ring, wall of force
Ring of Forcefangs
Price 8,000 gp; Aura moderate evocation; CL 9th; Weight —
This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges. If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring's charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.
Construction Requirements
Cost 4,000 gp
Forge Ring, Heighten Spell, magic missile
Ring of Freedom of Movement
Price 40,000 gp; Aura moderate abjuration; CL 7th; Weight —
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Construction Requirements
Cost 20,000 gp
Forge Ring, freedom of movement
Ring of Friend Shield
Price 50,000 gp; Aura moderate abjuration; CL 10th; Weight —
These curious rings always come in pairs. A ring of friend shield without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Construction Requirements
Cost 25,000 gp
Forge Ring, shield other
Ring of Grit Mastery
Price 6,840 gp; Aura faint abjuration and evocation; CL 3rd; Weight —
This ring is made out of fused firearm bullets, making it a chunky but overall impressive ring. Twice per day, as a free action, when the wearer regains grit, she can choose to store it in the ring of grit mastery instead of regaining the grit point. She can store up to 2 grit points within the ring in this way. She can spend the grit points stored in the ring either of the following ways.
Once per day, without the need to take an action to do so, the wearer can spend 1 grit point stored in the ring to grant herself a +2 insight bonus to initiative.
Once per day, as a standard action, the wearer of the ring can spend 2 grit points stored within the ring to activate a bullet shield as the spell.
Any grit points stored in the ring disappear at the start of each day.
Construction Requirements
Cost 3,420 gp
Forge Ring, anticipate peril, bullet shield, creator must have the grit class feature
Ring of Inner Fortitude
Price Varies; Aura moderate conjuration; CL 7th; Weight —
Minor 18,000 gp; Major 42,000 gp; Greater 66,000 gp
Alternating diamonds and rubies stud this band of white gold. A minor ring of fortitude reduces ability damage or temporary ability penalties the wearer takes by 2 points and ability drain by 1 point. If an effect targets multiple ability scores (for example, exhaustion, fatigue, or touch of idiocy), the ring reduces the damage, drain, or penalty for all ability scores.
A major ring of inner fortitude reduces ability damage or temporary penalties by 4 points and reduces ability drain by 2 points.
A greater ring of inner fortitude reduces ability damage or temporary penalties by 6 points and reduces ability drain by 3 points.
Wearing a ring of inner fortitude ring does not make the wearer immune to conditions such as fatigued or exhausted even if the wearer ignores all ability damage, drain, or penalties from the condition.
Construction Requirements
Cost varies
Minor 9,000 gp; Major 21,000 gp; Greater 33,000 gp
Forge Ring, restoration
Ring of Invisibility
Price 20,000 gp; Aura faint illusion; CL 3rd; Weight —
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Construction Requirements
Cost 10,000 gp
Forge Ring, invisibility
Ring of Jumping
Price 2,500 gp; Aura faint transmutation; CL 2nd; Weight —
This ring continually allows the wearer to leap about, providing a +5 competence bonus on all her Acrobatics checks made to make high or long jumps.
Construction Requirements
Cost 1,250 gp
Forge Ring, creator must have 5 ranks in Acrobatics
Ring of Jumping, Improved
Price 10,000 gp; Aura moderate transmutation; CL 7th; Weight —
This ring functions as a ring of jumping, except it grants the wearer a +10 competence bonus all her Acrobatics checks made to make high or long jumps.
Construction Requirements
Cost 5,000 gp
Forge Ring, creator must have 10 ranks in Acrobatics
Ring of Ki Mastery
Price 10,000 gp; Aura faint transmutation; CL 5th; Weight —
This ring is half onyx and half clear-white crystal, magically fused together and hardened to the strength of steel. It allows a wearer with a ki pool to store up to 2 ki points in the ring as a swift action. These points remain in the ring until used. The wearer can use the ki points normally, or can gain the following benefits when he has ki points stored in the ring.
As long as there is at least one ki point stored in the ring, the wearer gains a +2 bonus to CMD against grapple, reposition, and trip attempts.
As long as there are at least 2 ki points stored in the ring, the wearer reduces the number of ki points needed to use a ninja trick or ki ability by 1 (minimum 1 ki point).
Construction Requirements
Cost 3,420 gp
Forge Ring, ki leech, the creator must be able to use ki
Ring of Maniacal Devices
Price 5,000 gp; Aura faint transmutation; CL 3rd; Weight —
This elaborately decorated ring is crafted with the design of a fierce dragon wrapped greedily around a shining gemstone. It grants the wearer a +5 competence bonus on all Craft (traps) and Disable Device checks. Even if he has no ranks in these skills, the wearer may make Craft (traps) and Disable Device checks as if he were trained in them.
Construction Requirements
Cost 2,500 gp
Forge Ring, fox's cunning, creator must have 5 ranks in the relevant skill
Ring of Mind Shielding
Price 8,000 gp; Aura faint abjuration; CL 3rd; Weight —
This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Construction Requirements
Cost 4,000 gp
Forge Ring, nondetection
Ring of Protection
Price Varies; Aura faint abjuration; CL 5th; Weight —
+1 bonus 2,000 gp; +2 bonus 8,000 gp; +3 bonus 18,000 gp; +4 bonus 32,000 gp; +5 bonus 50,000 gp
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Construction Requirements
Cost varies
+1 bonus 1,000 gp; +2 bonus 4,000 gp; +3 bonus 9,000 gp; +4 bonus 16,000 gp; +5 bonus 25,000 gp
Forge Ring, shield of faith, caster must be of a level at least three times higher than the bonus of the ring
Ring of Rat Fangs
Price 5,000 gp; Aura faint transmutation; CL 3rd; Weight —
This bone ring is the shape of an elongated rat biting its own tail. The wearer gains a bite attack as a primary natural attack. This attack deals 1d4 points of piercing damage for a Medium wearer or 1d3 points of damage for a Small wearer. After about a week of wearing the ring, the wearer's appearance becomes more ratlike, though she still looks like a member of her original race (for example, a human might gain prominent teeth).
Construction Requirements
Cost 2,500 gp
Forge Ring, magic fang, polymorph
Ring of Regeneration
Price 90,000 gp; Aura strong conjuration; CL 15th; Weight —
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.
Construction Requirements
Cost 45,000 gp
Forge Ring, regenerate
Ring of Retribution
Price 15,000 gp; Aura strong evocation; CL 13th; Weight —
Once per day, the wearer of this charred bone ring may, as an immediate action, cause it to detonate in a 30-foot-radius burst that deals 10d6 points of fire damage (Reflex DC 14 half). If the wearer is killed by the detonation, all magical equipment he carries must also save or take fire damage, and all nonmagical equipment takes this damage with no saving throw. This explosion never destroys the ring.
Construction Requirements
Cost 7,500 gp
Forge Ring, Quicken Spell, fireball
Ring of Return
Price 33,600 gp; Aura moderate conjuration; CL 7th; Weight —
This gold ring is set with three stones: blue, green, and red. Three times per day, the wearer of the ring can, as a move action, use it to form a link with the particular 5-foot square she occupies at that moment. This causes one of the stones on the ring to glow. As a swift action, the wearer of the ring can teleport to any unoccupied linked square within 100 feet.
Construction Requirements
Cost 16,800 gp
Forge Ring, dimension door
Ring of Revelation
Price Varies; Aura moderate varies; CL 11th; Weight —
Lesser 10,000 gp; Greater 16,000 gp; Superior 24,000 gp
A ring of revelation is a divine item attuned to a particular oracular mystery and containing a revelation associated with that mystery (see the oracle class description). While wearing the ring, an oracle has access to that revelation and may use it as if she had it as a normal class feature. The oracle must have the appropriate mystery to use the ring, and must meet the level requirements (if any) of the revelation itself; for example, a ring of revelation (combat healer) is only usable by an oracle of at least 7th level with the battle mystery. If the oracle already has that revelation and the revelation gives an ability with a limited number of uses per day, the oracle can use that ability one additional time per day. The ring has no effect if worn by a non-oracle.
A lesser ring of revelation contains a revelation that has no level prerequisite or a prerequisite that is less than 6th level. A greater ring of revelation contains a revelation that requires the oracle to be 7th level or higher. A superior ring of revelation contains a revelation that requires the oracle to be 11th level or higher.
Construction Requirements
Cost varies
Lesser 5,000 gp; Greater 8,000 gp; Superior 12,000 gp
Forge Ring, creator must be an oracle with the desired revelation
Ring of Sacred Mistletoe
Price 6,000 gp; Aura faint transmutation; CL 1st; Weight —
This tiny ring of living mistletoe coils about the wearer's finger of its own accord. The wearer gains a +2 competence bonus on Handle Animal, Knowledge (nature), and wild empathy checks, and a wearer with the woodland stride ability can move effortlessly, without harm or impediment, even through magically created or manipulated plants. This does not allow the wearer to move through solid objects or creatures.
Furthermore, the wearer can use shillelagh once per day.
Construction Requirements
Cost 3,000 gp
Forge Ring, pass without trace, shillelagh
Ring of Shooting Stars
Price 50,000 gp; Aura strong evocation; CL 12th; Weight —
This ring has two modes of operation: one for when the wearer is in dim light or outdoors at night, and a second one when the wearer is underground or indoors at night. At night or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.
The first special function, ball lightning, releases one to four balls of lightning (ring wearer's choice). These glowing globes resemble dancing lights, and the wearer controls them similarly (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.
Number of Balls | Damage per Ball |
---|---|
1 lightning ball | 2d6 points of electricity damage |
2 lightning balls | 3d6 points of electricity damage |
3 lightning balls | 2d6 points of electricity damage |
4 lightning balls | 1d6 points of electricity damage |
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. Multiple balls can be released in the same round.
The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. Upon impact, they deal 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere that deals 24 points of fire damage.
Any creature struck by a shooting star takes full damage from the impact plus full fire damage from the spread unless it succeeds at a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. The range is 70 feet, at the end of which the shooting star explodes unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a successful DC 13 Reflex save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties.
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arch 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying metal weapons. Any creature wearing metal armor and/or carrying a metal weapon takes 4d8 points of damage.
Construction Requirements
Cost 25,000 gp
Forge Ring, faerie fire, fireball, light, lightning bolt
Ring of Spell Knowledge
Price Varies; Aura moderate or strong (no school); CL 7th; Weight —
Type I 1,500 gp; Type II 6,000 gp; Type III 13,500; Type IV 24,000 gp
This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters. Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.
A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class' spell list.
Arcane spells that do not appear on the wearer's class list are treated as one level higher for all purposes (storage and casting).
Construction Requirements
Cost varies
Type I 750 gp; Type II 3,000 gp; Type III 6,750; Type IV 12,000 gp
Forge Ring, creator must be able to cast spells of the spell level to be granted
Ring of Spell Storing
Price 50,000 gp; Aura moderate evocation; CL 9th; Weight —
A ring of spell storing contains up to 5 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the five-level limit, ignore that roll; the ring has no more spells in it.
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than 5. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Construction Requirements
Cost 25,000 gp
Forge Ring, imbue with spell ability
Ring of Spell Storing, Major
Price 200,000 gp; Aura strong evocation; CL 17th; Weight —
As the minor ring of spell storing, except it holds up to 10 levels of spells.
Construction Requirements
Cost 100,000 gp
Forge Ring, imbue with spell ability
Ring of Spell Storing, minor
Price 18,000 gp; Aura faint evocation; CL 5th; Weight —
As the minor ring of spell storing, except it holds up to 3 levels of spells.
Construction Requirements
Cost 9,000 gp
Forge Ring, imbue with spell ability
Ring of SPELL TURNING
Price 100,000 gp; Aura strong abjuration; CL 13th; Weight —
Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon him.
Construction Requirements
Cost 50,000 gp
Forge Ring, spell turning
Ring of Strength Sapping
Price 8,000 gp; Aura moderate necromancy; CL 7th; Weight —
This ring is made of black steel and is eerily cold to the touch. Once per day as a swift action, when the wearer hits a living creature with an unarmed attack, the target must succeed at a DC 20 Fortitude saving throw or take 1d4 point of Strength damage in addition to the attack's normal damage. If the target of the attack takes any Strength damage from this attack, the ring's wearer gains a +2 enhancement bonus to her Strength for 1 minute.
Construction Requirements
Cost 4,000 gp
Forge Ring, bull's strength, ray of enfeeblement
Ring of Sustenance
Price 2,500 gp; Aura faint conjuration; CL 5th; Weight —
This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer only needs to sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Construction Requirements
Cost 1,250 gp
Forge Ring, create food and water
Ring of Swarming Stabs
Price 6,000 gp; Aura faint transmutation; CL 5th; Weight —
This ring is crafted of hardened leather strips, into which bits of fur, feathers, bone, and ivory have been woven. Twice per day, when the wearer is flanking an opponent, he can as a swift action deal an additional 1d6 points of damage on a successful melee attack against that opponent. This is a sneak attack for any effects that reduce or negate such damage.
Construction Requirements
Cost 3,000 gp
Forge Ring, guidance, creator must be able to sneak attack
Ring of Swimming
Price 2,500 gp; Aura faint transmutation; CL 2nd; Weight —
This silver ring usually has fishlike designs and motifs etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.
Construction Requirements
Cost 1,250 gp
Forge Ring, creator must have 5 ranks in Swim
Ring of Swimming, Improved
Price 10,000 gp; Aura moderate transmutation; CL 7th; Weight —
As a ring of swimming, except it grants a +10 competence bonus on its wearer's Swim checks.
Construction Requirements
Cost 5,000 gp
Forge Ring, creator must have 10 ranks in Swim
Ring of Tactical Precision
Price 11,000 gp; Aura moderate transmutation; CL 3rd; Weight —
This steel ring is inlaid with adamantine swords and shields. The wearer gains a +5 competence bonus on Profession (soldier) checks, and anytime the wearer gives or receives a numeric bonus from a teamwork feat or the aid another action, that bonus increase by +1. By wearing the ring for 1 hour, a creature may imbue it with a teamwork feat he knows for 24 hours. During this time, any creature wearing the ring may use that feat when cooperating with the creature that imbued it, but not with 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.
Construction Requirements
Cost 5,500 gp
Forge Ring, creator must have 5 ranks of Profession (soldier) and at least one teamwork feat
Ring of Telekinesis
Price 75,000 gp; Aura moderate transmutation; CL 9th; Weight —
This ring, knotted with metallic tendrils encasing a setting of red and amber gemstones, allows the caster to use the spell telekinesis on command, lifting and manipulating objects at a distance using only her mind.
Construction Requirements
Cost 37,500 gp
Forge Ring, telekinesis
Ring of the Ecclesiarch
Price 28,500 gp; Aura faint enchantment; CL 5th; Weight —
This ornate ring of sanctified silver is engraved with a golden signet that incorporates the holy symbol of the wearer's deity after being worn for 24 hours. The ring can be used to seal parchments or to mark any surface as the arcane mark spell at will. The wearer is marked as a scholarly leader of the faith and gains a +5 competence bonus on Diplomacy and Knowledge (religion) checks. If the wearer has the Leadership feat, she may attract double the normal number of followers, and her followers' zealous devotion grants them a +4 morale bonus on Will saves against enchantment spells and effects.
Once per day, the wearer of the ring can use prayer and enter image , often using the latter power to speak and observe through portraits, statues, and even minted coinage bearing their likeness.
Construction Requirements
Cost 14,250 gp
Forge Ring, arcane mark, enter image, enthrall, prayer, creator must have 5 ranks of Diplomacy and Knowledge (religion) and the ability to cast divine spells
Ring of the Grasping Grave
Price 2,000 gp; Aura faint necromancy; CL 1st; Weight —
The wearer of this ring can make a melee touch attack against an undead creature no more than one size category larger than himself, cutting off that creature from undying energy. The wearer never suffers any ill effects that might normally occur from coming into physical contact with an undead creature touched in this way. On a successful hit, the undead cannot be healed or aided by the effects of negative energy for 1d4 rounds. During this duration, positive energy affects the undead creature normally.
Construction Requirements
Cost 1,000 gp
Forge Ring, sculpt corpse
Ring of the Ram
Price 8,600 gp; Aura moderate transmutation; CL 9th; Weight —
A ring of the ram has a setting crafted to resemble a ram's head. The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring wearer. The ram is Large and uses the ring's caster level as its base attack bonus, with a Strength of 25. This gives the ram a Combat Maneuver Bonus of +17. The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with a Strength score of 25. This usage expends 1 charge. If 2 charges are expended, the effect is equivalent to a character with a Strength score of 27. If 3 charges are expended, the effect is that of a character with Strength score of 29. A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Construction Requirements
Cost 4,300 gp
Forge Ring, bull's strength, telekinesis
Ring of the Sea Strider
Price 14,000 gp; Aura moderate conjuration; CL 7th; Weight —
This ring is made of a single piece of deep blue crystal. The ring grants its wearer a swim speed of 30 feet, as well as +8 racial bonus on swim checks for having a swim speed. Furthermore, once per day as a swift action, as long as the wearer is in contact with liquid, he can use dimension door as the spell, but its starting and ending points must be connected by a contagious mass of liquid.
Construction Requirements
Cost 7,000 gp
Forge Ring, dimension door, touch of the sea
Ring of the Sophisticate
Price 11,000 gp; Aura moderate transmutation and divination; CL 8th; Weight —
Often worn on the little finger, this ring grants its wearer a +4 competence bonus on Sense Motive and Knowledge (local) checks. Also, once per day on command, the wearer can use the ring to cast either locate creature or locate object (the wearer's choice). Furthermore, on command and at will, the wearer can instantly know the direction from herself to the nearest tavern, pub, or similar watering hole as long as that establishment is in a settlement whose population is equivalent to that of a village or greater and that is within 20 miles of the wearer.
Construction Requirements
Cost 5,500 gp
Forge Ring, know direction, locate creature, locate object, creator must have at least 4 ranks in both Sense Motive and Knowledge (local)
Ring of the Troglodyte
Price 12,000 gp; Aura faint conjuration; CL 5th; Weight —
Two times per day on command, the wearer of this ring can produce a horrific smell affecting all living creatures other than the wearer within a 10-foot radius. Once created, the smell remains, centered on the wearer, until she dismisses it as a free action. This is a poison effect.
Any creature affected by the disgusting aroma produced by the ring must succeed at a DC 14 Fortitude saving throw when it starts its turn in the ring's stench radius. Those that fail a saving throw become sickened for 1 round. If they are already sickened, they become nauseated for 1 round instead.
Construction Requirements
Cost 6,000 gp
Forge Ring, stinking cloud
Ring of Three Wishes
Price 120,000 gp; Aura strong universal; CL 20th; Weight —
This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.
Construction Requirements
Cost 97,500 gp
Ring of Transposition
Price 10,800 gp; Aura moderate conjuration; CL 10th; Weight —
On command, the wearer of this ring can touch it to another ring, magical or mundane, and bind it to the ring of transposition. Once per day, the wearer of the ring of transposition can speak a command word to exchange places with the creature wearing the bonded ring, which must be within 800 feet, as though using a dimension door spell against a willing target. In the process, the ring of transposition trades places with the ring on the other creature's hand, and the bond between the rings is broken.
The bonding property of the ring of transposition can be used as often as desired, breaking any existing bond each time it is used. An existing bond can be broken by a successful dispel check against the caster level of the ring.
Construction Requirements
Cost 5,400 gp
Forge Ring, dimension door
Ring of Water Walking
Price 15,000 gp; Aura moderate transmutation; CL 9th; Weight —
This ring is often made of coral or bluish metal decorated with motifs depicting rolling waves of water. The ring allows the wearer to continually utilize the effects of the spell water walk.
Construction Requirements
Cost 7,500 gp
Forge Ring, water walk
Ring of Wizardry
Price Varies; Aura moderate (no school); CL 11th; Weight —
Type I 20,000 gp; Type II 40,000 gp; Type III 70,000 gp; Type IV 100,000 gp
This special ring comes in four varieties, all of them useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Type I 10,000 gp; Type II 20,000 gp; Type III 35,000 gp; Type IV 50,000 gp
Forge Ring, limited wish
Ring of X-Ray Vision
Price 25,000 gp; Aura moderate divination; CL 6th; Weight —
On command, this ring gives its wearer the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Using the ring is exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.
Construction Requirements
Cost 12,500 gp
Forge Ring, true seeing
Scholar's Ring
Price 8,700 gp; Aura moderate conjuration; CL 5th; Weight —
A scholar's ring grants complete understanding of any written text or spoken language, even one that the wearer has never encountered before (as the comprehend languages spell), as well as a +5 competence bonus on Knowledge (history) checks.
In addition, once every 5 days the wearer can invoke a legend lore spell related to a subject that she has been studying in the previous week, if she has attempted a Knowledge (history) check aided by the ring.
Construction Requirements
Cost 4,350 gp
Forge Ring, comprehend languages, legend lore
Spiritualist Rings
Price 70,000 gp; Aura strong necromancy; CL 12th; Weight —
These four garish and gaudy rings must be worn on one hand, though they take up only a single ring slot. They grant the wearer the ability to commune with and affect the dead in the following ways.
Construction Requirements
Cost 45,000 gp
Forge Ring, speak with dead, spectral hand, plane shift
Steelhand Circle
Price 12,000 gp; Aura moderate transmutation; CL 8th; Weight —
When this ring is worn, the wielder's skin attains a barely perceptible sheen. In practical terms, the wearer ignores the first 5 points of an object's hardness when performing a sunder combat maneuver or when smashing an object. She also does not take the standard –4 penalty for making a combat maneuver check to disarm while unarmed.
Additionally, the ring's wearer can focus all of the ring's power, possibly repelling a devastating blow. Once per day, when a critical hit or sneak attack is scored on the wearer, there is a 50% chance that the critical hit or sneak attack is negated and damage is instead rolled normally. Using this ability is an immediate action, and the wearer must decide to use it before the critical hit or sneak attack damage is rolled.
Construction Requirements
Cost 6,000 gp
Forge Ring, stone fist, stoneskin