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Ring of Bestial FriendshipEquipment 9


UniqueCursedEnchantmentInvestedMagical
Source Pathfinder Kingmaker
Price 600 gp
Weight negligible

The ring is made from a lock of green hair woven around several small gemstones.

The ring of bestial friendship was created by Nyrissa for a specific reason: to allow her pawn Eirikk to manipulate the beasts of the Stolen Lands so as to sow discord among the PCs' nascent kingdom. As long as someone wears it, she can use spells like Discern Location and Scrying on that person as if she possessed a part of their body. This effect does not work in reverse, despite being crafted from a lock of Nyrissa's hair. Instead, any attempt to use the ring as a body part to aid in casting a spell causes the ring instead to explode into a blast of lightning that causes 6d6 electricity damage to all creatures within 20 feet (DC 20 basic reflex). This destroys the ring and automatically counteracts the spell effect that triggered the explosion.


Activate Two Actions Interact

Frequency once per day

Effect You cast Charm (heightened to 4th level) on an animal or beast within 30 feet. If the spell succeeds, it forms a mental bond between you and the target for the duration of the charm, which allows you to remain aware of the creature's present state, its direction from you, it's distance from you, and any conditions affecting it, as long as you are both on the same plane of existence and are both alive. If you fail to affect the creature with this charm, or once the charm ends (such as if it is counteracted, or its duration expires), the creature becomes enraged and is immune to the ring's charm from that point on. The creature's rage drives it to attack you and grants it a +1 item bonus on all checks and DCs to do so for 1 hour.

Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Enchantment

Effects and magic items with this trait are associated with the enchantment school of magic, typically involving mind control, emotion alteration, and other mental effects.

Invested

A character can wear only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. A magical item radiates a magic aura infused with its dominant school of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.