🔍 
Home Ancestries Backgrounds Bestiary Classes Conditions Deities Equipment Feats Spells

Ring of the Ram (Greater)Equipment 13


EvocationForceInvestedMagical
Source Pathfinder Core Rulebook
Price 2,700 gp
Weight negligible

This heavy iron ring is shaped to look like the head of a ram, with curling horns.

Activate One Action or more (Interact)

Frequency once per minute


Effect A ram-shaped blast of force slams into one foe that you can see within 60 feet. The number of actions you spend to Activate this Item (from 1 to 3) determines the intensity of the force.

The blow deals 3d6 force damage per action spent and pushes the target 5 feet per action spent. The target must attempt a DC 32 fortitude save.

When you activate the ring using 3 actions, you can disperse the force into multiple magical rams, targeting all creatures in a 30-foot cone instead of one target within 60 feet.

One Action 3d6 force damage

Two Actions 6d6 force damage

Three Actions 9d6 force damage


Critical Success The target is unaffected.

Success The target takes half damage and is pushed half the distance.

Failure The target takes full damage and is pushed the full distance.

Critical Failure The target takes double damage and is pushed twice the distance.

Traits

Common

Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.

Evocation

Effects and magic items with this trait are associated with the evocation school of magic, typically involving energy and elemental forces.

Force

Effects with this trait deal force damage or create objects made of pure magical force.

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.