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Thread: Creating stats to fight a ring

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    Ogre in the Playground

    Join Date
    Apr 2017
    Vancouver <-> Dublin

    Default Re: Creating stats to fight a ring

    Magic Ring, Animated
    Size/Type: Fine Construct (Fire, Magic Item)
    Hit Dice: 3d10 (17 hp)
    Initiative: +4
    Speed: Fly 30 ft. (perfect) (6 squares)
    Armor Class: 18 (+8 size), touch 18, flat-footed 18
    Base Attack/Grapple: +1/ó
    Attack: -
    Full Attack: -
    Space/Reach: Ĺ ft./0 ft.
    Special Attacks: Spells
    Special Qualities: Cold susceptibility, construct traits, dormant, fire affinity, gloat, hardness 10, magic item, spells, sunder vulnerability, vulnerability to cold
    Saves: Fort +3, Ref +3, Will +3
    Abilities: Str 1, Dex 10, Con ō, Int 11, Wis 11, Cha 14
    Skills: Listen+6, Spot+6
    Feats: Eschew MaterialsB, Flyby Attack, Improved Initiative
    Environment: Wizard's castle
    Organization: Solitary
    Challenge Rating: 3
    Treasure: None
    Alignment: Neutral
    Advancement: -
    Level Adjustment: -

    The sleeping wizard's magic is (among other things) being channeled into this ring, imbuing it with sorcerous powers and a near-mindless pyromania. A DC 20 Knowledge (Arcana) or Spellcraft check reveals that the glowing gemstone set in the ring is the focus of the ring's power.

    The magic ring does not speak.

    The ring zips around almost merrily, incapacitating the nearest characters with color spray before blasting away with burning hands. It fights until victorious or destroyed but does not pursue fleeing parties. If it uses up all it's 1st-level spells it will not flee but will conjure up dancing lights and use flare on opponents almost compulsively.

    Cold Susceptibility (Ex): A magical attack that deals cold damage slows a magic ring (as the slow spell) for 3 rounds, with no saving throw. This in addition to the +50% cold damage the ring receives from the fire subtype.

    Dormant (Ex): If the magic ring is reduced to 0 hp by cold damage it goes dormant and becomes a nonintelligent magic ring of the DM's choice. Otherwise, it is destroyed. If a dormant ring later takes fire damage it reanimates (at full hp and with a fresh complement of spells if it has been at least 24 hours since it went dormant).

    Fire Affinity (Ex): A magical attack that deals fire damage breaks any slow effect on the ring and heals 1 point of damage for each 3 points of damage the attack would otherwise deal. If the amount of healing would cause the ring to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a magic ring hit by a fireball gains back 6 hit points if the damage total is 18 points. A magic ring gets no saving throw against fire effects.

    Gloat (Ex): Whenever the ring kills a character, it must use its next turn to cast dancing lights in celebration.

    Hardness (Ex):
    The magic ring's hardness does not apply to acid, cold, electricity, fire, or sonic attacks.

    Magic Item (Ex): A construct with this subtype has good Fort, Ref, and Will saves.

    The ring casts spells as a 3rd-level sorcerer.

    Typical Spells Known (6/6; save DC 12 + spell level)
    0- dancing lights, flare, light, mage hand, resistance; 1st-burning hands, color spray, magic missile.

    Sunder Vulnerability (Ex): The ring is set with a gemstone that glows with power, which can be sundered as if it were a carried object (AC 18, hardness 10, 5 hp). A successful sunder attempt destroys the ring instantly.

    From the SRD:

    Sundering a Carried or Worn Object

    You donít use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the objectís AC. A carried or worn objectís AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does.
    Last edited by rferries; 2017-05-04 at 06:21 PM.