Difference between revisions of "Blood Rallying Ring (3.5e Equipment)"
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When worn, you restore lost [[SRD:Hit Points|hit points]] equal to a quarter of the damage you deal in melee. However, this effect cannot heal you beyond the amount of [[SRD:Hit Points|hit points]] you had at the end of your previous turn. | When worn, you restore lost [[SRD:Hit Points|hit points]] equal to a quarter of the damage you deal in melee. However, this effect cannot heal you beyond the amount of [[SRD:Hit Points|hit points]] you had at the end of your previous turn. | ||
− | When you successfully cause an enemy to [[Bleedout (3.5e Condition)|bleed out]], you automatically recover 10% of your total [[SRD:Hit Points|hit points]] over the amount the ring heals normally. This effect bypasses the above restriction. | + | When you successfully cause an enemy to [[Bleedout (3.5e Condition)|bleed out]], you automatically recover 10% of your total [[SRD:Hit Points|hit points]] over the amount the ring heals normally. This effect bypasses the above restriction and occurs a maximum of once per [[SRD:Round|round]]. |
The effects of the blood rallying ring only function when both the wearer and any target(s) struck belong to one of the following creature types: [[SRD:Humanoid Type|humanoids]], [[SRD:Animal Type|animals]], [[SRD:Monstrous Humanoid Type|monstrous humanoids]], [[SRD:Magical Beast Type|magical beasts]], [[SRD:Giant Type|giants]], [[SRD:Dragon Type|dragons]] and [[SRD:Outsider Type|outsiders]] that are [[SRD:Native Subtype|native]] to the material plane. | The effects of the blood rallying ring only function when both the wearer and any target(s) struck belong to one of the following creature types: [[SRD:Humanoid Type|humanoids]], [[SRD:Animal Type|animals]], [[SRD:Monstrous Humanoid Type|monstrous humanoids]], [[SRD:Magical Beast Type|magical beasts]], [[SRD:Giant Type|giants]], [[SRD:Dragon Type|dragons]] and [[SRD:Outsider Type|outsiders]] that are [[SRD:Native Subtype|native]] to the material plane. |
Latest revision as of 11:26, 29 November 2017
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Blood Rallying Ring[edit]
Price: | 20,000 gp |
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Body Slot: | Ring |
Caster Level: | 5th |
Aura: | Moderate necromancy (DC 18) |
Activation: | Use-activated (continuous) |
Weight: | — |
This rugged band wrought from blacksteel and inlaid with a blood-red ruby grants its wearer the ability to trade blood for blood.
When worn, you restore lost hit points equal to a quarter of the damage you deal in melee. However, this effect cannot heal you beyond the amount of hit points you had at the end of your previous turn.
When you successfully cause an enemy to bleed out, you automatically recover 10% of your total hit points over the amount the ring heals normally. This effect bypasses the above restriction and occurs a maximum of once per round.
The effects of the blood rallying ring only function when both the wearer and any target(s) struck belong to one of the following creature types: humanoids, animals, monstrous humanoids, magical beasts, giants, dragons and outsiders that are native to the material plane.
Prerequisites: Forge Ring, vampiric touch, includes a flawless fire ruby valued at 5,000 gp.
Cost to Create: 12,500 gp, 600 EXP, 20 days.
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