TEXT: 1
  W
  elcome to the second book in the Loot 4 Less line, 
  where we deal exclusively in items with a cost-
  to-consumer of 2,500 gp or less. That’s right: no epic 
  items, twelve-spell staves or even moderate magic 
  items here. This is a forum for the cheapest of the cheap, 
  and that’s it. And just to up the level of difficulty, we 
  also don’t deal in one-shot (or even two- or three-shot) 
  magic items. No scrolls, potions, talismans or fire-and-
  forget tattoo magics here. Everything in these pages 
  is a legitimate permanent magic item, free of charges 
  and able to be used in adventure after adventure.
  Here in Loot 4 Less II: Pretty, Pretty, Rings we’re 
  looking at just the cheapest of rings, easy items any 
  character can use. Not only do we provide each item 
  with a full description and cost, we’ve scattered 
  sidebars throughout the book to explain those costs. 
  Each Behind the Counter sidebar explains how a 
  price was arrived at, allowing GMs to apply the logic 
  to other abilities (and be better able to change the 
  pricing to match the needs of their campaign, with a 
  firm knowledge of where the numbers come from).
  WHY?!
  Okay, so let’s say that all sounds great, but you’re 
  not sure why you should care. Do campaigns really 
  need a few dozen more magic item options? We 
  answered that question in more detail in Loot 4 Less 
  I: Armor and Weapons, so we don’t want to belabor the 
  point too much here. Essentially, cheap magic items 
  make it easier to:
  
  2
  1. Make the gear carried by low-level foes, 
  and thus the treasure low-level characters 
  pick up, more varied and interesting. 
  2. Allow low-level PCs to built wealth, since 
  their early treasure items aren’t all scrolls, 
  potions and partially-used wands that lose 
  value as they get used.
  3. Give mid-level characters who craft magic 
  items a broader range of cheap items that 
  don’t take more than a couple of days to 
  create, increasing the chance they’ll get to 
  use their various Craft feats.
  Rings
  Rings are wonderful magic items, because 
  they’re universal. Anyone can use a ring, 
  regardless of class, race, or skill and feat 
  selection. This makes them good options for 
  low-level treasure, since they aren’t ear-marked 
  for just one character. Additionally, magic rings 
  are romantic items that bring a whiff of legend 
  with them whenever they’re introduced. Finally, 
  they’re small and light (thus easily portable) 
  and — until this book came along — tend to be 
  priced so high that low-level characters almost 
  always have at least one ring finger free.
  Ring of Agility
  Aura: Faint transmutation; CL 3rd
  Slot: ring; Price: 1,400 gp; Weight: -                   
  DescRiption
  These useful rings are generally thin bands 
  of silver, and are popular with monks and 
  rogues. The wearer of a ring of agility gains a 
  +1 enhancement bonus to all Dexterity ability 
  checks and Dex-based skill checks. The ring must 
  be worn for a week before this benefit is gained, 
  and if it is removed it must be worn for another 
  week before the benefit is restored.
  constRuction
  Requirements: Forge Ring, cat’s grace; 
  Cost: 700 gp.
  Alchemist’s Ring
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 1,200 gp; Weight: -                   
  DescRiption
  Designed for people who spend a lot of time 
  around dangerous chemicals, this ring grants its 
  wearer acid resistance 1.
  constRuction
  Requirements: Forge Ring, endure elements; 
  Cost: 600 gp.
  BeHind tHe CounteR: 
  pRiCing agilitY
  A ring of agility essentially gives the 
  benefit of having +2 Dex, but only for 
  purposes of skill bonuses. Given the other 
  things Dexterity is useful for (Reflex Saves, 
  ranged Attacks and Armor Class), it seems 
  reasonable to say a skill bonus is one third 
  (35%, to make the math easy) the benefit 
  of high Dexterity. Since +2 Dexterity costs 
  4,000 gp, the ring of agility is priced at 
  1,400 gp.
  The same logic was applied to the ring of 
  vigor (though given that Constitution only 
  adds to hp, Fort saves, and  concentration, 
  the hp benefit was treated as 50% of the 
  value) and several other items in Loot 
  4 Less II: Pretty, Pretty, Rings. As long as 
  these items are kept minor, there isn’t any 
  game balance issue with them. However, 
  creating a greater vigor ring that grants +2 
  hit points per level (for 8,000 gp) can be a 
  problem if it stacks with a normal bonus to 
  Constitution. If a GM wants to allow such 
  items, he should either price them higher 
  (the same as a full Constitution bonus) or 
  have the benefit of a greater ring of vigor 
  not stack from hit points gained from any 
  other sources, or those gained from magic 
  enhancements to Constitution scores.
  
  3
  Ring of Athletics
  Aura: Faint transmutation; CL 3rd
  Slot: ring; Price: 1,400 gp, Weight: -                   
  DescRiption
  These useful rings are generally thick bands 
  of steel with a semi-precious gem mounted in 
  them. The wearer of a ring of athletics gains a +1 
  enhancement bonus to all Strength ability checks 
  and Strength-based skill checks. The ring must 
  be worn for a week before this benefit is gained, 
  and if it is removed it must be worn for another 
  week before the benefit is restored.
  constRuction
  Requirements: Forge Ring, bull’s strength; 
  Cost: 700 gp. 
  Ring of AptituDe
  Aura: Faint transmutation; CL 1st
  Slot: ring; Price: 100 gp (+1 to one skill), 400 
  gp (+2 to one skill), 900 gp (+3 to one skill), 
  1,600 gp (+4 to one skill) Weight: -                   
  DescRiption
  These simple steel rings grant a competence 
  bonus to one skill. The skill should be rolled 
  randomly. Most grant only a +1 bonus, but some 
  (15%) grant a +2 bonus, a few (4%) a +3 bonus 
  and the rarest (1%) a +4 bonus.
  constRuction
  Requirements: Forge Ring, guidance; Cost: 
  50 gp (+1 to one skill), 200 gp (+2 to one 
  skill), 450 gp (+3 to one skill), 800 gp (+4 to 
  one skill). 
  Ring of AvoiDAnce
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 350 gp (+1 Reflex), 1,350 gp (+2 Reflex) Weight: -                   
  DescRiption
  Rings of avoidance are thin wires that must be wrapped around the wearer’s finger. Anyone wearing 
  such a ring gains a +1 or +2 resistance bonus to all Reflex saves.
  constRuction
  Requirements: Forge Ring, resistance; Cost: 175 gp (+1 Reflex), 675 gp (+2 Reflex). 
  Ring’s upon  YouR FingeRs
  Although most GMs assume magic rings 
  must be worn on a character’s fingers (one per 
  hand), the Pathfinder Roleplaying Game never 
  states this as a game rule. There are lots of 
  other places cultures around the world have 
  adopted to display rings for ornamentation, 
  and magic rings may come in just as broad a 
  variety. Rings on toes, through lips, hanging 
  from eyebrows and piercing even more 
  sensitive parts of the body are more common 
  than finger-bands with some groups, and 
  could easily be the norm for fantasy cultures’ 
  magic rings (especially those with an “exotic” 
  feel, or with eastern overtones). A GM can 
  allow characters to wear rings anywhere they 
  want with no fear of changing game balance, 
  as long as each character is limited to two total 
  magic rings.
  A GM may even wish to allow characters 
  to trade in the ability to wear the normal items 
  of a given body slot in return for the ability 
  to wear an additional magic ring there. Most 
  often this should be done as a character trait for 
  characters from specific cultures. (Character 
  traits are background options similar to, but 
  less powerful than, feats. Many campaigns 
  allow characters one trait at character creation, 
  or the ability to buy two traits later in their 
  careers by spending one feat.) This can affect 
  game balance (rings are often more powerful 
  and versatile than other types of magic items), 
  but shouldn’t create all-powerful characters if 
  it’s limited to one or two slot exchanges.
  For example, characters from a savage land 
  where footwear of any kind us common might 
  be allowed to exchange the ability to wear 
  magic boots (foreign to their culture) for one 
  additional magic ring worn on a toe. A society 
  of sorcerers might have a ritual that removes 
  the ability to use a pair of magic goggles or 
  glasses to instead place a magic ring on the 
  eyebrow. A GM should be cautious about 
  allowing characters to sacrifice the ability 
  to wear magic armor or shields (rarely used 
  by arcane spellcasters), carried items (which 
  include weapons, rods, staves and wands) 
  or shoulders (which include most items that 
  grant bonuses to saving throws), as these may 
  more seriously impact game balance.
  
  4
  BRightmote Ring
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 900 gp Weight: -                   
  DescRiption
  A brightmote ring can be activated as a standard 
  action, creating a glowing mote of light as bright as 
  a torch. The light moves as directed by the wearer (no 
  concentration needed), though it must stay within 
  110 feet of the ring wearer. The light lasts until it 
  exceeds this range, or is dispelled by the ring wearer 
  (a free action).
  constRuction
  Requirements: Forge Ring, dancing lights; Cost: 
  450 gp. 
  Ring of cAnine contRol
  Aura: Faint enchantment; CL 1st
  Slot: ring; Price: 1,800 gp Weight: -                   
  DescRiption
  A ring of canine control casts charm animal 
  on command. However, the charm animal spell 
  only works on dogs, wolves, dire wolves, foxes, and 
  similar canine animals. The Will save DC against 
  this effect is 11 + the wearer’s Cha modifier. (Similar 
  rings attuned to felines, serpents, whales, equines or 
  similar single category also exist, but make up only 
  10% of all such rings.)
  constRuction
  Requirements: Forge Ring, charm animal; Cost: 
  900 gp. 
  Ring of cAntRips
  Aura: Faint transmutation; CL 1st
  Slot: ring; Price: 1,000 gp; Weight: -                   
  DescRiption
  A ring of cantrips functions only once each 
  day. A character who prepares spells may use it 
  to prepare one additional 0-level spell.
  constRuction
  Requirements: Forge Ring, prestidigitation; 
  Cost: 500 gp. 
  Ring of clotting
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
  Rings of clotting are always either bright red 
  metal, or simple silver with a red gem cut in the 
  form of a simple cross. The wearer of a ring of 
  clotting automatically stabilizes from bleeding 
  to death on the second round of dying (no roll is 
  required). This does not prevent bleeding from 
  sources other than the normal bleeding as a 
  result of being at -1 or fewer hit points.
  constRuction
  Requirements: Forge Ring, stabilize; Cost: 
  450 gp. 
  Ring of comfoRt
  Aura: Faint abjuration; CL 3rd
  Slot: ring; Price: 1,250 gp; Weight: -                   
  DescRiption
  This remarkable bit of jewelry creates a 
  sense of comfort in the wearer, granting some 
  benefits when resisting situations of discomfort 
  or fatigue. The wearer receives a +1 bonus to the 
  following checks and saves: Swim checks made 
  to resist nonlethal damage; Constitution checks 
  made to continue running, to avoid nonlethal 
  damage from a forced march, to hold your breath, 
  or to avoid nonlethal damage from starvation or 
  thirst; Fortitude saves made to avoid nonlethal 
  damage from hot or cold environments or resist 
  damage from suffocation. 
  constRuction
  Requirements: Forge Ring, bear’s endurance; 
  Cost: 625 gp.
  
  5
  Ring of DeteRminAtion
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 350 gp (+1 Will), 1,350 gp 
  (+2 Will); Weight: -                   
  DescRiption
  This simple band of iron has a plain exterior, 
  but the inner surface is carved with runes. The 
  wearer gains a +1 or +2 resistance bonus to all 
  Will saves.
  constRuction
  Requirements: Forge Ring, resistance; Cost: 
  175 gp, 675 gp.
  Ring of Dowsing
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
  When activated, a ring of dowsing guides the 
  wielder to the nearest natural source of potable 
  water within 500 feet (including underground 
  springs, but only if the actual water of the spring 
  is within range). If no natural source of potable 
  water is within range, the rod points to the 
  largest concentration of potable water in range 
  (including water in barrels, waterskins, and so 
  on).
  constRuction
  Requirements: Forge Ring, create water; 
  Cost: 450 gp.
  Ring of DweomeRsight
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
  A ring of dweomersight is a large, ornate ring 
  with a round tiny crystal orb carved to look like 
  an eye set prominently within a complex setting 
  of semi-precious gems. A character wearing a 
  ring of dweomersight may speak a command 
  word to detect magic.
  constRuction
  Requirements: Forge Ring, detect magic; 
  Cost: 450 gp.
  Ring of hARmony
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 1350 gp; Weight: -                   
  DescRiption
  A ring of harmony is always a thin band with 
  the names of musical instrunments written in elvish 
  script engraved around its outer surface. The wearer 
  of a ring of harmony can produce music as if he had 
  any mundane musical instrument, conjuring sounds 
  forth from the ring. It requires a standard action to 
  begin such music, and a move action to maintain 
  it each round, but the wearer need not have a hand 
  free or actually possess the musical instrument to be 
  emulated. The quality of the music is determined by 
  a Perform check of the appropriate category (Perform 
  [wind instruments] to make flute music come from 
  the ring, for example).
  These rings are often used by bards to produce 
  music (even special bardic music) without needing 
  a music instrument. Some bards actually create 
  solo performances designed to require a ring of 
  harmony (such as flute accompaniment to their own 
  singing).
  constRuction
  Requirements: Forge Ring, summon instrument; 
  Cost: 675 gp.
  
  6
  Ring of lAnguAges
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 50 gp (1 language), 200 gp 
  (2 languages), 450 gp (3 languages), 800 gp (4 
  languages), 1,250 gp (5 languages), 1,800 gp (6 
  languages); Weight: -                   
  DescRiption
  A ring of languages allows the wearer to read, 
  write and speak one or more specific additional 
  language. Written on the inside of each ring is the 
  name of every language that a ring grants proficiency 
  in, each inscribed in its own native alphabet. A ring 
  of languages must be worn for a week to grant its 
  benefit, and if removed must be worn for another 
  week before it functions again. A full 35% of these 
  rings grant two languages, 25% only one language, 
  15% three languages, 15% four languages, 5% five 
  languages, and 5% six languages.
  constRuction
  Requirements: Forge Ring, comprehend  
  languages; Cost: 25 gp (1 language), 100 gp (2 
  languages), 225 gp (3 languages), 400 gp (4 
  languages), 625 gp (5 languages), 900 gp (6 
  languages)
  meDicinAl Ring
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
  This heavy iron ring is covered with simple 
  etchings of entwined, winged snakes. Any 
  time the hand wearing the ring is touched to 
  a poisonous material, creature or item, the 
  medicinal ring turns slightly greenish.
  constRuction
  Requirements: Forge Ring, detect poison; 
  Cost: 450 gp.
  Ring of the noRth stAR
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
   A ring of the north star always has a single 
  quartz gem mounted in a square setting. As a 
  standard action the wearer may focus on the 
  quartz, which then glows slightly. The glow 
  focuses on one section of the ring like a tiny star, 
  indicating the direction of North.
  constRuction
  Requirements: Forge Ring, know direction; 
  Cost: 450 gp.
  Ring of RAinment
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 1800 gp; Weight: -                   
  DescRiption
  A character wearing a ring of rainment may 
  change his clothing to be of any style and type 
  he wishes, including cleric’s vestments, or an 
  artisan’s, cold weather, courtier’s, entertainer’s, 
  explorer’s, monk’s, noble’s, peasant’s, royal, 
  scholar’s or traveler’s outfit. Jewelry and similar 
  non-clothing items are not added or changed, 
  but the style, cut, color and decoration of the 
  clothes is entirely at the will of the ring’s wearer. 
  If an item is put in a pocket that ceases to exist, it 
  falls to the ground. Though this does not add any 
  bonus to a character making a Disguise check, 
  it may prevent the character from taking any 
  penalties.
  constRuction
  Requirements: Forge Ring, alter self; Cost: 
  900 gp.
  
  7
  Ring of RecoveRy
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 450 gp; Weight: -                   
  DescRiption
  A character wearing a ring of recovery heals 
  hit points naturally as if he were two levels higher. 
  Thus the character recovers two additional hit 
  points after a night’s rest, two additional points 
  of nonlethal damage per hour, and if the Heal 
  skill is successfully used to treat deadly wounds 
  the character recovers two additional hit points. 
  If the character gets 24 hours of bed rest, he gains 
  4 additional hit points.
  constRuction
  Requirements: Forge Ring, 5+ ranks of Heal; 
  Cost: 225 gp.
  scholAR’s Ring
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 900 gp; Weight: -                   
  DescRiption
  These simple rings are generally made from 
  gold wire and greenish glass in the rough image 
  of a tiny pair of spectacles. Anyone wearing a 
  scholar’s ring can speak a command word to read 
  magical writings as if under the effects of a read 
  magic spell.
  constRuction
  Requirements: Forge Ring, read magic; 
  Cost: 450 gp.
  Ring of smoke
  Aura: Faint evocation; CL 1st
  Slot: ring; Price: 720 gp; Weight: -                   
  DescRiption
  When the wearer speaks its command word, 
  a ring of smoke produces enough thick, opaque 
  smoke to fill a 10-foot cube. (Treat the effect 
  as a fog cloud spell, except that a moderate 
  or stronger wind dissipates the smoke in 1 
  round.) Once produced the smoke is mundane, 
  and dissipates normally in 1 minute. The effect 
  of a ring of smoke is identical to igniting a 
  smokestick.
  constRuction
  Requirements: Forge Ring, burning hands; 
  Cost: 360 gp.
  BeHind tHe CounteR: 
  pRiCing smoke
  A ring of smoke essentially allows a 
  character to produce the effect of a smokestick 
  with a command word. The pricing is based 
  on determining what is a smokestick’s 
  “spell level x caster level.”. Since a one shot, 
  spell completion item has a cost of (spell 
  level x caster level) x 50 gp, and a one-shot 
  smokestick costs 20 gp, the formula shows 
  the base multiple of the smokestick effect is 
  0.4. Thus to create a command word version 
  we take that same multiple (0.4) and apply it 
  to the 1,800 gp command word base cost. This 
  results in a price of 720 gp. Since the lowest 
  caster level is 1, the item lists that as its caster 
  level.
  The same logic was used to price the 
  tanglefoot, thunderstone and tindertwig 
  rings. Since things like alchemist’s fire and 
  acid deal damage, and there are already 
  damaging spells out there, they weren’t 
  converted into items. A GM who decides to 
  use alchemical items from other sources can 
  use the same method to create even more 
  cheap, quirky items for his campaigns.
  
  8
  Ring of stoutness
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 350 gp (+1 Fortitude), 1,350 gp 
  (+2 Fortitude); Weight: -                   
  DescRiption
  These tight-fitting leather bands are either plain 
  brown or black, stretching slightly for a good fit on 
  any size finger. Anyone wearing such a ring gains a 
  +1 or +2 resistance bonus to all Fortitude saves.
  constRuction
  Requirements: Forge Ring, resistance; Cost: 175 
  gp (+1 Fortitude), 675 gp (+2 Fortitude).
  sunDiAl Ring
  Aura: Faint divination; CL 1st
  Slot: ring; Price: 450 gp; Weight: -                   
  DescRiption
  A sundial ring has a small golden sundial worked 
  onto its face, which moves to show the correct time 
  regardless of lighting conditions. Thus a character 
  wearing the ring can determine (as a standard action) 
  what time it is (to the nearest minute) and how many 
  hours it is to dawn or sundown (whichever is next). 
  The wearer may choose to be alerted when a set 
  number of minutes have passed. This alert is silent 
  to anyone except the ring wearer, though it is loud 
  enough to awaken him from mundane slumber.
  constRuction
  Requirements: Forge Ring, 5+ ranks of 
  Knowledge (nature); Cost: 225 gp.
  tAnglefoot Ring
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 1800 gp; Weight: -                   
  DescRiption
  When its command word is spoken, a 
  tanglefoot ring fires a blob of adhesive as a ranged 
  touch attack (with a range increment of 10 feet). 
  On a successful attack the blob bursts open, 
  entangling the target with goo which becomes 
  tough and resilient upon exposure to air. An 
  entangled creature takes a –2 penalty on attack 
  rolls and a –4 penalty to Dexterity and must 
  make a DC 15 Reflex save or be glued to the floor, 
  unable to move. Even on a successful save, it can 
  move only at half speed. Huge or larger creatures 
  are unaffected by a the effect of a tanglefoot ring. 
  A flying creature is not stuck to the floor, but it 
  must make a DC 15 Reflex save or be unable to 
  fly (assuming it uses its wings to fly) and fall to 
  the ground. A tanglefoot ring does not function 
  underwater.
  A creature that is glued to the floor (or unable 
  to fly) can break free by making a DC 17 Strength 
  check or by dealing 15 points of damage to the 
  goo with a slashing weapon. A creature trying to 
  scrape goo off itself, or another creature assisting, 
  does not need to make an attack roll; hitting the 
  goo is automatic, after which the creature that 
  hit makes a damage roll to see how much of the 
  goo was scraped off. Once free, the creature can 
  move (including flying) at half speed. A character 
  capable of spellcasting who is bound by the goo 
  must make a concentration check with a DC of 15 
  + the level of the spell or be unable to cast a spell.
  The goo becomes brittle and fragile after 2d4 
  rounds, cracking apart and losing its effectiveness. 
  An application of universal solvent to a stuck 
  creature dissolves the goo immediately.
  constRuction
  Requirements: Forge Ring, entangle; Cost: 
  900 gp.
  Ring of thRowing
  Aura: Faint transmutation; CL 1st
  Slot: ring; Price: 1250 gp; Weight: -                   
  DescRiption
  A character wearing a ring of throwing 
  increases the range increment of everything he 
  throws by 50%.
  constRuction
  Requirements: Forge Ring, mage hand; 
  Cost: 625 gp.
  
  9
  thunDeRstone Ring
  Aura: Faint illusion; CL 1st
  Slot: ring; Price: 1080 gp; Weight: -                   
  DescRiption
  When its command word is spoken, a thunderstone 
  ring fires a alchemically-imbued stone with a range 
  increment of 20 feet (to a maximum of five range 
  increments, as if it were a thrown attack). When the 
  stone strikes a hard surface, it creates a deafening bang 
  that is treated as a sonic attack. Each creature within 
  a 10-foot-radius spread must make a DC 15 Fortitude 
  save or be deafened for 1 hour. A deafened creature, in 
  addition to the obvious effects, takes a –4 penalty on 
  initiative and has a 20% chance to miscast and lose 
  any spell with a verbal component that it tries to cast.
  Since you don’t need to hit a specific target, you 
  can simply aim the alchemical stone at a particular 
  5-foot square. Treat the target square as AC 5.
  constRuction
  Requirements: Forge Ring, magic mouth; 
  Cost: 540 gp.
  tinDeR Ring
  Aura: Faint evocation; CL 1st
  Slot: ring; Price: 36 gp; Weight: -                   
  DescRiption
  This small, wooden ring ignites a tiny flame 
  when struck against a rough surface. Creating 
  a flame with a tinder ring is much faster than 
  creating a flame with flint and steel (or a 
  magnifying glass) and tinder. Lighting a torch 
  with a tinder ring is a standard action (rather 
  than a full-round action), and lighting any other 
  fire with one is at least a standard action.
  constRuction
  Requirements: Forge Ring, burning hands; 
  Cost: 18 gp.
  unDeRtAkeR’s Ring
  Aura: Faint conjuration; CL 1st
  Slot: ring; Price: 1,250 gp; Weight: -                   
  DescRiption
  An undertaker’s ring is a small black band 
  marked with holy symbols (generally to gods of 
  guardianship of the dead). It is generally carried 
  by priests who deal with burials and patrolling 
  graveyards. A character able to channel positive 
  energy may do so one additional time per day if 
  wearing an undertaker’s ring.
  constRuction
  Requirements: Forge Ring, disrupt undead; 
  Cost: 625 gp.
  BeHind tHe CounteR: pRiCing Feats
  Many of the rings in this book (such as the 
  ring of warning) are priced based on being as 
  effective as part of a feat, and thus priced as 
  a fraction of what the feat itself would cost. 
  The assumption made is that a magic item 
  that grants a feat costs 5,000 gp.
  This supposition can be supported with 
  the price of the gloves of arrow snatching. 
  These gloves, which cost 4,000 gp, allow the 
  wearer to act as if he had the Snatch Arrows 
  feat twice per day. Since the Snatch Arrows 
  feat is only useful in conjunction with Deflect 
  Arrows, the gloves really grant two feats 
  twice a day. Since 2 charges per day means 
  dividing the base cost by 2.5 (5 divided by 
  charges per day) the base cost of 2 feats is 
  determined to be (2.5 x 4,000 gp) 10,000 gp, 
  which means one feat is worth 5,000 gp.
  
  10
  Ring of vigoR
  Aura: Faint transmutation; CL 3rd
  Slot: ring; Price: 2000 gp; Weight: -                   
  DescRiption
  These useful rings are generally heavy bands 
  of gold, and are often carried by arcane spellcasters 
  when out adventuring. The wearer of a ring of vigor 
  gains an enhancement bonus of +1 hit point per level 
  or hit die. The ring must be worn for a week before 
  this benefit is gained, and if it is removed it must be 
  worn for another week before the benefit is restored.
  constRuction
  Requirements: Forge Ring, bear’s endurance; 
  Cost: 1,000 gp.
  Ring of wARning
  Aura: Faint abjuration; CL 1st
  Slot: ring; Price: 2,500 gp; Weight: -                   
  DescRiption
  A ring of warning is always a heavy metal 
  band with a cat’s eye set in a square mounting. 
  The wearer of a ring of warning does not suffer 
  any drawbacks when attacked by an invisible foe 
  in melee (or when attacked by anyone while the 
  ring’s wearer is blinded). The wearer does not 
  lose his Dexterity bonus to AC against such 
  attacks, and the attacker does not gain a +2 to 
  attacks for being invisible. However, an unseen 
  attacker still gains all the normal bonuses for 
  ranged attacks.
  constRuction
  Requirements: Forge Ring, alarm; Cost: 
  1,250 gp.
  
  11
  BRing a genius to tHe  taBle!
  CRedits
  Designer:
  Owen K.C. Stephens
  Editor:
  Stan!
  Cover Art:
  Kieran Yanner
  Interior Art:
  V Shane 
  Graphic Design and Typesetting:
  R. Hyrum Savage
  Produced By:
  Super Genius Games
  www.supergeniusgames.com
  Contents ©2009 Owen K.C. Stephens
  Used with permission.
  All logos are the trademark of  
  Super Genius Games All rights reserved.
  Published Under the SRD, OGL, and d20 (v 3) License ©2000, Wizards of the Coast, Inc.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Super Genius Games/Genius Guides/Loot 4 Less/Loot 4 Less 2 - Pretty, Pretty, Rings.pdf