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<blockquote data-quote="DMEntropy" data-source="post: 1594130" data-attributes="member: 13270"><p><span style="color: Red"><u><strong>Ring of the Mariner</strong></u></span></p><p> The original of these useful rings is lost in antiquity. They are most commonly fashioned from silver with mother-of-pearl or coral inlays. Their relative inexpense as a magic item made them quite popular amongst nobility and merchants who were often shipboard. Wearing the ring for 24 hours will activate the powers. If removed the ring must be worn for 24 hours before it functions again. The powers of the ring are:</p><p> </p><p> Sea Legs - Immunity to seasickness</p><p> </p><p> +5 competence bonus to Profession: Sailor checks.</p><p> </p><p>Water Breathing for up to 15 minutes per day. This time can be divided up as the wearer wishes. Activating and deactivating this power is a free action. This power automatically activates if the wearer is unconcious underwater.</p><p> </p><p> Faint Alteration; CL 11; Water Breathing, 5 ranks in Profession-Sailor, Forge Ring; 3,000gp.</p><p> </p><p> </p><p> <span style="color: Red"><u><strong>Torc of Unlife</strong></u></span></p><p>Anyone wearing this torc will have their ability to rebuke or command undead greatly improved. All attempts to rebuke undead receive a +2 profane bonus. The total number of undead the wearer can control is doubled as well. This torc uses a necklace slot for magic items.</p><p> </p><p> Moderate Necromancy; CL 13; Command Undead, Rebuke Undead ability; 7,500gp.</p><p> </p><p> </p><p> </p><p> <span style="color: Red"><u><strong>Master Key</strong></u></span></p><p>These enchanted keys will open any lock with a DC equal to or lower than their rating. Each such usage will consume 1 charge. If the lock DC is 10 lower than the key's rating then no charge is consumed by its use. The key falls apart into crumbles of rust after the last charge is used. Keys are created with 50 charges.</p><p> </p><p> Key DC 20; Faint Alteration; CL 7; Knock, Craft Wondrous Item, 5 ranks in Open Lock; 2,000gp.</p><p> </p><p> Key DC 25; Faint Alteration; CL 11; Knock, Craft Wondrous Item, 10 ranks in Open Lock; 4,000gp.</p><p> </p><p> Key DC 30; Faint Alteration; CL 15; Knock, Craft Wondrous Item, 15 ranks in Open Lock; 8,000gp.</p></blockquote><p></p>
[QUOTE="DMEntropy, post: 1594130, member: 13270"] [color=Red][u][b]Ring of the Mariner[/b][/u][/color] The original of these useful rings is lost in antiquity. They are most commonly fashioned from silver with mother-of-pearl or coral inlays. Their relative inexpense as a magic item made them quite popular amongst nobility and merchants who were often shipboard. Wearing the ring for 24 hours will activate the powers. If removed the ring must be worn for 24 hours before it functions again. The powers of the ring are: Sea Legs - Immunity to seasickness +5 competence bonus to Profession: Sailor checks. Water Breathing for up to 15 minutes per day. This time can be divided up as the wearer wishes. Activating and deactivating this power is a free action. This power automatically activates if the wearer is unconcious underwater. Faint Alteration; CL 11; Water Breathing, 5 ranks in Profession-Sailor, Forge Ring; 3,000gp. [color=Red][u][b]Torc of Unlife[/b][/u][/color] Anyone wearing this torc will have their ability to rebuke or command undead greatly improved. All attempts to rebuke undead receive a +2 profane bonus. The total number of undead the wearer can control is doubled as well. This torc uses a necklace slot for magic items. Moderate Necromancy; CL 13; Command Undead, Rebuke Undead ability; 7,500gp. [color=Red][u][b]Master Key[/b][/u][/color] These enchanted keys will open any lock with a DC equal to or lower than their rating. Each such usage will consume 1 charge. If the lock DC is 10 lower than the key's rating then no charge is consumed by its use. The key falls apart into crumbles of rust after the last charge is used. Keys are created with 50 charges. Key DC 20; Faint Alteration; CL 7; Knock, Craft Wondrous Item, 5 ranks in Open Lock; 2,000gp. Key DC 25; Faint Alteration; CL 11; Knock, Craft Wondrous Item, 10 ranks in Open Lock; 4,000gp. Key DC 30; Faint Alteration; CL 15; Knock, Craft Wondrous Item, 15 ranks in Open Lock; 8,000gp. [/QUOTE]
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