Ring of magic fang?


Rules Questions


I am the DM of a game where a character is playing a Teifling rogue with the claws racial ability. They want to purchase a "ring of magic fang" or equivalent item. I have seen some posts theorizing that animals could use such items, but my question is how much would a ring or collar of magic fang cost? What about a ring or collar of greater magic fang? I know they can get a permanency spell cast on them, but I would rather they had a magic item.

Would the caster have to decide what attack it affected (for instance a ring of magic fang-claws) or would the wearer decide in some fashion?

Is it broken to allow the PC to use equivalent magic abilities for weapons instead of just a ring of magic fang (so allowing them to get a +1 flaming ring that gives one of their natural attacks +1 and flaming, for instance). In this case I was thinking about just costing it the same as a +2 weapon would cost and being done with it.

Thanks for the feedback!


there's a "core" amulet that does that, if that helps:
paizo.com/pathfinderRPG/prd/magicItems/wondrousItems.html#_amulet-of-mighty -fists


Oh, thats cool.
So what about the question of a "ring of magic fang?" could it be done?


Any particular reason you need a ring instead of an amulet?

Game-mechanically, there's no reason you can't re-slot items. There used to be formal rules about "preferred slots" in 3.5, but those didn't make the transition. Nevertheless, the designers discourage this practice because they try to keep the item thematically linked with the slots -- Boots of Alluring Charisma don't make much sense.


i think i would just have it cost the same as the amulet. I'm not sure if it should have the "unusual slot costs 50% markup" penalty or not ... i tend to think that rings are reasonable for having most kinds of effects without the markup, but, I don't know why I think that.


wkndwor13 wrote:

I am the DM of a game where a character is playing a Teifling rogue with the claws racial ability. They want to purchase a "ring of magic fang" or equivalent item. I have seen some posts theorizing that animals could use such items, but my question is how much would a ring or collar of magic fang cost? What about a ring or collar of greater magic fang? I know they can get a permanency spell cast on them, but I would rather they had a magic item.

Would the caster have to decide what attack it affected (for instance a ring of magic fang-claws) or would the wearer decide in some fashion?

Is it broken to allow the PC to use equivalent magic abilities for weapons instead of just a ring of magic fang (so allowing them to get a +1 flaming ring that gives one of their natural attacks +1 and flaming, for instance). In this case I was thinking about just costing it the same as a +2 weapon would cost and being done with it.

Thanks for the feedback!

For just one natural weapon, I would do as you suggest and price it as the equivalent weapon (maybe add a bit of a bump to the cost as there are some advantages, but I wouldn't go crazy).

Otherwise just make it a ring of mighty fists, there's no reason that will break your game.


I don't think the "unusual slots" markup made it into pathfinder.


I meant why couldn't there be an X of magic fang (slot doesn't matter, but I figured for a claw attack a ring made the most sense) instead of using an amulet of mighty fists. The amulet does a lot of extra stuff besides just granting a single attack +1.


Hmm, could be an interesting alternative to the AoMF, with the ring allowing hand-based natural attacks (ie. Claw) to be affected singularly or a collar affecting head-based attacks (ie. Bite). For Unarmed Strikes, I'd say it gives it's bonus to one Unarmed Strike per round.

You could make a continuous use Ring of Magic Fang for 1 (SL) * 1 (CL) * 2,000 (use activated) * 2 (1 min/lvl duration) = 4k which enchants the hand-based natural attack that the ring is worn on (ie. wear it on your claw and the claw gains +1. It costs the same as a +1 AoMF, but it can be crafted by a Druid at lvl 1 as opposed to needing a lvl 5 Druid for an AoMF. Alternatively, you could say that this item casts Magic Fang at will on any ally you touch. That would warrant the equal cost to AoMF in that you can share the bonus with allies.

Beyond that, making a permanent Ring of GMF would be 3 (SL) * 5 (CL) * 2,000 (use activated) * 2 (1 min/lvl duration) = 60k. It would be at CL 5 so it still only gives +1 to the hand it's worn on, but it could also give +1 to all your natural attacks and unarmed strikes if you so choose (and why not) and you can share this benefit with allies. A +1 AoMF still costs 4k at the same level and automatically affects all your applicable attacks, though for you alone. For a ring that will boost a single attack by +2 and can be shared, it would cost 96k whereas a +2 AoMF is only 16k.

Based on this, I'd say advise him to just stick with the AoMF.


Vestrial wrote:
wkndwor13 wrote:

I am the DM of a game where a character is playing a Teifling rogue with the claws racial ability. They want to purchase a "ring of magic fang" or equivalent item. I have seen some posts theorizing that animals could use such items, but my question is how much would a ring or collar of magic fang cost? What about a ring or collar of greater magic fang? I know they can get a permanency spell cast on them, but I would rather they had a magic item.

Would the caster have to decide what attack it affected (for instance a ring of magic fang-claws) or would the wearer decide in some fashion?

Is it broken to allow the PC to use equivalent magic abilities for weapons instead of just a ring of magic fang (so allowing them to get a +1 flaming ring that gives one of their natural attacks +1 and flaming, for instance). In this case I was thinking about just costing it the same as a +2 weapon would cost and being done with it.

Thanks for the feedback!

For just one natural weapon, I would do as you suggest and price it as the equivalent weapon (maybe add a bit of a bump to the cost as there are some advantages, but I wouldn't go crazy).

Otherwise just make it a ring of mighty fists, there's no reason that will break your game.

Ya I think I like this answer best. I don't think I will let the PC do flaming or anything like that, but I think 2000gp for a ring of magic fang to get +1 to one claw attack is pretty fair. If they want to do flaming, etc then go the route of Amulet.

Kazaan, thanks for doing the math, but I think I will just compare it to a +1 weapon instead of a use activated item.

Thanks everyone for the input.


wkndwor13 wrote:

Ya I think I like this answer best. I don't think I will let the PC do flaming or anything like that, but I think 2000gp for a ring of magic fang to get +1 to one claw attack is pretty fair. If they want to do flaming, etc then go the route of Amulet.

Kazaan, thanks for doing the math, but I think I will just compare it to a +1 weapon instead of a use activated item.

Thanks everyone for the input.

Let him do the elemental thing, but say it's always on. So when he's standing there, his hand is wreathed in flame, electricity, or dripping with acid. Could be fun. (for you) ;)


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Another option is:

BODYWRAP OF MIGHTY STRIKES
Price Varies; Aura faint evocation; CL 5th; Weight 1 lb.
+1 bonus 3,000 gp; +2 bonus 12,000 gp; +3 bonus 27,000 gp; +4 bonus 48,000 gp; +5 bonus 75,000 gp; +6 bonus 108,000 gp; +7 bonus 147,000 gp
This long cloth is wrapped around the chest multiple times like a bandage. Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round). The wearer may use this item an additional time per round when his BAB reaches +6, +11, and +16.

Choosing to enhance an unarmed strike is not an action and may occur when it is not the wearer's turn (such as when making an attack of opportunity). The wearer must decide to use the item before the attack roll is made, but does not have to expend all uses at the same time. For example, if the wearer can use the item twice per round, he can use it once on his turn when making an attack and save the second for the possibility of making an attack of opportunity.

Additionally, the bodywrap can grant melee weapon special abilities to a creature's unarmed attacks, so long as those special abilities to be added apply to unarmed attacks. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses. Any special abilities are set at the time of creation. A bodywrap of mighty strikes cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +7. Unlike an amulet of mighty fists, a bodywrap needs to have a +1 enhancement bonus to grant a melee weapon special ability.

CONSTRUCTION REQUIREMENTS
Cost varies
+1 bonus 1,500 gp; +2 bonus 6,000 gp; +3 bonus 13,500 gp; +4 bonus 24,000 gp; +5 bonus 37,500 gp; +6 bonus 54,000 gp; +7 bonus 73,500 gp
Craft Wondrous Item, greater magic fang, creator's caster level must be at least three times the bodywrap's bonus, plus any requirements of the melee weapon special abilities

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