| Tarantula |
Oh you can equip them..as in wear them, but only two will give you anything at any one given time
While it is possible to wear more than one ring, I would say it is a standard action to deactivate one ring, and a standard action to activate a different one.
Otherwise, what is the point of the meridian belt?
Meridian Belt
Price 1,000 gp; Aura moderate transmutation; CL 9th; Weight 1 lb.
This narrow cloth belt has a silver buckle in the shape of four rings. The belt allows a creature to wear a magic ring on each foot in addition to the ring on each hand, though only two rings function at any given time. As a swift action, the wearer can change which of his rings are active (both hands, both feet, left hand and right foot, and so on). For example, a creature could wear a ring of protection, ring of energy resistance, ring of swimming, and ring of counterspells, switching between any two of them as a swift action each round as it desires.
The belt does not change the type of action required to activate a ring (for example, activating a ring of invisibility is still a standard action), but allows the wearer to easily switch between the constant powers of several worn rings. While the belt is worn, wearing a ring on a foot counts toward the attunement process of certain rings (such as a ring of sustenance) even if the belt isn't used to make that ring active during that attunement period.
| justaworm |
Rings bestow magical powers upon their wearers. Only a rare few have charges—most magic rings are permanent and potent magic items. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring's specific description.
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The ring mechanic definitely seems silly, but it looks like any rings put on after the 2nd do not function. So if you wore 4 rings, only the first two could even be used. To make a new ring active, you would have to remove one of the active ones and then ... what ? The two main options are that either ring 3 (3 being the order originally placed on your fingers) gets automatically activated or you would also have to remove the new ring you want active and put it back on first (and then put back on the previous ring 2).
In either case, each either removing or putting back on is likely a move action so it would take 1-3 move actions & a SA to "swap" two rings, depending on how you decide on the process by which the new second ring become available to use.
Looking something like this at worst case
-Remove ring 2
-Remove ring 3
-Put ring 3 back on
-Use ring 3's command word
So, the Meridian Belt is definitely an improvement.
Though, a nice GM could just allow this to be a full round action unless the player was abusing it a lot.
While, a house rule that requires some 'attunement' period for magic items would make the belt more powerful.
| Tarantula |
Activation: A ring's ability is usually activated by a spoken command word (a standard action that does not provoke attacks of opportunity) or its effects work continually. Some rings have unusual activations, as mentioned in the ring's specific description.
You left in in your description. Standard action to activate rings, after 2 move actions to remove/put on the rings to change which are active.
Marc Radle
|
That's actually a pretty interesting question. The rules definitely say you can only actively use two rings - one per hand clearly being the intent.
BUT, I know of know official rule one way or the other that addresses if you literally have more than two hands. The strict, as-written ruling would certainly lean toward sticking with the two rings max rule, but I can absolutely see making a strong case for one ring per hand, so if you have additional hands/arms beyond the normal two, you can use additional rings ...
| David knott 242 |
No,
not unless you take the feat Extra Item Slot.Upon further search, humanoids are not even eligible for Extra Item Slot.
The feat that might work is Extra Item Space, from the D&D 3.0 supplement Savage Species, assuming that you are in a campaign where your GM would allow the use of that material.
| Tarantula |
That's actually a pretty interesting question. The rules definitely say you can only actively use two rings - one per hand clearly being the intent.
BUT, I know of know official rule one way or the other that addresses if you literally have more than two hands. The strict, as-written ruling would certainly lean toward sticking with the two rings max rule, but I can absolutely see making a strong case for one ring per hand, so if you have additional hands/arms beyond the normal two, you can use additional rings ...
Magic Items on the Body
Ring (up to two): rings.A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
It doesn't matter if you wear both rings on your right hand, both on your left hand, one on each foot as toe rings. You can only benefit from 2 rings at a time. Its never said that you have to wear a ring on your hand.
Marc Radle
|
Marc Radle wrote:That's actually a pretty interesting question. The rules definitely say you can only actively use two rings - one per hand clearly being the intent.
BUT, I know of know official rule one way or the other that addresses if you literally have more than two hands. The strict, as-written ruling would certainly lean toward sticking with the two rings max rule, but I can absolutely see making a strong case for one ring per hand, so if you have additional hands/arms beyond the normal two, you can use additional rings ...
Magic Items on the Body
Ring (up to two): rings.A character can only effectively wear two magic rings. A third magic ring doesn't work if the wearer is already wearing two magic rings.
It doesn't matter if you wear both rings on your right hand, both on your left hand, one on each foot as toe rings. You can only benefit from 2 rings at a time. Its never said that you have to wear a ring on your hand.
Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."
I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.
| Tarantula |
Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."
I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.
My point was that just because humanoids have 2 hands, and you can wear 2 rings, does not mean rings are tied to number of hands. You could war 2 rings on one hand, or you can wear a ring on your toe. So by that logic, humanoids should be able to wear 4+ rings.
The alchemist vestigial arm discovery specifically calls out that while the 3rd arm can wear a ring on the hand, the alchemist is still limited to 2 active rings at once.
Artanthos
|
Marc Radle wrote:Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."
I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.
My point was that just because humanoids have 2 hands, and you can wear 2 rings, does not mean rings are tied to number of hands. You could war 2 rings on one hand, or you can wear a ring on your toe. So by that logic, humanoids should be able to wear 4+ rings.
The alchemist vestigial arm discovery specifically calls out that while the 3rd arm can wear a ring on the hand, the alchemist is still limited to 2 active rings at once.
Lets not forget pierced ears.
| Tarantula |
I would say that wearing more then 2 rings on X hands would cause a fizzle effect which cancels all rings magic. To much magic doesn't add up good, but this would be houserule suggestion of the top of head. No idea what RAW says.
Adam
RAW is the first 2 work, any others don't. Removing either of the base 2 just deactivates that ring, and a new ring needs to be put on or removed and put on (if already worn) to take effect.
Marc Radle
|
Marc Radle wrote:Oh, I agree, although I think it's pretty clear that the idea the developers were implying is that you can wear one ring on each hand - that's why I said "The rules definitely say you can only actively use two rings - one per hand clearly being the intent."
I was just commenting that a case could be made for one ring per hand, so if you have additional hands/arms beyond the normal two, you could use additional rings.
My point was that just because humanoids have 2 hands, and you can wear 2 rings, does not mean rings are tied to number of hands. You could war 2 rings on one hand, or you can wear a ring on your toe. So by that logic, humanoids should be able to wear 4+ rings.
The alchemist vestigial arm discovery specifically calls out that while the 3rd arm can wear a ring on the hand, the alchemist is still limited to 2 active rings at once.
Oh, I didn't know about the alchemist vestigial arm discovery! Well that certainly would seem to be a big nail in the 1 ring per hand argument then!
| Tarantula |
I'm pretty sure if you're wearing 3 rings with ring A and B active, you can activate ring C with a standard action, and then your choice of ring A or B instantly deactivates with the same action.
I disagree.
"It's possible for a creature with a humanoid-shaped body to wear as many as 15 magic items at the same time."
"Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect."
No effect for wearing more. That is as good as not wearing them. Therefore, its a move action to remove a ring, and another move action to "wear" the ring you want to have active. Then you can activate the new ring with a standard action per normal (unless its a use activated ring, in which case you've now "worn" it so it is active).
| Tarantula |
There's still no effect in the third ring until you activate it, at which point the first or second ceases to function.
Seems to suggest a lot that you have to juggle rings tower of hanoi style until you get the combination you want; they're not like carrying two wayfinders with ioun stones.
The effect is that you aren't spending the action to take a ring off and put a ring on to switch ring abilities.
Personally, I'm a fan of the houserule that if you put more items in a slot than you are allowed, none work. It keeps this kind of shenanigans from happening.
I.e. put 3 rings on? None work. Take one off? The other 2 work. Put 3 amulets on? None work. Take one off? Still none work. Take another one off? Now the last one works.