Armor | Artifacts | Cursed Items | Intelligent Items | Potions/Oils | Rings | Rods | Staves | Weapons | Wondrous Items | Other


Holdout Ring

Source Inner Sea Combat pg. 59
Aura moderate transmutation CL 9th
Slot ring; Price 11,000 gp; Weight

Description

Made of aged bronze and steel, this ring looks like it should have a gem set in it, but instead has an empty circular hole. The hole in the ring holds a single firearm bullet; if one is placed inside (as a full-round action), it merges seamlessly into the ring. While a bullet is merged into the ring, the wielder can fire the bullet as though she were using a +1 pistolUE that can’t misfire. Once the bullet has been fired from the ring, a new bullet can’t be placed inside for 24 hours.

Each holdout ring is created with two +1 ammunition special abilities and one +2 ammunition special ability. If the wearer has the grit class feature, she can expend grit (maximum 4 grit points) to imbue bullets merged with the gun with one or more of these abilities. Imbuing a bullet with a +1 special ability costs 1 grit point; imbuing one with a +2 special ability costs 2 grit points. Each ring’s special abilities are established upon the item’s creation and can’t be changed. If a special ability has multiple versions, as does bane, the specific version must be set at that time (e.g., dragon bane). A typical holdout ring has the flaming, seeking, and shocking burstUE special abilities.

Construction

Requirements Forge Ring, magic weapon, telekinesis, creator must meet the requirements for the ammunition special abilities that can be imbued by the ring; Cost 5,500 gp