Magical Weapon: Smash Rings

MeiRen

First Post
Nothing too creative here. It always struck me that there needed to be magical weapons for those who fight unarmed. They're a major part of the game, and having to build them into character classes which fight unarmed is a pain. So, with no further ado:

Smash Ring

Smash Rings enhance a character's unarmed strikes. Only a character who knows how ot fight unarmed may use these Rings: that is, a character must have Improved Unarmed Strike, Brawling, or the equivalent ability.
Smash Ring add momentum and power to a character's unarmed strikes. A character's unarmed strikes do 1d6 damage (1d4 if the wielder is small, 1d8 if large.), with a threat range of 20 and x3 damage on a critical hit. (punch rings may be designed that instead have a threat range of 19-20 and that deal x2 damage on a critical hit.)
A Monk wielding a Smash Ring is considered to be using a "special monk weapon". He may use the Smash Ring with his Flurry of Blows ability, but not with Ki Strike, Stunnning Fist or Quivering Palm. A Monk equipped with a Smash Fist does not deal increased unarmed damage based on her class level. The Monk must physically remove the ring to regain the benefits of these abilities.
A Smash Ring counts as a ring for the purpose of occupying a character's "body slots". It is in all other ways treated as a weapon.
Weak transmutation, CL 1st, Craft Magic Arms and Armor, Magic Weapon. 500 gp.

Smash Rings+ A Smash Ring may be further enchanted. The rules for doing so are the same as for creating any other magical weapon. Many Smash Rings add qualities such as Flaming, if so, the Ring's ability does not hurt the wielder. The price of enhanced Smash Rings is the normal price for a weapon of its type: The powers of the Smash Ring are built into the cost, much as the price of a masterwork weapon is built into the cost of a more ordinairy magical weapon.

Material is archived on my website, meiganren.com

-Mei
 

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I'm not seeing the x3 crit range. Weapons with x3 crit range are usually either puncturing type or heavily weighted and swung in an arc. The 19-20 x2 is still stretching a bit but is easier to swallow.
 

The theory is, martial arts strikes can hurt like whoah, but only if you hit juuuust the right spot. The chance of that happening is low, especially since wearing this thing doesn't improve your martial arts skill any. But when it does happen, ouch.

But ultimately, its just a game balance thing. The point was to make Brawlers just as effective as other warriors. Maybe not the best way to do it, but its a way that needed to exist.
 

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