6 units
Missile attacks (physical ranged attacks, not spells or wholly magical effects) made by the wearer deal +2 damage as Sonic.
Melee attacks made by the wearer deal +1 damage as Sacred.
If the wearer is a cleric or paladin, this ring deals a total of +2 damage as Sacred.
Note: Undead suffer double damage from any source of Sacred energy, but Good-aligned Outsiders take no damage from Sacred power. If an attack with added Sacred damage wounds an Undead creature, only the Sacred portion of the damage is doubled.
To attack the wearer, the monster must succeed on a DC 12 Will saving throw. If the monster passes the check, the player is attacked normally–otherwise, the monster will chose another target. The effect only works if there is more than one party member left. If the wearer is the only character left alive the monster will attack normally. In addition, if the wearer performs an offensive* action against the monster, all effects of the ring are negated for the rest of that combat.
Once per game, adds +6 damage to the final damage total of a 1st-level damage-inflicting Spell
To correctly determine how much damage your 1st-level Spell should deal, calculate how much damage the Spell would have dealt if you were not wearing this ring. After all other bonuses, multipliers, and modifiers have been applied, add +6.
Wearer is immune to the 50% miss chance when attacking Incorporeal creatures.
This item does not grant the ability to critically hit or sneak attack Incorporeal creatures.
Allows stunning fist or dazing fist to trigger on a natural 19–20.
Erratum: All previous versions of this ring now function as shown above. Prior to 2016, this ring had a re-slide effect, but changes to the class cards necessitated it be updated.









