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Ring of Sneering CharityEquipment 7


Rare​Cursed​Invested​Magical​
Source Pathfinder Dark Archive (Remastered)
Weight negligible

This gold ring seems to offer good fortune to the wearer when they're charitable to those in need, but its curse was created to tear societies apart by inflaming class resentments and discrediting good works of true charity.

Upon donning the ring, you must attempt a secret DC 25 will save to avoid activating its magic. If you succeed, the ring's curse remains dormant, and it appears to be an exhausted item with no magic left. If you fail, the curse awakens, and the ring fuses to you.

You're compelled to spend 10% of your wealth—and 10% of any future wealth you obtain—on charity. However, your acts of charity are insensitive and so insulting that they earn the recipients' enmity. For example, upon learning someone lost a child, you might toss money at them "to buy a new one." You can't understand why your gifts aren't met with gratitude and resent the unappreciative recipients, and you firmly believe you should be able to call upon them for favors. You consider yourself an ideal philanthropist, and you constantly try to ingratiate yourself with other charitable organizations and individuals by offering to guide their donations to be more like your own.

Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Cursed

An item with this trait is cursed to cause trouble for its owner. A curse isn't detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can't be discarded once they've been triggered or invested the first time. The item can be removed only if the curse is removed.

Invested

A character can invest only 10 magical items that have the invested trait. None of the magical effects of the item apply if the character hasn't invested it, nor can it be activated, though the character still gains any normal benefits from wearing the physical item (like a hat keeping rain off their head).

Magical

Something with the magical trait is imbued with magical energies not tied to a specific tradition of magic. Some items or effects are closely tied to a particular tradition of magic. In these cases, the item has the arcane, divine, occult, or primal trait instead of the magical trait. Any of these traits indicate that the item is magical.