In their original format
Ring of Amara (unique item)
This ring is made of gold, set with a single, unique gem (worth about 10,000 gp). The ring has no special powers for anyone save vampires. When worn by vampires, it has the following effects:
* Doubles regeneration (6 hp/round)
* Immunity to sunlight, holy water, holy symbols and turning attempts.
* Cannot be slain by a stake through the heart until ring is removed.
Vampires of the past have quested after this ring, but no one knows its current location.
The origin of the ring is lost in antiquity, but is most likely the creation of Kanchelsis, Lord of Vampires. Anyone possessing this item must be careful not to let their possession become widely known, else he will be constantly besieged by fanatical vampires and their servants.
XP: 5,000 (vampires only) GP: 10,000 (50,000 to vampires)
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Ring of the Smith
This ring is of great value to adventurers, especially warriors. The ring will have 20-30 charges when found (18+2d6), and may only be recharged by a mage with any of the following proficiencies: blacksmith, weaponsmith or armorer. (He must also follow the standard recharging rules, using the spells Mend and Enchanted Weapon). The ring has the following powers:
* Clean weapon, suit of armor or shield, as if it had been thoroughly polished and oiled (no charges, up to 5/day)
* Anyone wearing this ring gains a +2 bonus on the following proficiencies: blacksmith, weaponsmith and armorer (no charges)
* Sharpen any bladed weapon, as if it had been thoroughly sharpened by a smith on a grindstone (+1 to damage for next 1d4 hits) (1 charge)
* Repair a weapon of any minor damage, such as nicks, bends or the like (2 charges)
* Repair armor or shield of any minor damage, such as small rends or buckles (3 charges for shield, 4 for armor)
* Repair major weapon damage, as long as 50% or more of the weapon is still present. Magical weapons must fail a save vs. lightning for this to work, otherwise they resist the power of the ring and the charges are lost. Artifacts automatically make this save (4 charges)
* Repair major damage to shield or armor (Same restrictions on magical items as per weapon above) (6 charges for shield, 8 for armor)
* Cast Enchanted Weapon (as a 12th level mage) (4 charges)
Note that for all magical weapons and armor, the charge cost for any repairs is doubled. These rings will usually be made or iron or steel, and are often adorned with a miniature anvil as the device. The ring itself gains a +5 bonus to any saves vs. normal or magical fire, crushing blow and acid.
The origin of these rings is lost in time, but the first was thought to have been the creation of a powerful fighter/mage, who tired of his weapons and armor being damaged while adventuring.
XP: 3,000 GP: 15,000
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