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Ring of Fast Healing


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Not doubting you, but can you post an example or two? Too lazy to go look myself.... :)


Also, why is what FranktheDM posted being ignored?

http://www.enworld.org/forum/5282811-post5.html

That item seems to be near exactly what you want and has the rules already in place for creating it along with price. Why not use it?

The ring of feather fall mentioned earlier comes to mind.

That earlier post by FranktheDM: isn't just his idea? Where is the source for this epic ring forging (in PF) and the fast healing ring?
 

The ring of feather fall mentioned earlier comes to mind.

The duration of feather fall is "until landing or 1 round/level", not instantaneous like a cure light wound spell.

wysiwyg said:
That earlier post by FranktheDM: isn't just his idea? Where is the source for this epic ring forging (in PF) and the fast healing ring?

No, he took that from the d20 SRD and the epic magic item section. Pathfinder doesn't have epic rules yet, but falling back to the d20 rules in this case seems reasonable to me until Paizo does an Epic book for Pathfinder.
 

I agree with you. In fact, if you look at my calculation, even though it took a different route than yours, we both came to more or less the same ball park figure of 60k for a ring that cures 2HP/round.

Ok, so fast healing 2 is approx. 60k. Fast healing 8-9 should be 4-4.5 times that is about 240-270k or so gold right? (4.5 avg d8 roll + 5 = 8.5)
 

The ring of feather falling is a use item, and it just happens the action required for feather fall is free.

It is absolutely correct you cannot make a continuous instantaneous item by the guidelines given. You can make a use item; what "use" means is up to the GM, but in this case, it's probably something involving a standard action.
 

Except a lot of prices increase as the square of the value, rather than linearly -- e.g, a +2 sword is 2*2=4 as expensive as a +1 sword. If fast healing should follow a similar progression, that would make a ring of fast healing 8 16 times as expensive as a ring of fast healing 2.

Personally, I'm not sure a formula will give an accurate value for something like always-on, never-ending (except with death) healing. It is kind of a game-changing item; you suddenly aren't dependent on spellcasters or substitutes for out-of-combat healing. You will be at max hp for most every fight. It's really useful.

IMHO, the limb-regenerating part of the PF ring of regeneration is the least useful of its abilities, given how infrequent maiming is in 3e/PF. I suspect the 90k price tag is just because that's what the ring of regeneration cost in 3.5e.

OTOH, once you have priced Fast Healing 1 at 90k, is fast healing 2 really worth twice as much? It's not much more useful for in combat healing, and until you have hundreds of hp, the difference between the five minutes of healing and ten minutes isn't that signifcant, IMO. And the same logic holds as you go up; sure, eventually, fast healing 10 is awesome in a fight -- but by the time you are powerful enough for that to be sane or feasible, the bad guys are probably doing 10 hp when they sneeze as a free action. So it still is essentially "you get all your hp back after the fight".

So, yeah: picking a price is hard.
 

lol sounds like it'd be more cost effective to hire an "army" of clerical acolytes to follow along behind the main party for the express purpose of casting CLW/etc as needed since the SRD confirms a Trained Hireling such as a cleric is roughly 3sp per day plus 10gp per CLW cast.
 

lol sounds like it'd be more cost effective to hire an "army" of clerical acolytes to follow along behind the main party for the express purpose of casting CLW/etc as needed since the SRD confirms a Trained Hireling such as a cleric is roughly 3sp per day plus 10gp per CLW cast.

And odds are since they are using their healing magics to heal you that they won't be able to heal themselves so they'll die. Then you won't have to pay them!
 

This won't work. You can't make an instantaneous spell continious. It makes no sense.

It does if/when you realize "Constant effect" is simply an easier/shorter way of saying the effect is an instantaneous single-round standard action Use triggered by the user being injured with an automatic reset.

ie each round, the ring heals 1d8+1 during the wear's standard action (provided he's injured) then ends the effect for THAT round and resets.
 


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