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.
But that's not continuous and can't be priced by the continuous formula.
A "continuous" CLW effect is basically a use-activated caster level 1, spell level 1 uncharged item that can do 10 rounds/minute * 60 minutes/hour * 24 hours/day = 14,400 times/day = that's 5,760,000gp.
The ring of fast healing is considerably cheaper.
lesser vigor 1st level spell grant fast healing 1 for a few rounds 1st level caster use actavated always on 2000gp
I have made and used this item in many game it has derailed none its a great addtion to the game it means that your players are more likly to
fight multiple monsters between rest
servive combat without deceasing the challange (really whats 4 or 5 hp a combat)
saves the healer from burning all his spell on a thankless job
The ring of regeneration is over priced no one uses it even if you give it to your players most will sale it because even at 45,000gp its still over priced. most i would pay for fast heal 1 6000gp.
PS don't use cure light wounds in a continuous item give it a command word or charges per day.
jefgorbach said said:House-rule they dont exist if you wish but magically trapped objects, including boon traps, are legally RAW.
...then your DM probably won't be happy if you try to sneak the concept he dislikes into his game like this.In 4E they came up with the notion of resting between encounters to regain lost HP. My DM is not in favor of implementing this rule, so hence Enworld posting to the rescue.
Some guy with the initials JJ said:JJ› I'd say an auto CLW ring would be, effectively, a quickened CLW every round, and according to the FORMULA that would = 90,000 gp minimum.
Same cost as a ring of regeneration, as it turns out, and arguably not as good as a ring of regeneration since a CLW won't reattach severed limbs or regrow body parts.
That was my intention entirely. I am just frustrated with the notion that when adventuring in a dungeon crawl, the PCs can open 2 or 3 rooms, and in about 15 rounds of combat (90 seconds), they are exhausted and have to rest again for an entire day.
This ring was my idea to overcome this without disturbing the DC of each adventure. That's why I even came up with the idea that the ring will only function out of combat when the PC wearing it is in a non-stressful mode.
In 4E they came up with the notion of resting between encounters to regain lost HP. My DM is not in favor of implementing this rule, so hence Enworld posting to the rescue.
I wonder if he'll allow the ring to implement the Lesser Vigor spell continuously as we're in PF and Complete Divine spells might not be allowed.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.