Shirt of Lesser Vigor vs. Shirt of Stabilize

amaterasu

First Post
Hi there!

One of my players came up with the idea of a shirt (vest) with a permanent "Lesser Vigor". For sake of easy reference: Lesser Vigor (SpC p. 229, Cle 1) gives you fast healing 1 but does not restore HP lost from starvation, thirst or suffocation and does not allow the regrowth and attament of lost body parts.
If you do the math you come up with 8,000 GP for this item or 12,000 Gp if you follow the rule for body slot affinities (DMG p. 288).
The closest item in the DMG is the ring of regeneration (RoR), which gives you back 1 HP/h/lvl insetad of 1 HP/day/lvl and it allows the regrowth and attament of lost body parts. Price is 90,000 GP. It's based on regeneration (Cle 7).

My campaign, whic is running now for several years, has not seen a single body part lying aroung separated from her owner, which limits the usefulness of the second property of the RoR and one might aurgue to cut the price in half, down to 45,000 GP. Which ist still far away from the GP 12,000.

Now to my questions:
Would you perceive an item, which gives you an unlimited amount of HP at a rate of 1HP/round, broken?
What price tag would you put on it?

It should be said, that the player is looking for a way for his PC to become automatically stable once he is below zero HP. Which is a reasonable request in my eyes. I vaguely remember, that there was a feat, which does exactely this. But how to price a feat based magic item?


A potential solution could be achieved by capping the max HP, which can be restored (15HP/day).
Or to build an item based on the cleric spell "Stabilize" (SpC p. 204), which is normally an area effect and a swift action, which gives stabilizes everybody (save undeads) in this range. This would cost:
2 (Spell-Level) x 3 (min. CL) x 4 (Duration in rounds or less)= 48,000 GP
Since it works only for the bearer of the shirt, I would half the price -> 24,000 GP
Since it occupies an uncustomary space, I would increase the rpice by 50% -> 36,000 GP
For this price the item would be automaticall activated, if the PC's HP fall below zero.

Thanks for reading all this. Every Input is welcomed!
 

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The ring of regeneration is totally overpriced. 90k for a remotely useful effect. Wow!

The closest in price is probably the ioun stone... at least from the core rules.

Pearly white - Spindle - Regenerate 1 point of damage per hour - 20,000 gp

The effect of permanent fast healing 1 is, of course, better than this.

12k seems too cheap, and unlimited use also seems pretty damn good.

I would (at least) double the price, maybe even more (30k or so).

Bye
Thanee
 


On second glance, when you use the ioun stone as a guideline, the cost for the shirt would be 40k.

Removing the no body slot from the ioun stone sets the price for 1hp/hr to 10k.

Using the duration guidelines that would become...

15k for 1hp/10min
20k for 1hp/min
40k for 1hp/rnd

Bye
Thanee
 

He's looking to stabilize. Contingency Stabilize on a vest. I'm pretty sure the spell is from the Spell Compendium. I don't have any of the books with me, but look at making it just do that. He doesn't have healing, and dropping below 0 would automatically be stabilized.
 

Indeed, one could just have the vest cast "Cure Minor" on him once whenever he drops below zero. Have it do so 10 times a day. It'll mimic the effect he's looking for, cost TONS less, and if he's dropping into neg hp more than ten times a day, he should probably look into rethinking his tactics anyways.
 

Engilbrand said:
Contingency Stabilize on a vest. I'm pretty sure the spell is from the Spell Compendium.

Stabilize is indeed in the SpC, albeit Contingent Stabilize is not. But there is a Contingent Energy Resistance on which I can build.

Thanks Engilbrand,

amaterasu
 
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Got it!

Life can be so simple. The solution seems to be the Periapt of Wound Closure from .........

the DMG!
Wearer becomes stable if betwen -1 and -9
Doubles normal rate of healing
15,000 GP

Sorry for not checking the primary source and thanks agian for all you comments.

Amaterasu
 


pallandrome said:
Indeed, one could just have the vest cast "Cure Minor" on him once whenever he drops below zero. Have it do so 10 times a day. It'll mimic the effect he's looking for, cost TONS less, and if he's dropping into neg hp more than ten times a day, he should probably look into rethinking his tactics anyways.
KPG had such an item... +1 ability IIRC.

Edit: Armor of Dodging Death. Once per day a Cure Minor wounds if you're below 0 hp, a +1 special ability.
 
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