Shirt of Lesser Vigor vs. Shirt of Stabilize

The DMG?!?! Who would allow such an obviously broken supplement into their game? They have stats for weapons with enhancement bonuses and armors too!
 

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I like the Ring of Life Everlasting myself.

Ring of Life Everlasting
As the ring of sustenance plus the wearer gains Fast Healing 1 and ages at half the normal rate.
In addition, if the wearer is killed by any effect that would reduce its hit points to -10 or below or other effect that would kill the wearer without destroying the body as well instead the wearer gets a Fortitude saving throw with a DC equal to the amount of damage below -9 that you would be taken to or if it was a nondamaging effect use the same saving throw and DC as the original effect (if the original effect had no saving throw and did not deal damage make a Fortitude save DC 25). If successful instead of being dead you are at -9 hp and stable. Once this ability is successfully used the ring is destroyed.
This ring does not work on nonliving creatures.
Moderate conjuration; CL 10; Forge Ring, create food and water, restoration, vigor; Price 20,000gp
 

Slaved? Fast Healing for just 20.000 gp??? And an additional save to avoid death effects?

Even if the ring breaks easily, that's pretty cheap.
 

Sure, but it takes a week to turn on, so no passing it around the party.

Plus, for 20,000gp the guy could have instead had nearly 27 wands of cure light wounds. 27 wands of cure light wounds means 1350 charges which is an average of 7,425 hit points of healing.

But that healing could go to anyone and at a much faster rate.

Even if you assume that the ring will be healing 100 hit points a day the wands still equal out for about 74 days worth of that healing. In a typical party I would say that the wands are a better investment by far, especially if someone who could use them picked up wand mastery (I love that feat).

edit edit, must edit..... Thinking about it like that maybe it is too expensive at 20,000gp actually
 

I don't care about healing at that power level too much, especially slow healing with the wands... but Fast Healing does not depend on players actions and stabilises... that's why I think it's lots stronger than the small wands.
 

Stronger in a specific case while weaker in all others. Fast healing 1 is not going to make much difference in any combat, except potentially for stabalizing. Outside of combat it is directly relateable to the wands and comes up short.

I personally do not mind someone being able to autostabalize. If a character has not stabalized by the time they hit -9 I usually deus ex machina to have them stabalize anyway. :)
 

My view is probably flawed by low level experience (usually lower than level 15), yet Fast Healing seems to me much stronger than simply wands. I remember one char who saved the group once with boosting his AC with C-expert and fighting defensively (and similar stuff) while healing slowly with his Fast Healing. He pushed his AC high enough that the enemies only hit him with a 20 (same for him) and managed to win the fight as last man standing...

Additionally, he wouldn't have been standing at all without Fast Healing since he was dropped pretty fast at the beginning of the battle and his buddies didn't heal him... so he popped up again with 1 hp when the rest of the group was nearly down.

That's a pretty extreme example... and maybe Fast Healing 1 isn't that strong. But I'm pretty sure Fast Healing X is.
 

I do not know how balanced you feel that it is but the Dragon Shaman from the players handbook 2 has a version of fast healing that is available at level 1. It can even effect a large number of people.

Your example though sounds like the sort of herioc examples I would like to have in a game though. Although with my luck whoever is dm would likely use things like grappling, bull rushes, and other such attacks to make it not be quite as good as your fight looks to have been :(
 

Slaved said:
Your example though sounds like the sort of herioc examples I would like to have in a game though. Although with my luck whoever is dm would likely use things like grappling, bull rushes, and other such attacks to make it not be quite as good as your fight looks to have been :(
I am a pretty evil DM concerning tactics... but Combat Exp adds a dodge bonus to AC, thus increasing your touch AC as well... this char already had a huge touch AC (high dex, light armor, best deflection AC bonus in the group). Add fighting defensively and some abilities that improved fighting defensively (tumble bonus, magic item with custom ability, prestige class ability)...

Even the enemies touch attack spells didn't hit him.

Heroic examples: That's one of 5 stories I had in the last 5 years with a regular gaming group. Love them. Read my sigged story for another one :D And post a bump, I'm shameless but I won't bump myself three times in a row :D

Dragon shamans aura: This would certainly have screwed many of my low magic feel games...
 

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