Is ring of regeneration worth it?


Advice

Sovereign Court

Let me explain myself... Our group has no cleric, the closest thing is me as a witch that has healing patron for the restoration and remove x.
We spend to much wealth and spells for out of combat healing and they are times we cant just go to rest and get more spells. Sure, at low levels the wands may heal us fine but at higuer ones it seems that we will waste a lot of money on them.
Thing is... would be a good idea to save money and a feat to forge the ring (45000g) o is better to just keep with the wands (and maybe get the haling hex to help a bit) all the way?
I know boots of the earth would be a cheaper option but we are not playing with that manual so it cant be.


Wands all the way; Ring of Regeneration is ludicrously overpriced. For the 45000 gp it would cost to craft the ring, you could instead buy 60 wands of Cure Light Wounds at full market price. A wand contains 50 charges, and each charge heals 1d8+1 hit points, so presuming no wastage you've got a total of 3000d8+3000 hit points worth of healing from that big stack of wands. On average (and law of averages definitely applies at this scale) that will heal 16500 hit points. And keep in mind that Ring of Regeneration only heals one person, since it can only heal damage that was sustained while it was being worn.


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For out of combat healing? Wands of Infernal Healing. It's easy math, no rolling and all at CL1.

Edit: Although that's just for HP damage. Regeneration has the added bonus of growing back body parts. there are some macabre and interesting things one can do with that depending on the party alignment.


Wand of infernal healing would be more efficient if that is allowed (10 HP per charge vs. 5.5 avg).

You could also ask GM if you could get a healer NPC/hireling, taking leadership if needed.


Lets say you burn a CLW wand each combat, quite possible at highish levels.

At that rate, it would take 60 combats before you would break even on a ring of regeneration.

But that would just be for one person (it is unlikely a single character is going to use a entire wand each combat.) 60 combats is a lot, unless they are not significant (in which case you won't take much damage) that is probably more than the campaign is going to last, especially once you can afford the ring.

So keep with the wands, it really isn't that much money in a normal campaign and cheaper than anything else. You might want to look though at how well you are doing at preventing damage from happening, employing proper tactics, battlefield control to prevent attacks (or at least full attacks) and debuffs one your foes as well as focusing damage so that you are taking down opponents quickly rather than spreading out the damage.

Sovereign Court

So wands are the way to go then. Thank you all!

Sovereign Court RPG Superstar 2011 Top 32

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The ring of regeneration got really nerfed in some edition change or another and the price never got adjusted to compensate. It used to include the "can't die from most damage" part of the regeneration monster ability, which was honestly the big draw and the main reason to spend so much cash.


Assuming they would be allowed. You might consider the feats Curative Mastery and Restoration Mastery. They will basically give you more healing spells each day outside of your normal allotment. If you're lawful good there is also the believer's hands feat, but the alignment restriction tends to make it not worth it.

As for magic items I suggest looking at other re-usable magic items that can provide healing like prayer beads and pearls of power. Cost wise for a pearl of power you break even after going through about 1.25 wands of CLW and for the prayer beads it's after you go through about 4 of them.


It's very unlikely you'll lose enough body parts to warrant the cost of the ring over just keeping a scroll of regenerate on hand at all times.

Sovereign Court RPG Superstar 2011 Top 32

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If you're looking for faster, renewable healing you could have the witch commission/make a staff of heal. 26400 gp at CL11, it will give you 10 charges of 110 point healing plus all the extra goodies heal provides, and the witch can recharge it during downtime if high enough level. It's also enough healing to actually be effective in combat. If your GM balks at a custom staff only having one spell, toss a stabilize on there that costs 10 charges for 165 extra gp cost.

On the base staff you're looking at a cost of 24gp per hp healed, for the first run through. In order to beat the wand of 1st level spells, you'll need to run through the staff 16 times - or, just once, use it in combat to save someone after a big hit.


blahpers wrote:
It's very unlikely you'll lose enough body parts to warrant the cost of the ring over just keeping a scroll of regenerate on hand at all times.

Not only that, but the ring takes up an equipment slot permanently since it cannot regenerate injuries that were sustained while you weren't wearing it. Most builds that can afford a Ring of Regeneration have other rings they'd like to be wearing. Ring of Protection is a gimme for any front-liner likely to suffer dismemberment, and that leaves one slot for whatever else you may desire.


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Pearly White Spindle (Ioun Stone) wrote:

Aura strong varied; CL 12th; Slot —; Price 20,000 gp; Weight —

DESCRIPTION

This stone grants the wearer the ability to regenerate 1 point of damage per 10 minutes. Regeneration works like a ring of regeneration. It only cures damage taken while the character is using the stone.

Cracked: Regenerate 1 hit point of damage per hour. Price: 3,400 gp.

Flawed: Regenerate 4 hit points of damage per hour. Price: 18,000 gp.

Ring of Regeneration wrote:
This white gold ring is generally set with a large green sapphire. When worn, the ring continually allows a living wearer to heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the wearer is immune to bleed damage while wearing a ring of regeneration. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell regenerate. In either case, only damage taken while wearing the ring is regenerated.

Immunity to bleed damage and regenerates your body parts for 3,400 gp.


I dont' think its really worth it unless you're a Life Link oracle or VMC oracle.

...I've never seen that stone.
I kind of want that stone now.


link to the stone from above, note that it also has 25% chance (check once for each stone,ether it has it or not) to resonate an aura if placed in a Wayfinder (simple one cost 500 gp and also add +2 to survival vs getting lost). note that you can normally only gain benefit of one aura. but it does help prevent people from snatching your stones from the air. and like the stone does not take up a slot.


Consider a Pearly White Ioun Stone. It will take care of your healing during rest periods and regrow limbs.

For healing between combat, stick with the wands.


I take the ring over quiverS of wands.

Before I do have to handle rivers of hateful comments : yes, from an economical point of view, wands are much cheaper and will provide more flexible healing. But from a RP point of view (remember the other "part" of RPG ;-)), I wouldn't travel with two or three bags full of wands. Ridiculous, period.

Plus, ring of regeneration has other benefits :
1. regrow limbs : by 2nd edition with sharpness weapons, it was helpful. Now, technically I don't think
2. you are immune to bleed damage and there are new methods of making your character bleed in every new handbook or so
3. you are protected vs nasty effects that are countered or healed by Regenerate (might need GM approval)
4. you automatically stabilize when you fall below 0 HP
5. ... way cooler than an army of wands (my point of view :-))

But, yes again, it's way more expensive than a forest of wands :-)

BTW,
1. are you ALL able to use wands in your group ?
2. remember wands can't be repaired if targeted by nasty spells at higher level (such as Disjunction) ... depends on how high you play
3. GET A HEALER !! That might not be the most funny role in a party but going out without a healer (even a NPC through Leadership feat for example) is kinda suicide IMHO
4. [EDIT] ... or get a ioun stone (regular or cheaper version) as suggested

Anyway, have fun and have a nice day :-)


Cheaper than the ring: Boots of the Earth for 5,000 gp. [Less than 7 wands of CLW, ut not as fast.]

Fasthealing 1 if you don't move. Can be shared. Only needs Craft Wondrous, which is great for a lot of things.

/cevah


Ain't nobody got time for that!


ring of regen is good, but its expensive. Buy wands of CLW. That's your best bang for your buck for out-of-combat healing. You should still keep Cure Critical or Serious Wounds Wands for in-combat emergency heals, just in case.


ryric wrote:

If you're looking for faster, renewable healing you could have the witch commission/make a staff of heal. 26400 gp at CL11, it will give you 10 charges of 110 point healing plus all the extra goodies heal provides, and the witch can recharge it during downtime if high enough level. It's also enough healing to actually be effective in combat. If your GM balks at a custom staff only having one spell, toss a stabilize on there that costs 10 charges for 165 extra gp cost.

On the base staff you're looking at a cost of 24gp per hp healed, for the first run through. In order to beat the wand of 1st level spells, you'll need to run through the staff 16 times - or, just once, use it in combat to save someone after a big hit.

Trying to create a staff with less than 3 spells is breaking the pattern that the entire class of items follows. The same goes for having low level spells take multiple charges but a high level spell takes one. That simply isn't done. So instead try to talk the GM into letting you obtain a staff that does 3 useful effects. Something like Heal, Break Enchantment and Regeneration. All of them should work on a single charge. This item would let you witch charge the staff using a 5th level slot to get a 7th level effect. Not shabby. Break Enchantment and Regeneration are both effects you don't normally use but when you need them, you probably need them a lot. Personally I'd use lesser spells to refil hit points most of the time, and save heal for when you need to remove conditions or heal in combat.

Also keep in mind that you can only recharge the staff 1 point per day.


You could probably talk your group into going halfsies/quartersies on a wand, or even 2 wands if you can afford it, on a Wand of Cure Serious Wounds with 50 charges. It will seriously last you your entire campaign, especially if you get two, so long as you use it for in-combat emergency heals only. But wands of CLW are CHEAP, like CHEAPY CHEAP. You can take turns throughout your group buying wands of CLW. Always try to have at least one wand of CLW in your party for out-of-combat heals. It's seriously so efficient, even if you have a dedicated healer.

Because when you go to bed at night, you still don't know if you'll be raided or ambushed, and if your dedicated healer is out of spells from the out-of-combat healing they had to do in the day previous, you guys are kinda screwed. It's always good to let the cleric, or whatever dedicated healer you have in your party, have some additional spells set aside for nighttime antics just in case.


Meirril wrote:
Trying to create a staff with less than 3 spells is breaking the pattern that the entire class of items follows.

Staff of Charming, 17,600 gp [Charm monster, Charm person]

Staff of Earth and Stone, 85,800 gp [Move earth, Passwall]
Staff of Life, 109,400 gp [Heal, Raise dead]
Staff of Swarming Insects. 22,800 gp [Insect plague, Summon swarm]

Meirril wrote:
The same goes for having low level spells take multiple charges but a high level spell takes one. That simply isn't done. So instead try to talk the GM into letting you obtain a staff that does 3 useful effects. Something like Heal, Break Enchantment and Regeneration. All of them should work on a single charge. This item would let you witch charge the staff using a 5th level slot to get a 7th level effect.

Staves are recharged at the highest level spell. This one would be recharged with the Regenerate spell.

Staff 145,600 gp [Regenerate, Heal, Break Enchantment]
Cast at 13th CL, recharge at 7 SL.

Meirril wrote:

Not shabby. Break Enchantment and Regeneration are both effects you don't normally use but when you need them, you probably need them a lot. Personally I'd use lesser spells to refil hit points most of the time, and save heal for when you need to remove conditions or heal in combat.

Also keep in mind that you can only recharge the staff 1 point per day.

Provided better info on staves.

/cevah


well, you could ask the GM to drop some in the next encounter or to drop its price tag

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