Ring of Regeneration

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Ring of Regeneration

Rings Slot Item - Conjuration Aura

Rings of regeneration are typically fashioned to look like a small snake eating its own tail (an ouroboros). They are made from a lightly tinted brass, sometimes with bluish hues, depending on the craftsman. The eyes of the snake are closed, and thus the ring is not adorned with gemstones or other settings. Since rings of regeneration are quite popular amongst adventurers, and because this design is somewhat iconic and easy to identify, an observant person can sometimes identify adventurers simply by spotting this ring's design on someone's finger.

Rings of regeneration provide a source of persistent healing to the wearer, allowing them to recover health between encounters, and recover more health than usual from a full night's rest. While the amount of health recovered is not tremendously large, the ring can nonetheless take some of the load off of the healer, when worn by someone who frequently takes injuries from combat encounters. Furthermore, while worn by an attuned wearer, the ring causes the wearer to always succeed on any death check, stabilizing when unconscious. Higher level versions of the ring of regeneration also make bleeds and their related status conditions less dangerous.

Note that it is possible to wear more than one ring of regeneration and when doing so, the healing provided is additively stacked. Indeed, with a Meridian Belt (or something similar), it is even possible to wear more than two of these rings at once. However, because the healing provided by the ring is considered persistent, effects that enhance instantaneous healing (such as the Ring of Caring) do not improve upon the healing provided by the ring of regeneration.

The owner of this magic item must wear it continuously for 24 hours to attune it to their aura, and until that time has passed, it provides no benefits to the wearer.

Blessed Ring of Regeneration   [link]  [edit]

Cost: 1,650 gp
Weight: 0.1 lbs.
While worn, the Blessed Ring of Regeneration grants the wearer 3 points of persistent healing at the end of each encounter, and 6 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Bailiwick Check (DC 18 (10 + double CL)), Languid remnant, An item symbolic of the enchantment, 825 gp (minus cost of symbolic item).

Revered Ring of Regeneration   [link]  [edit]

Cost: 8,000 gp
Weight: 0.1 lbs.
While worn, the Revered Ring of Regeneration grants the wearer 7 points of persistent healing at the end of each encounter, and 14 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Bailiwick Check (DC 28 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 4,000 gp (minus cost of symbolic item).

Hallowed Ring of Regeneration   [link]  [edit]

Cost: 28,000 gp
Weight: 0.1 lbs.
While worn, the Hallowed Ring of Regeneration grants the wearer 12 points of persistent healing at the end of each encounter, and 24 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

Furthermore, the ring makes the wearer immune to the Bruised status condition, as its persistent healing magics wash the condition away as soon as it is inflicted.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Bailiwick Check (DC 38 (10 + double CL)), Pale remnant, An item symbolic of the enchantment, 14,000 gp (minus cost of symbolic item).

Saintly Ring of Regeneration   [link]  [edit]

Cost: 120,000 gp
Weight: 0.1 lbs.
While worn, the Saintly Ring of Regeneration grants the wearer 18 points of persistent healing at the end of each encounter, and 36 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

Furthermore, the ring makes the wearer immune to the Bruised status condition, as its persistent healing magics wash the condition away as soon as it is inflicted.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Bailiwick Check (DC 48 (10 + double CL)), Bright remnant, An item symbolic of the enchantment, 60,000 gp (minus cost of symbolic item).

Seraphic Ring of Regeneration   [link]  [edit]

Cost: 600,000 gp
Weight: 0.1 lbs.
While worn, the Seraphic Ring of Regeneration grants the wearer 25 points of persistent healing at the end of each encounter, and 50 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

Furthermore, the ring makes the wearer immune to the Bruised, and Bleed status conditions, as its persistent healing magics wash these conditions away as soon as they are inflicted.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 58 (10 + double CL)), Intense remnant, An item symbolic of the enchantment, 300,000 gp (minus cost of symbolic item).

Ascendant Ring of Regeneration   [link]  [edit]

Cost: 2,460,000 gp
Weight: 0.1 lbs.
While worn, the Ascendant Ring of Regeneration grants the wearer 33 points of persistent healing at the end of each encounter, and 66 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

Furthermore, the ring makes the wearer immune to the Bruised and Bleed status conditions, as its persistent healing magics wash these conditions away as soon as they are inflicted.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 68 (10 + double CL)), Blazing remnant, An item symbolic of the enchantment, 1,230,000 gp (minus cost of symbolic item).

Divine Ring of Regeneration   [link]  [edit]

Cost: 11,585,000 gp
Weight: 0.1 lbs.
While worn, the Divine Ring of Regeneration grants the wearer 42 points of persistent healing at the end of each encounter, and 84 points of healing at the end of each full night's rest in addition to the amount normally healed (recall that full night's rests are considered a form of persistent healing, as well). These heals only occur once at the end of each triggering event (i.e. at the end of each encounter, and at the end of each full night's rest). Unlike the myths and legends that surround the heroes known to wear these rings, they do not technically heal the wearer constantly, despite being persistent healing.

In addition, any time the wearer is forced to make a death check, the wearer always automatically succeeds on the check, becoming stabilized and no longer dying.

Furthermore, the ring makes the wearer immune to the Bruised, Bleed, and Ruptured status conditions, as its persistent healing magics wash these conditions away as soon as they are inflicted.

The wearer must be attuned to the ring and be alive to gain any benefits from the ring. Dead people can't be attuned to items.
Creation: Creator (Feat), Epic Creator (Feat), Bailiwick Check (DC 78 (10 + double CL)), Prime remnant, An item symbolic of the enchantment, 5,792,500 gp (minus cost of symbolic item).