D&D 3E/3.5 Vampiric Regen in 3e / 3.5

XO

First Post
What would be your guess as to the equivalent enhancement weapon bonus for vampiric regeneration ?

This extremely powerful power was available in 2e but our DM has recently slammed us with a multi-armed demonic creature bearing not one, but TWO vampirtic regeneration weapons (out of four) ! What would be your guess on CR adjustment ?
 

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wow...i remember having a vampric ring of regeneration in Ad&d, and it was quite overpowering (was later taken away from me)
 

Painful...

Needless to say that the 47hp of damage on my wizard, and roughly 60 hp damage on the party cleric (of Torm) made the situation... painfully awkward.

So, opinions as to enhancement bonus and CR adjustments ???
 

To convert such a thing to Third Edition I'd use the following guidelines.
Use activated Vampiric Touch Spell on the melee weapon.

Spell level (3) X 2000gp X Caster Level (5th) = Cost (30,000gp)

I'd only permit the extra damage dice (2d6 at 5th level) to be vampiric and not all weapon damage. Otherwise I see a lot of problems arising. If you wanted to make that an equivalent enhancement bonus I'd go +3. (Its exactly 30,000gp on a +1 weapon.) The caster level could of course be increased up to level 10 increasing the number of extra damage dice to five and thus doubling the price. (I'd use a +5 enhancement bonus for this.) Remember these pricing formulas are only guidelines and any DM should carefully consider permitting this ability and whether or not it should go above 2d6.

Edit: Oh, technically equipment does not modify the CR. Situations can modify the EL of the encounter and the DMG has recommendations on how to adjust XP based on that. (pg 39)
 
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The 2E version, quote

"A rarer kind of ring of regeneration is the vampiric regeneration ring. This bestows one-half (fractions dropped) of the value of hit points of damage the wearer inflicts upon opponents in hand-to-hand (melee, non-missile, non-spell) combat immediately upon its wearer. It does not otherwise cause regeneration or restore life, limb, or organ. For example, if a character wearing the ring inflicts 10 points of damage, he adds five to his current hit point total. The creature struck still loses 10 points."

So in a sense, this is at once weaker and more powerful (depends on the viewing angle) than the spell Vampiric Touch.

Your comments, though, were most pertinent and I am thankful for the input.
 

Targos said:
To convert such a thing to Third Edition I'd use the following guidelines.
Use activated Vampiric Touch Spell on the melee weapon.

Spell level (3) X 2000gp X Caster Level (5th) = Cost (30,000gp)

Can you have a use activated or always on effect like that? Seems like it would be easy to have a use activated wand of fireballs that way... Kinda screws with the balance.
 
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I'm pretty sure the Wrathful Healing property from Enemies & Allies, the page 20 sidebar, is this property.

Wrathful Healing: This enchantment can only be placed on a melee weapon, creating positive energy that flows to its wielder. When the weapons deals damage to a creature, the wielder heals a number of hit points equal to half the damage dealt. If the wielder already has full hit points, there is no effect. Because the weapon channels positive energy, it damages an undead wielder instead.
Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, regenerate; Market Price: +3 bonus.
 

This item does NOT do extra damage to the target, it is a special purpose healing item for the wearer (if it is a ring) or user (if it is a weapon) , this is assuming you use the item as it was in 1st and 2nd edition. Using Vampiric Touch is a good idea for the creation, and +5 enhancement is probably a good equivalent enhancement if you are placing the ability on a weapon.

Targos said:
To convert such a thing to Third Edition I'd use the following guidelines.
Use activated Vampiric Touch Spell on the melee weapon.

Spell level (3) X 2000gp X Caster Level (5th) = Cost (30,000gp)

I'd only permit the extra damage dice (2d6 at 5th level) to be vampiric and not all weapon damage. Otherwise I see a lot of problems arising. If you wanted to make that an equivalent enhancement bonus I'd go +3. (Its exactly 30,000gp on a +1 weapon.) The caster level could of course be increased up to level 10 increasing the number of extra damage dice to five and thus doubling the price. (I'd use a +5 enhancement bonus for this.) Remember these pricing formulas are only guidelines and any DM should carefully consider permitting this ability and whether or not it should go above 2d6.

Edit: Oh, technically equipment does not modify the CR. Situations can modify the EL of the encounter and the DMG has recommendations on how to adjust XP based on that. (pg 39)
 
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As I recall, (though I may be misremembering) the original vampiric healing weapons didn't do extra damage either - it's just that half of the damage they did was healed by the wielder. See XO's third post.
 

A World of Hurt

Well, the many-armed, multi-attack demon who slammed us had TWO of those things (which vanished as we finally slew "it") ; 2 weapons allowing "vampiric regeneration" is greatly painful :eek: (trust me on that one).

The "wrathful healing" above does indeed appear to be the "closest" fit in 3x.

It came close to a TPK (given a typical 4 PC party with seemingly sub-par equipment and a really "under the power curve" rogue)...
 

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