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Healing Methods Prices Comparison


Advice


7 people marked this as a favorite.

Hello boys and girls,

Storytime about me:

Spoiler:

So it's my first topic and first message on this forum.
I am, I would say, quite inexperienced. I played PRPG a few times in the past, I bought the three main books back in the days (2010?) but I didn't play much. I did a bit of GM-ing and playing, but I'm not as strong as you guys.
Even though I'm inexperienced, I read quite a lot lately, thanks to the rules and resources that are accessible online. Cheers.
PS: Oh, and I'm French, so if I make any mistake or if I get confused with French PRPG terms, point it out to me please.

Storytime about how I came up with this:

Spoiler:

I was building a Sap Master character, basically an Unchained Rogue + Unchained Monk bounty hunter that swore to never willingly kill a humanoïd, he's fighting with his bare hands to knock out his opponents, a bit like Kenshirô from Hokuto No Ken (Fist of the North Star), minus the heads and body parts imploding.
I checked the new Unchained Rogue and her Rogue Edge special ability that I wasn't used to. So I tried to see what skills would be good to use with the Skill Unlock, and I thought that with all the skill points and the WIS bonus I have (second ability, remember, it's a Monk), I could use the Heal skill to treat wounds after each fights, and thus save a lot of money on Cure Light Wounds wands. Because let's face it, I need the money to buy an invisibility ring, and other cool toys, y'know what I'm sayin'.
Also I was thinking that because I'm trying to build a character out of context, since I don't have anyone to play PRPG with, and I don't know if I'll have a dedicated healer (Channel Energy Cleric?) or not.

So here we are, for personal use, and because I'm a greedy bastard, and I know healing is expensive, I tried to compare some methods of healing (that actually cost money) to see which method gives the most bang for my buck.
I thought I'd share it with you guys for two reasons:
1) Because it might be useful for someone else
2) So you can correct me if I did anything wrong (calculations, logic mistakes, rules misinterpretations...).
To be honest, my results are promising, on the paper at least.

Here is a link to the online document I made.

Pathfinder Healing Methods Prices Comparisons (by Jackson)

Enjoy. And please give feedback.


1 person marked this as a favorite.
Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

A useful item for your healer's kits that should influence the chart:
Boline


Wand of infernal healing needs to be on there.
Also, maybe the price of hiring a level 1 cleric/Oracle/etc.. to heal for you when needed.
I didn't check your math so no comment on that.


Another for your list, Persistent Vigor

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

infernal healing is fast heal 1 for 10 rounds, why is average heal listed as 6? it should heal 10


If we're talking about useful traits to boost Heal, I think Battlefield Surgeon is a must. Without this trait, you can only use Treat Deadly Wounds on a target once per day. This trait makes Heal a class skill and allows you to use Treat Deadly Wounds twice per target. Certainly better than Caretaker, IMHO.


The Spellcasting Services HP healed is a bit off for several of the Cure X Wounds spells. 1d8 is 4.5 on average. So CLW = 4.5 + 1 = 5.5 average, CMW = 2 * 4.5 + 3 = 12 average, CSW = 3 * 4.5 + 5 = 18.5 average, and CCW = 4 * 4.5 + 7 = 25 average.

Some spells that were not in the google doc yet and my math on the gp/hp ratios on them. All as part of Spellcasting Services.

Spoiler:

Cure Light Wounds
1d8+1 hp(5.5)
10 gp
~1.81 gp/hp

Cure Moderate Wounds
2d8+3 hp(12)
60 gp
5 gp/hp

Cure Serious Wounds
3d8+5 hp(18.5)
150 gp
~8.10 gp/hp

Cure Critical Wounds
4d8+7 hp(25)
280 gp
11.2 gp/hp

Heal
110 hp
660 gp
6 gp/hp

Cure Light Wounds Mass
1d8+9 hp(13.5) x up to 9
(13.5 to 121.5)
450 gp
~33.33 to ~3.70 gp/hp

Cure Moderate Wounds Mass
2d8+11 hp(20) x up to 11
(20 to 220)
660 gp
33 to 3 gp/hp

Cure Serious Wounds Mass
3d8+13 hp(26.5) x up to 13
(26.5 to 344.5)
910 gp
~34.33 to ~2.64 gp/hp

Cure Critical Wounds Mass
4d8+15 hp(33) x up to 15
(33 to 495)
1200 gp
~36.36 to ~2.42 gp/hp

Heal Mass
170 hp x any number of creatures within 30' of one another. (~32?)
(170 to 5440?)
1530 gp
9 to ~0.28 gp/hp

Celestial Healing
1 hp
10 gp
10 gp/hp

Greater Celestial Healing
12 hp
280 gp
~23.33 gp/hp

Anyone happen to know offhand how many creatures can be targeted by a Mass Heal? The quickest and dirtiest method I could come up with quickly was to model it as a 15' radius burst, but that doesn't seem to quite be right.

Admittedly, the Mass healing spells would almost never be used to heal anything like their max capacity.

Wands

Spoiler:

Wand of Infernal Healing (Crafted)
cost: 375 gp
0.75 gp

Wand of Infernal Healing (SoC)
cost: 356.25 gp
~0.71 gp/hp

Wand of Cure Light Wounds
average hp per charge = 1d8+1 = 5.5
average hp per wand = 5.5 * 50 = 275
~2.72 gp/hp

Wand of Cure Light Wounds (Crafted)
cost: 375 gp
~1.36 gp/hp

Wand of Cure Light Wounds (w/Spark of Creation)
cost: 356.25 gp
~1.29 gp/hp

Wand of Cure Moderate Wounds
average hp per charge = 2d8+3 = 12
average hp per wand = 600
7.5 gp/hp

Wand of Cure Moderate Wounds (Crafted)
cost: 2250
3.75 gp/hp

Wand of Cure Moderate Wounds (SoC)
cost: 2137.5
~3.56 gp/hp

Wand of Cure Serious Wounds
average hp per charge = 3d8+5 = 18.5
average hp per wand = 925
~12.16 gp/hp

Wand of Cure Serious Wounds (Crafted)
cost: 5625
~6.08 gp/hp

Wand of Cure Serious Wounds (SoC)
cost: 5343.75
~5.77 gp/hp

Wand of Cure Critical Wounds
average hp per charge = 4d8+7 = 25
average hp per wand = 1250
16.8 gp/hp

Wand of Cure Critical Wounds (Crafted)
cost: 10,500
8.4 gp/hp

Wand of Cure Critical Wounds (SoC)
cost: 9975
7.98 gp/hp

Wand of Persistent Vigor
cost: 21,000
average hp healed per charge: 14
average hp healed per wand: 700
30 gp/hp

Wand of Persistent Vigor (Crafted)
cost: 10,500
15 gp/hp

Wand of Persistent Vigor (SoC)
cost: 9975
14.25 gp/hp

Wand of Celestial Healing
cost: 750
average hp per charge: 1
average hp per wand: 50
15 gp/hp

Wand of Celestial Healing (Crafted)
cost: 375
7.5 gp/hp

Wand of Celestial Healing (SoC)
cost: 356.25
~7.12 gp/hp

Wand of Greater Celestial Healing
cost: 21,000
average hp per charge: 28
average hp per wand: 1400
15 gp/hp

Wand of Greater Celestial Healing (Crafted)
cost: 10,500
7.5 gp/hp

Wand of Greater Celestial Healing (SoC)
cost: 9975
~7.12 gp/hp

Potions

Spoiler:

Potion of Infernal Healing
cost: 50
average hp healed: 10
5 gp/hp

Potion of Infernal Healing (Crafted)
cost: 25
2.5 gp/hp

Potion of Infernal Healing (SoC)
cost: 23.75
~2.37 gp/hp

Potion of Celestial Healing
cost: 50
average hp healed: 1
50 gp/hp

Potion of Celestial Healing (Crafted)
cost: 25
25 gp/hp

Potion of Celestial Healing (SoC)
cost: 23.75
23.75 gp/hp

Potion of Cure Light Wounds
cost: 50
average hp healed: 5.5
~9.09 gp/hp

Potion of Cure Light Wounds (Crafted)
cost: 25
~4.54 gp/hp

Potion of Cure Light Wounds (SoC)
cost: 23.75
~4.31 gp/hp

Potion of Cure Moderate Wounds
cost: 300
average hp healed: 12
25 gp/hp

Potion of Cure Moderate Wounds (Crafted)
cost: 150
12.5 gp/hp

Potion of Cure Moderate Wounds (SoC)
cost: 142.5
~11.87 gp/hp

Potion of Cure Serious Wounds
cost: 750
average hp healed: 18.5
~40.54 gp/hp

Potion of Cure Serious Wounds (Crafted)
cost: 375
~20.27 gp/hp

Potion of Cure Serious Wounds (SoC)
cost: 356.25
~19.25 gp/hp


Scrolls

Spoiler:

Scroll of Persistent Vigor
cost: 700
average hp healed: 14
50 gp/hp

Scroll of Persistent Vigor (Crafted)
cost: 350
25 gp/hp

Scroll of Persistent Vigor (SoC)
cost: 332.5
23.75 gp/hp

Scroll of Infernal Healing
cost: 25
average hp healed: 10
2.5 gp/hp

Scroll of Infernal Healing (Crafted)
cost: 12.5
1.25 gp/hp

Scroll of Infernal Healing (SoC)
cost: 11.87
~1.18 gp/hp

Scroll of Greater Infernal Healing
cost: 700
average hp healed: 40
17.5 gp/hp

Scroll of Greater Infernal Healing (Crafted)
cost: 350
8.75 gp/hp

Scroll of Greater Infernal Healing (SoC)
cost: 332.5
~8.31 gp/hp

Scroll of Celestial Healing
cost: 25
average hp healed: 1
25 gp/hp

Scroll of Celestial Healing (Crafted)
cost: 12.5
12.5 gp/hp

Scroll of Celestial Healing (SoC)
cost: 11.87
11.87 gp/hp

Scroll of Greater Celestial Healing
cost: 700
average hp healed: 12
~58.33 gp/hp

Scroll of Greater Celestial Healing (Crafted)
cost: 350
~29.16 gp/hp

Scroll of Greater Celestial Healing (SoC)
cost: 332.5
~27.7 gp/hp

Scroll of Cure Light Wounds
cost: 25
average hp healed: 5.5
~4.54 gp/hp

Scroll of Cure Light Wounds (Crafted)
cost: 12.5
~2.27 gp/hp

Scroll of Cure Light Wounds (SoC)
cost: 11.87
~2.15 gp/hp

Scroll of Cure Moderate Wounds
cost: 150
average hp healed: 12
12.5 gp/hp

Scroll of Cure Moderate Wounds (Crafted)
cost: 75
6.25 gp/hp

Scroll of Cure Moderate Wounds (SoC)
cost: 71.25
~5.93 gp/hp

Scroll of Cure Serious Wounds
cost: 375
average hp healed: 18.5
~20.27 gp/hp

Scroll of Cure Serious Wounds (Crafted)
cost: 187.5
~10.13 gp/hp

Scroll of Cure Serious Wounds (SoC)
cost: 178.12
~9.62 gp/hp

Scroll of Cure Critical Wounds
cost: 700
average hp healed: 25
28 gp/hp

Scroll of Cure Critical Wounds (Crafted)
cost: 350
14 gp/hp

Scroll of Cure Critical Wounds (SoC)
cost: 332.5
13.3 gp/hp

Scroll of Heal
cost: 1650
average hp healed: 110
15 gp/hp

Scroll of Heal (Crafted)
cost: 825
7.5 gp/hp

Scroll of Heal (SoC)
cost: 783.75
~7.12 gp/hp

Scroll of Heal, Mass
cost: 3825
average hp healed: 170 to 5440(?)
22.5 to ~0.70(?) gp/hp

Scroll of Heal, Mass (Crafted)
cost: 1912.5
11.25 to ~0.35 gp/hp

Scroll of Heal, Mass (SoC)
cost: 1816.87
~10.68 to ~0.33 gp/hp

Scroll of Cure Light Wounds, Mass
cost: 1125
average hp healed: 13.5 to 121.5
~83.33 to ~9.25 gp/hp

Scroll of Cure Light Wounds, Mass (Crafted)
cost: 562.5
~41.66 to ~4.62 gp/hp

Scroll of Cure Light Wounds, Mass (SoC)
cost: 534.37
~39.58 to ~4.39 gp/hp

Scroll of Cure Moderate Wounds, Mass
cost: 1650
average hp healed: 20 to 220
82.5 to 7.5 gp/hp

Scroll of Cure Moderate Wounds, Mass (Crafted)
cost: 825
41.25 to 3.75 gp/hp

Scroll of Cure Moderate Wounds, Mass (SoC)
cost: 783.75
~39.18 to ~3.56 gp/hp

Scroll of Cure Serious Wounds, Mass
cost: 2275
average hp healed: 26.5 to 344.5
~85.84 to ~6.6 gp/hp

Scroll of Cure Serious Wounds, Mass (Crafted)
cost: 1137.5
~42.92 to ~3.3 gp/hp

Scroll of Cure Serious Wounds, Mass (SoC)
cost: 1080.62
~40.77 to ~3.13 gp/hp

Scroll of Cure Critical Wounds, Mass
cost: 3000
average hp healed: 33 to 495
~90.9 to ~6.06 gp/hp

Scroll of Cure Critical Wounds, Mass (Crafted)
cost: 1500
~45.45 to ~3.03 gp/hp

Scroll of Cure Critical Wounds, Mass (SoC)
cost: 1425
~43.18 to ~2.87 gp/hp


Battlefield Surgeon is excellent! I missed that one.

Also here is something to consider: Equip your own healers pack. "But I'm a fighter, why would I want to buy scrolls??"

Because when your cleric is out of spells and gets to you, you want them to be able to do something other than stand there saying, "Yeah, that looks bad!"

Buy your own scrolls, they are 1/2 as expensive as potions, and keep them on you. Buy a few potions as well, but use them on your healer and not yourself. Why? Because when you get to the downed healer, you too will want to to do something other than say....

The Exchange

I'm not sure how far down the "treat deadly wounds" rabbit hole you want to go on your spreadsheet, but people have done a lot of work on stacking stuff up to make it as effective as possible.

I believe the best I've seen is a cleric with the medicine subdomain. Prestige class to Runeguard (and take the Kindness rune). Use a healer's satchel. Have the Heal skill unlock at max ranks.

From level 6-9 (using the Kindness rune). Roll twice, take the better. Takes 1 minute. If you exceed DC25, healing = [3xHD + 2x(WIS mod)] x 2

Levels 10-14 = [5xHD + 2x(WIS mod)] x 2

Levels 15-19 = [7xHD + 2x(WIS mod)] x 2

Level 20 = [13xHD + 2x(WIS mod)] x 2

Even just some of this (like the healer's satchel) would modify the values on your spreadsheet. Especially since the healer's satchel automagically refills every day.

The Exchange

Coidzor wrote:
Anyone happen to know offhand how many creatures can be targeted by a Mass Heal? The quickest and dirtiest method I could come up with quickly was to model it as a 15' radius burst, but that doesn't seem to quite be right.

There's too many variables to answer that question. Starting with how many creatures the GM is going to allow you to cram into one 5' square (what are their sizes?) and continuing into possible vertical dimensions.

See the crazy thread about a 30' diameter "ball of witches" coven if you want to explore that until your head explodes. (I think the thread title has to do with maximizing caster level.)


Thank you for your support and feedback guys.

I updated the document and added several sheets.
I added things like some items, traits, feats, and other spells.
Furthermore, I added a few clarifications and remarks, as well as a few links to some sources.
I also decided to narrow some things down, and I will purposely not include some spells, either because they're not relevant enough (or too expensive anyway), or because they target several creatures, and I decided to keep things simple and focus on one creature methods, for now.
You could argue that some spells are very powerful and should be present. If they are really convenient, I will add them.
Keep suggesting some spells and items please (I didn't update the spells list completely yet).
Thank you again for contributing and making me discover some new things !

I will post a new message every time I add more content.


Silly me, I forgot all about how Breath of Life has a use when not raising the recently slain dead.

Probably not going to get included in the doc for its level and price, but I figured I'd throw it into the thread for completion's sake.

Spoiler:
Breath of Life (Spellcasting Service)
5 * 9 * 10 = 450 gp
5d8+9 = 31.5 average hp healed
~14.28 gp/hp

Scroll of Breath of Life
cost: 1125
31.5 avg hp
~35.71 gp/hp

Scroll of Breath of Life (Crafted)
cost: 562.5
31.5 avg hp
~17.85 gp/hp

Scroll of Breath of Life (SoC)
cost: 534.37
~16.96 gp/hp


Additional spells to consider:
Symbol of Healing
Song of Healing
Healing Flames
Pillar of Life
Restful Sleep
Path of Glory
Regenerate
Goodberry

Magic Items to consider:
Staff of <spell>
Prayer Beads (healing)
Periapt of Wound Closure
Healer's Mistletoe
Trollblood Elixir
Ring of Regeneration
Boots of the Earth
Ioun Stone (Pearly White Spindle)

/cevah


Pricing:

Goodberry (50 potion, 25 scroll, 225 wand, 10 caster) 2d4
Healing Flames (700 scroll, 6300 wand, 280 caster) 1d8 hp/2 levels (maximum 5d8); aligned effects
Path Of Glory (300 potion, 150 scroll, 1350 wand, 60 caster) 1 hp/level; 4squares+4/round cumulative
Pillar Of Life (1125 scroll, 450 caster) 2d8 + 1/level (max +20).; mass
Regenerate (2275 scroll, 910 caster) 4d8 damage +1/level (max +35).
Restful Sleep (50 potion, 25 scroll, 225 wand, 10 caster) doubled or tripled recovery from rest
Symbol of Healing (1250 potion, 875 scroll, 10875 wand, 650 caster) 2d8 + 1/level (max +15)

Boots of the Earth (5,000 gp) fasthealing 1 while stationary
Healer's Mistletoe (800 gp) 20 hp
Healer's Mistletoe (6,400 gp) 80 hp
Ioun Stone (Pearly White Spindle) (20,000 gp) regen 1/10 minutes
Periapt of Wound Closure (15,000 gp) double normal healing
Prayer Beads (healing) (9,000 gp) 3d8+1/level (max 15)
Ring of Regeneration (90,000 gp) regen 1/round
Trollblood Elixir (4,550 gp) fast healing 5 for 1 minute

The boots are the best investment.

/cevah


Troll Styptic

A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.

Create: Craft (alchemy) DC 25


Pricing: (avg healing) : (rate gp/hp by caster service)

Goodberry (50 potion, 25 scroll, 225 wand, 10 caster) 2d4 berries: 5 : 2
Healing Flames (700 scroll, 6300 wand, 280 caster) 1d8 hp/2 levels (maximum 5d8); aligned effects: 13.5 : 20.74 [18@8th, 17.78]
Path Of Glory (300 potion, 150 scroll, 1350 wand, 60 caster) 1 hp/level; 4squares+4/round cumulative: 3 : 20
Pillar Of Life (1125 scroll, 450 caster) 2d8 + 1/level (max +20).; mass: 18 : 25
Regenerate (2275 scroll, 910 caster) 4d8 damage +1/level (max +35): 31 : 29.35
Restful Sleep (50 potion, 25 scroll, 225 wand, 10 caster) doubled or tripled recovery from rest
Symbol of Healing (1250 potion, 875 scroll, 10875 wand, 650 caster) 2d8 + 1/level (max +15): 14 : 46.43

Boots of the Earth (5,000 gp) fasthealing 1 while stationary
Healer's Mistletoe (800 gp) 20 hp: 40
Healer's Mistletoe, Greater (6,400 gp) 80 hp: 80
Ioun Stone (Pearly White Spindle) (20,000 gp) regenerate 1/10 minutes
Periapt of Wound Closure (15,000 gp) double normal healing
Prayer Beads (healing) (9,000 gp) 3d8+1/level (max 15): 18.5
Ring of Regeneration (90,000 gp) regen 1/round
Trollblood Elixir (4,550 gp) fast healing 5 for 1 minute: 50 : 91

The boots are the best investment.

/cevah


I have tweaked the document a little (not finished yet, I guess).
I have taken in account most of what you guys said, and I still decided to not include some very nice spells that are useful for the party because they grant 2nd effects, but are not optimal HP-wise, or because they are party heals. Some other spells are clearly meant to be cast by a party member, thus don't really count for what I intended to do.

At that point, i'm considering adding some party heals in another section later, perhaps with a basis of a 4 PC party (like in the good old days).

I'm still thinking of how to get some relevant numbers and information for wondrous items, like the ones that provide "infinite" health and such...

I will still add more when things come to my mind, or after some suggestions or yours.

Thank you all for contributing.


10,650 to 10,900 gp for getting a Symbol of Healing made permanent and healing 2d8+5 to 2d8+15 once per day per creature ad nauseum. (5 * 10 * 10 + 10,000 + 3 * [5 to 15] * 10)

As for infinite healing items, perhaps how many HP they have to heal before they equal the gp spent per hp healed ratio of a wand of CLW as well as how long it would take them to heal that much hp if applicable/appropriate.


Healing Warmth is a 4th level spell, and can heal 1d8 per level, max 10d8. Each round, a standard action allows 1d8 healing, and can be given to another by touch.

Heals an average of 31.5 hp, and gp/hp of:
8.89 Caster
13.33 Wand
22.22 Scroll

EDIT: This is slightly cheaper than CCW, at the same level due to more hp cured.

/cevah


Pathfinder Comics Subscriber; Pathfinder Companion Subscriber

Healing Warmth is also an Ifrit-exclusive spell, Cevah.


Well, if you happen to be Ifrit, or have a wand or scroll, it can still be used. Besides, this is about prices for healing, not how easy you can get the spell.

/cevah

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