Healing hex and making money


Rules Questions


I made a witch PC and sitting in the bar waiting for other PC's to arrive I have been swapping healing for drinks...

Any reason to not use this to make money during downtime....

I am thinking that it should be similar to profession healer, rather than costs NPC's would pay for a spellcaster to cast healing....

One seems very low and the other seems relatively high.

Any suggestions?


Dont see why a witch couldn't charge people for healing them. Thought most people are pretty careful and have normal jobs and ordinary lives and are not injured on a daily basis so business might not be that consistant.


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If only there was roaming bands of treasure and experience obsessed psycho killers that could constantly wound townsfolk for small amounts of experience to keep business steady.


ntin wrote:
If only there was roaming bands of treasure and experience obsessed psycho killers that could constantly wound townsfolk for small amounts of experience to keep business steady.

+1

reminds me of that far side cartoon with the broken window with the message tied around it. "Bricks thrown through your window call joes glass"


Kalyth wrote:
Dont see why a witch couldn't charge people for healing them. Thought most people are pretty careful and have normal jobs and ordinary lives and are not injured on a daily basis so business might not be that consistant.

I am thinking farm injuries and ER visits

RPG Superstar 2010 Top 16

You might be overestimating the wealth of farm hands. Unless you accept payment in turnips?


I think your underestimating what you can do with healing Hex

in one hour you can heal 600 people.

hrmmm now where would I find 600 people who could not only use a quick heal but would probably benefit greatly from it....

is that the sound of mass combat I hear ? :)

during or after a battle a witch can fix up the entire army ! recon the general might pay a bit of that ability ;) probably what he'd pay on healing pots at least ;)

RPG Superstar 2010 Top 16

Heh... historically, soldiers are the least valuable resource in most armies.

But even if it's a crack platoon and worth the expenditure: that's a very, very different thing than sitting safe in a tavern and having people come to you for boo-boo mending!

Grand Lodge

Hmm, at a copper a healing, and suppose a force of 500, making it an expenditure of 5 gold if my head calculations are in order, I could definitely see a commander paying the witch to get his force back in fighting shape in hours instead of days.


heh although like all scheme's to make money without adventuring in this game you can go out and kill yourself a critter and net more money in an afternoon than you could make on a month "working"


Or the larger your group the more useful the healing hex is.....

I think it would work well for dwarves, heavy armor and bunches of fighters....

And I could certainly do something with turnips!
Did you say a bushel of turnips!
Does that include the greens?

Mr. You have a deal!


Phasics wrote:

I think your underestimating what you can do with healing Hex

in one hour you can heal 600 people.

hrmmm now where would I find 600 people who could not only use a quick heal but would probably benefit greatly from it....

is that the sound of mass combat I hear ? :)

during or after a battle a witch can fix up the entire army ! recon the general might pay a bit of that ability ;) probably what he'd pay on healing pots at least ;)

True you can heal and unlimited number of people with Healing Hex. My point is where is that unlimited number of injured people coming from? On a daily basis a witch isnt going to find that many people in need of healing. Injuries hurt, people dont like pain. We make an effort not to be injured. How many people are injured at your work each day? Each week? How many of those injuries are superficial and are not worth the $20 copay for a doctors visit?


Kalyth wrote:
Phasics wrote:

I think your underestimating what you can do with healing Hex

in one hour you can heal 600 people.

hrmmm now where would I find 600 people who could not only use a quick heal but would probably benefit greatly from it....

is that the sound of mass combat I hear ? :)

during or after a battle a witch can fix up the entire army ! recon the general might pay a bit of that ability ;) probably what he'd pay on healing pots at least ;)

True you can heal and unlimited number of people with Healing Hex. My point is where is that unlimited number of injured people coming from? On a daily basis a witch isnt going to find that many people in need of healing. Injuries hurt, people dont like pain. We make an effort not to be injured. How many people are injured at your work each day? Each week? How many of those injuries are superficial and are not worth the $20 copay for a doctors visit?

the unlimited number of people come for that large battle going on ;)

as for the regular workers. healing hex can also cure non-lethal damage which would be alot more common for labourers and would have them working at max effeciency

plus i imgaine getting healed and having all your minor pain taken away would be a little like drugs and you could create wuite the local addiction to your heals ;)

Dark Archive

Phasics wrote:

Plus i imgaine getting healed and having all your minor pain taken away would be a little like drugs and you could create wuite the local addiction to your heals ;)

Very much. Having suffered from chronic knee pain for 10 years now I know I would pay quite well if I knew there were a way to relieve it without danger of heart or liver damage. Even if it were short term the complete lack of pain is something that I would relish.

Liberty's Edge

I think triage after a battle makes this ability shine. One witch could heal hundreds, even a very low level witch.

How much you would make from that, I don't know, but that's a good idea.


Phasics wrote:

I think your underestimating what you can do with healing Hex

in one hour you can heal 600 people.

Yeah a witch would never get two countries fighting just to make a profit off of them by selling magic to the highest bidder.

Just a better merchant of death than most.


Actually the biggest question is "how prevelent is magical healing in your setting?" In my campaign most villages over 20 people have at least a 3-4th level cleric living there. He provides healing as part of the local church and the village supports the church.

In larger cities there are usually half a dozen churches with 2-5 clerics apiece. They usually charge for healing for anyone not a member of the church. Your witch's healing won't be worth much unless she can do something he can't.

On the other hand if there are very few NPC healers in your campaign I could see it being worth a LOT of money. Talk with the GM as it's call on how available and valuable it is.

Grand Lodge

Pathfinder Starfinder Roleplaying Game Subscriber
KenderKin wrote:

I made a witch PC and sitting in the bar waiting for other PC's to arrive I have been swapping tricks for drinks...

Fixed. Seriously though. In cultural settings that have witches, clerics would no longer have to bother hawking themselves out for healing. Most witches who lived in rural midieval towns traded thier skills in herbalism and medicine in barter for things they needed to live.

In fact in those times the barter economy was far more prevalent than the cash one.

With witches prevalent enough to be trusted, the value of healing goes way way down. Remember the easy cheesy things you can do... others have done ahead of you.


Of course, if you're selling healing, you could also *create* the clientele.

It's simple, really. If you want to sell healing, you need people who need healing, and to get people who need healing, you need to make sure people get hurt, and to get people hurt, you need to hurt people (without getting caught of course). Hey wait, you're an adventurer. Don't those guys generally specialise in hurting others? =D

(By the way, this post is meant to be funny, so feel free to not flame/critique me on the merits/feasibility/ethics of this...)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
cfalcon wrote:

I think triage after a battle makes this ability shine. One witch could heal hundreds, even a very low level witch.

How much you would make from that, I don't know, but that's a good idea.

One witch? ONE WITCH!?

Why on earth would an army field a single witch rather than calling in a whole platoon of witches?

Is there anythign that says you can't benefit from multiple healing hexes, provided they come from different witches?

If not, a bunch of low-level witches could heal even serious injuries that their patients might be suffering.

If so, they could still heal more people in less time by dividing the workload.

I can just imagine a guild of goodly witches who provide just such a service.

Grand Lodge

I feel like I've read stories with such guilds. Can't recall off the top of my head tho.

Liberty's Edge

I'm more pointing out that the witch changes the face of battle triage. You could have witches IN the battle, but maybe they are rare or whatever. But the point is that five 10th level clerics can't heal the same number of low level injured soldiers as 1 first level witch- and that this is interesting and cool. I'm fairly certain that if you had several witches, you could benefit from each of their healing hexes once a day.


So that's where the word "witch doctor" comes from.


I had a similar question regarding the Vision hex.

Could a witch make a buisness out of using Vision to conduct fortunetelling sessions?

If so what repercussions could showing anyone willing to pay for it a glimpse of thier possible future have?


Mal-Duroth wrote:

I had a similar question regarding the Vision hex.

Could a witch make a buisness out of using Vision to conduct fortunetelling sessions?

If so what repercussions could showing anyone willing to pay for it a glimpse of thier possible future have?

Well, there's the predestination vs. free will problem you get with ANY prophecies. Other than that, there's the problems of the customer not liking what they see, misinterpreting it, the witch being accused of being a cheat, the local Spellcaster's Mutual Aid Association wanting a cut, etc...


Basically there’s this “WBL” idea. Would you rather earn that from sitting ion a bar or adventuring?


Ravingdork wrote:

One witch? ONE WITCH!?

Why on earth would an army field a single witch rather than calling in a whole platoon of witches?

Is there anythign that says you can't benefit from multiple healing hexes, provided they come from different witches?

If not, a bunch of low-level witches could heal even serious injuries that their patients might be suffering.

If so, they could still heal more people in less time by dividing the workload.

I can just imagine a guild of goodly witches who provide just such a service.

Yes, actually.

Quote:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

You can't benefit from it more than once in 24 hours. This doesn't fall into the "can't be targetted" bucket. You can target the creature again, for sure. It just can't benefit more than once per day.


Buri wrote:
Ravingdork wrote:

One witch? ONE WITCH!?

Why on earth would an army field a single witch rather than calling in a whole platoon of witches?

Is there anythign that says you can't benefit from multiple healing hexes, provided they come from different witches?

If not, a bunch of low-level witches could heal even serious injuries that their patients might be suffering.

If so, they could still heal more people in less time by dividing the workload.

I can just imagine a guild of goodly witches who provide just such a service.

Yes, actually.

Quote:
Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.
You can't benefit from it more than once in 24 hours. This doesn't fall into the "can't be targetted" bucket. You can target the creature again, for sure. It just can't benefit more than once per day.

This has been recently addressed in the FAQ. Multiple witches can heal the same target in one day.


Arbane the Terrible wrote:
Mal-Duroth wrote:

I had a similar question regarding the Vision hex.

Could a witch make a buisness out of using Vision to conduct fortunetelling sessions?

If so what repercussions could showing anyone willing to pay for it a glimpse of thier possible future have?

Well, there's the predestination vs. free will problem you get with ANY prophecies. Other than that, there's the problems of the customer not liking what they see, misinterpreting it, the witch being accused of being a cheat, the local Spellcaster's Mutual Aid Association wanting a cut, etc...

Spellcaster's Mutual Aid Association? I'm gonna get shook down by Red Cross for Wizards? lol


Yeah,
Witches are the go to class for mass economical healing now. If you had 10,000 man army, you'd probably want about 30 to 50 witches. Anything from level 1 to level 3 would be more than enough. Alternately, you get 50 of your troops to multiclass into witch, just for healing.

You can literally get your army back on it's feet as fast as they get wounded that way. Assuming your army doesn't have more than say, 100 over level 10, then 50 level 1 witches (or multiclass with 1 level of witch) could heal every single person in the army from near death to full in an hour or so.


Mal-Duroth wrote:
Spellcaster's Mutual Aid Association? I'm gonna get shook down by Red Cross for Wizards? lol

"Hey, man. NOBODY crosses the Mage's Guild. Not more than once, anyway."

:D

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