Fast Healing Items


Advice


Are there any items out there that provide fast healing? If not, what do you think it would take to create one?


No.

A creature with fast healing not limited by duration will heal 600 hp per hour per point of fast healing.

Silver Crusade

If you don't mind using an evil spell, there's the Infernal Healing spell, which can be turned into potions and wands.


A wand of infernal healing will provide 10 points of healing per use for a total of 500 hit points.

Other than that there is a ring that provides regeneration and an ioun stone that does so too.


Bongo BigBounce wrote:
Are there any items out there that provide fast healing? If not, what do you think it would take to create one?

Not specifically "fast healing" but a ring of regeneration (90,000g; same one Abraham spalding is talking about I'm sure) will heal 1 hp of damage per round. It also only works on damage taken while the ring was already on, though I doubt that's a big deal.


Core Rulebook page 482 for the Ring of Regeneration.

Ring of Regeneration
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Aura strong conjuration; CL 15th
Slot ring; Price 90,000 gp; Weight
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Description
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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, he 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. In either case, only damage taken while wearing the ring is regenerated.
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Construction
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Requirements Forge Ring, regenerate; Cost 45,000 gp


I keep forgetting that the ring of regeneration works more like fast healing and less like regeneration.


Could an item granting fast healing be crafted?


Besides Infernal Healing. Is there a Celestial verision of this spell?


The ring of regeneration, as shown above, is basically an item that grants fast healing 1.

Grand Lodge

You could create a custom item based around the Infernal Healing spell.
This would give you a better idea how to price it.
Within the customization, you could switch all alignment portions of the spell in reverse. This would keep it's balance as a spell.


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Remember that the game already set the price of fast healing to be 90k. You don't get to lower the price just because you found a spell that could do it cheaper. So go ahead and ask your gm for permission to make a custom item. The game already set the minimum price for you too!


Mmmn, the Ring of Regeneration also pre-dates the spell Infernal Healing. I'm not looking at the prereqs for the ring @ the moment, but isn't it based on the Regeneration spell? Which is considerably higher-level than Infernal Healing, not to mention throwing in that "regrow lost limbs" thing.

Arguably, you could indeed make a cheaper item than the Ring of Regeneration, which provides considerably MORE than 'fast healing' based on the Infernal Healing spell, which does not grant any regrowth.

Now, if you want to alter the alignment stuff, *I* would make you research the different-from-Infernal-Healing-spell from the ground up FIRST, because I'm a brutal bastard that way. But the idea is not entirely without merit.

>nudges Cheapy<


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I am the GM, a player asked me if it could be done. I wanted to give him the most educated response possible.


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Get creative with your item creation and you can avoid such a direct comparison to a ring of regeneration. Consider:

Demon Heart Amulet
Aura faint conjuration; CL 1st
Slot neck; Price 1,200 gp; Weight 1 lbs.

This blackened iron amulet is shaped like an anatomically correct demon heart. The heart is hollow and has enough space to contain three doses of liquid. While filled with unholy water, the wearer heals 1 hp at the end of each round if they aren't already at full health. Each dose of unholy water is good for 10 hp, to a maximum of 30 hp per day. Any remaining unholy water evaporates at sunrise.

Requirements Craft Wondrous Item, infernal healing; Cost 600 gp


One other point re the Ring of regeneration is THAT IT EVEN WORKS WHEN YOU'RE DEAD. Unlike any form of fast healing. Even your ring finger will grow back if given long enough to do so.


That's a pretty old necro. An item that grants fast healing is Boots of the Earth.


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Fabian Stretton wrote:
One other point re the Ring of regeneration is THAT IT EVEN WORKS WHEN YOU'RE DEAD. Unlike any form of fast healing. Even your ring finger will grow back if given long enough to do so.

Nah, the ring functions as the spell Regenerate, which has a target of "living creature touched". The monster ability "Regeneration" allows you to cheat death as long as your regeneration isn't suppressed, but as far as I know, there is no way to buy that ability.

And Fabian, you really gotta stop digging up these old threads. The goddess of death won't treat your blasphemy lightly!

Silver Crusade

Ah, Pharasma won't mind, this is technically a rez, not Animate Dead.

And recently, in Arcane Anthology, they did produce a Celestial Healing spell, Infernal Healing in good form.


why the heck is fast healing so over priced? Before anyone points out how much healing an hour fast healing one is, just remember that you cant heal what isnt hurt, so you never get to benefit from 600 hit points an hour or whatever. Its less effective than DR against physical damage(like, a lot less) and serves little purpose in combat. The only thing this could potentially do is make a class with no resources other than hit points actually have 'all day' capacities.

Sovereign Court

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Val'bryn2 wrote:

Ah, Pharasma won't mind, this is technically a rez, not Animate Dead.

And recently, in Arcane Anthology, they did produce a Celestial Healing spell, Infernal Healing in good form.

Are you sure the thread wasn't just so far into negative hit points that it took it six years to regenerate?


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Warwick Cailean wrote:
Val'bryn2 wrote:

Ah, Pharasma won't mind, this is technically a rez, not Animate Dead.

And recently, in Arcane Anthology, they did produce a Celestial Healing spell, Infernal Healing in good form.

Are you sure the thread wasn't just so far into negative hit points that it took it six years to regenerate?

Horrifying. You mean it took this thread 21038400 rounds to reach positive hit points?

@Trogdar

probably to prevent low-level characters to get their hands on it. And also, being able to heal up fully after a 5 minute break would make most healing obsolete.

You could however get 1hp/hour for 3400 gp from the cracked version of this Ioun Stone.


Val'bryn2 wrote:


And recently, in Arcane Anthology, they did produce a Celestial Healing spell, Infernal Healing in good form.

It should however be stated Celestial Healing is vastly weaker, and far worse than Infernal Healing. It is not merely the "good" version of the spell. It is a different, and much worse spell healing only 1 per round, with a duration of a round per 2 caster levels, unlike the guaranteed 1 minute duration of Infernal.


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Celestial Healing is probably the worst 1st level spell I have ever seen. I have no idea why they even wasted ink printing that.


Wonderstell wrote:
Warwick Cailean wrote:
Val'bryn2 wrote:

Ah, Pharasma won't mind, this is technically a rez, not Animate Dead.

And recently, in Arcane Anthology, they did produce a Celestial Healing spell, Infernal Healing in good form.

Are you sure the thread wasn't just so far into negative hit points that it took it six years to regenerate?

Horrifying. You mean it took this thread 21038400 rounds to reach positive hit points?

@Trogdar

probably to prevent low-level characters to get their hands on it. And also, being able to heal up fully after a 5 minute break would make most healing obsolete.

You could however get 1hp/hour for 3400 gp from the cracked version of this Ioun Stone.

Actually, it was unconscious with non-lethal damage, but it cannot regenerate that kind of damage, so had to wait for natural healing. As an old thread, it was probably able to heal 1 hp/5 minutes (equal to 12th level).

/cevah


Trogdar wrote:
why the heck is fast healing so over priced? Before anyone points out how much healing an hour fast healing one is, just remember that you cant heal what isnt hurt, so you never get to benefit from 600 hit points an hour or whatever. Its less effective than DR against physical damage(like, a lot less) and serves little purpose in combat. The only thing this could potentially do is make a class with no resources other than hit points actually have 'all day' capacities.

In my experience I would treat giving a character unlimited Fast Healing 1 with great caution. My reasons are probably reflected in why the cost is as high as it is in order to limit its use to higher level characters. Everything you state is absolutely true, i.e. useless for in combat healing etc.. But it will also pretty much take a huge step towards taking that character out of the "I need resources dedicated to keep me combat ready HP-wise" category and into the "free" category (something DR won't do nearly as readily). No spells/slots used for healing, no CLW or other magic items spent, nothing but a relatively short span of time required for that character to be ready, HP-wise for adventuring again. Make that magic item 'cheap' and the GM had better be prepared for the potential for the entire party, not just one character, to have Fast Healing 1 and what happens if and when the party asks about or tries to create a more potent Fast Healing item.


Kayerloth wrote:
Trogdar wrote:
why the heck is fast healing so over priced? Before anyone points out how much healing an hour fast healing one is, just remember that you cant heal what isnt hurt, so you never get to benefit from 600 hit points an hour or whatever. Its less effective than DR against physical damage(like, a lot less) and serves little purpose in combat. The only thing this could potentially do is make a class with no resources other than hit points actually have 'all day' capacities.

In my experience I would treat giving a character unlimited Fast Healing 1 with great caution. My reasons are probably reflected in why the cost is as high as it is in order to limit its use to higher level characters. Everything you state is absolutely true, i.e. useless for in combat healing etc.. But it will also pretty much take a huge step towards taking that character out of the "I need resources dedicated to keep me combat ready HP-wise" category and into the "free" category (something DR won't do nearly as readily). No spells/slots used for healing, no CLW or other magic items spent, nothing but a relatively short span of time required for that character to be ready, HP-wise for adventuring again. Make that magic item 'cheap' and the GM had better be prepared for the potential for the entire party, not just one character, to have Fast Healing 1 and what happens if and when the party asks about or tries to create a more potent Fast Healing item.

That sounds better to me than the prospect of cure wand fest 2015. That could just be a personal preference.


Yup I'd agree mostly. Big difference is wands, while cheap and readily available, are also an expendable resource (and the cheap and readily available status can change). An item is permanent and therefore much harder to remove. But definitely a YMMV sort of thing.

Further with Fast Heal 1 while one can 'handle' it as a GM with increased time pressure etc., to create challenges for the character(s) it becomes very rapidly more difficult as the amount of Fast Healing increases (from 1 to 2 to 3+). My leariness (is that a word :P) stems in part from GM'ing an epic level Fighter with Fast Healing 3. Fast Healing can strongly encourage the 'Rocket Tag' aspect of high level combat.


Melkiador wrote:
That's a pretty old necro. An item that grants fast healing is Boots of the Earth.

Update: PFS now limits their use to once per day. It's in the Campaign Clarifications Document.


You could use Craft(alchemy) to make Troll Styptic with a DC 25. It grants Fast Healing 2 for 2d4 rounds, but sickens the target for the duration if he/she fails a DC 15 Fortitude save.

Dark Archive

Another necro to this thread.


Chris Ballard wrote:
Another necro to this thread.

it will always be necroed as fast healing is a sought after ability that ring of regeneration is just to expensive to be worth getting i personally would put fast healing 1 at 30k and fast healing 5 at 80k

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