| Foghammer |
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.
| Wolf Munroe |
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
| Alitan |
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<
| MagiMaster |
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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
| Wonderstell |
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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!
| Trogdar |
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.
Warwick Cailean
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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?
| Wonderstell |
| 1 person marked this as a favorite. |
Val'bryn2 wrote:Are you sure the thread wasn't just so far into negative hit points that it took it six years to regenerate?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.
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.
| Heretek |
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.
| Cevah |
Warwick Cailean wrote:Val'bryn2 wrote:Are you sure the thread wasn't just so far into negative hit points that it took it six years to regenerate?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.
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
| Kayerloth |
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.
| Trogdar |
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.
| Kayerloth |
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.
| Gisher |
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.