
Ashiel |

Spellcasting: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him, and the default answer is no.
The cost given is for any spell that does not require a costly material component. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.
Regenerate can be found easily in a metropolis. Just go to your capital city of choice.
EDIT: Alternatively, a 1 use command word/thought/standard-action item of regenerate costs 3,276 gp and can be created in three days with Craft Wondrous Item and a DC 23 spellcraft check (already assuming the +5 for ignoring the regenerate requirement). So while a caster who can actually cast it on the cheap might not be available, an elixer of regeneration or balm of regrowth or similar such thing could be produced and consumed to restore the lost limb.
EDIT 2: Such an item can be crafted by artisans of a much lower level. Assuming a 14 Intelligence and Skill Focus (spellcraft), a masterwork tool, a 3rd level adept could create it by taking 10. Sure it's way more expensive than just having a 13th level caster cast it for you, but it's more convenient and easier to find than an actual 13th level caster. I mean, you should be able to find such healing ointments in most small cities (4,000 gp economy standard).

Aratrok |

Regenerate can be found easily in a metropolis. Just go to your capital city of choice.
EDIT: Alternatively, a 1 use command word/thought/standard-action item of regenerate costs 3,276 gp and can be created in three days with Craft Wondrous Item and a DC 23 spellcraft check (already assuming the +5 for ignoring the regenerate requirement). So while a caster who can actually cast it on the cheap might not be available, an elixer of regeneration or balm of regrowth or similar such thing could be produced and consumed to restore the lost limb.
Unless I'm mistaken the item would cost even less than that, given the price slashing just for making the item charged in the first place.
Base cost for a command word item of regenerate
13*7*1,800 = 163,800g
Charged item (half cost) with one charge
163,800/100 = 1,638g

Ashiel |

Ashiel wrote:Regenerate can be found easily in a metropolis. Just go to your capital city of choice.
EDIT: Alternatively, a 1 use command word/thought/standard-action item of regenerate costs 3,276 gp and can be created in three days with Craft Wondrous Item and a DC 23 spellcraft check (already assuming the +5 for ignoring the regenerate requirement). So while a caster who can actually cast it on the cheap might not be available, an elixer of regeneration or balm of regrowth or similar such thing could be produced and consumed to restore the lost limb.
Unless I'm mistaken the item would cost even less than that, given the price slashing just for making the item charged in the first place.
Base cost for a command word item of regenerate
13*7*1,800 = 163,800gCharged item (half cost) with one charge
163,800/100 = 1,638g
Oops, I forgot that step. ^.^"
Thanks Aratrok. I stand corrected. It'd be available in most Large Towns (2,000 gp or less). Not surprising really. It's one of those items that probably has as much use for non-PC characters as not. I'm pretty sure if little Timmy fell down the well and got crippled, getting the very expensive medicine to restore his spinal cord would be something that folks would want access to.
EDIT: I imagine certain temples might charge only the cost to produce such items to their followers or to the community. Similar to how holy water is sold at cost.
Adventurers and those with great wealth would probably be expected to phony up the dough, but it wouldn't surprise me if a small town got together with their local apothocary and chipped in to cover the cost of getting little Timmy walking again. Since the average cost of living is 10 gp per month, and untrained NPCs make about 5 gp per week, most folks have an excess of 10 gp per month per person. If an entire village chipped in some coin, they could cover the 819 gp creation cost.
EDIT 2: That's actually one of the things I really appreciate about the item creation adjustments in Pathfinder. It makes it way easier to explain the usage and availability of certain magics in the world without having to be tripping over high level casters. You could have access to all sorts of magic, even if the highest level character in your world is say...15th level?
That was a problem that Eberron had. Eberron by default assumes the highest level folks are around 10th level, but the campaign setting gave the statistics for items in production in the world that had caster level requirements beyond 10th level; which breaks verisimilitude really bad (the creators had to be >10th level, but should have been around 8th level maximum).
Pathfinder makes it way easier to run a game with all the trimmings without having to worry about dropping a super human in every town. I mean seriously, one of the biggest breaks in verisimilitude is that moment where you go "WTF did they need us to stop the goblins, when the town has an 11th level *insert any class here* that could have kicked the goblins butts, and our butts, at the same time".

Ravingdork |

There are rules for this in the "Skulls & Shackles" Adventure Path, but they aren't part of the PRD...
But they are available as a FREE DOWNLOAD in the S&S Player's Guide.
This optional rules system gives GMs a way to assign scars and major wounds to their PCs. Before implementing this system, consider these rules carefully. Major wounds can have major effects upon play, and some groups may not appreciate such debilitations, preferring the threat of death and an unscarred resurrection over a thematic crippling.
These rules are a variation on the optional massive damage rule found on page 189 of the Core Rulebook. Whenever a character takes damage equivalent to massive damage, he must make a successful DC 15 Fortitude save or be reduced to –1 hit points and gain a permanent debilitating scar or handicap. These effects are randomly determined by rolling 1d20 on the table below. Effects are permanent and cumulative, though the GM should reroll results that seem too crippling or don’t make sense—such as a character losing a hand two or three times. The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.
Rules for eye patches, peg legs, and prostheses to cover injuries and replace lost limbs may be found in Pirates of the Inner Sea.
d20 Battle Scar or Amputation
1–5 Minor scar—interesting but otherwise cosmetic
6–8 Moderate scar—cut on face (+1 bonus on Charisma-based skill checks for first scar only, consider subsequent cuts as a major scar)
9–10 Major scar—severe cut on face (–1 penalty on Charisma-based skill checks**)
11–14 Loss of finger (for every 3 fingers lost, –1 Dex)
15–16 Impressive wound (–1 Con)
17 Loss of eye (–4 penalty on all sight-based Perception checks)
18 Loss of leg (speed reduced to half, cannot charge)
19 Loss of hand (cannot use two-handed items*)
20 Loss of arm (–1 Str, cannot use two-handed items*)
* Losing a single hand or arm does not affect a spellcaster’s ability to cast spells with somatic components.
** At the GM’s discretion, characters with major scars may also be granted a +1 bonus on all Bluff, Diplomacy, or Intimidate checks against other pirates, as the scars of battle are much admired by pirates.
Hook Hand 10gp and 1 lb., 1d3/1d4 slashing damage, x2 crit, disarm

Jason Stormblade |

Quote:The regenerate spell heals scars and restores lost limbs, removing both positive and negative effects.Do tattooes count as scars? If so the sacred tattoo half orc racial could be gone one they'd get regenerate cast on them.
I would say no. The easy workaround though is to quickly remove the skin with the tattoo, then hit the player with regenerate, causing the skin sans tattoo to heal up instantly.