Healing Belt for Pathfinder


Conversions

Liberty's Edge

My group has moved from D&D 3.5 to Pathfinder and now they're asking me, the DM, for healing belts. So. It would be easy enough to copy them from the Magic Items Compendium, but they're way under priced (750 GP for 6d8 healing a day). I'd like to offer something in that field, but the Ultimate Equipment didn't have anything to let a non-caster heal themself.


An item of cure moderate wounds that cures 2d8+3 hp twice a day would cost 4320 gp. A bit overpriced for something as essential as healing.

I like belt of healing and give everyone in my campaigns one for free, but I don't allow full spellcasters, so...


I don't think they're that underpriced. It heals 2d8 damage up to three times per day. It's too low to be of high use in combat (the 4d8 1/day is better, but still not that good and lowers healing/day), so it can be decently compared to a wand of CLW.

- They cost the same.

Pros belt:
- Can be used indefinitely
- Can burst heal not as useless (though still quite useless)
- Does not require UMD/spell list
- +2 to heal checks

Pros wand:
- Can be used an infinite number of times/day
- Does not occupy a slot

Now, a wand has 50 charges. Healing the same amount per day as the healing belt (6d8 averages 27, so about 5 charges which average 27.5) it lasts for 10 days of adventuring. If we assume 4 encounters/day and about 16 encounters per level, that's 2.5 levels, and in that time, those 750 gp isn't really that much.

I'd say they're _slightly_ underpriced, assuming you really want to do the thing of equipping and unequipping multiple belts, but I don't think it's huge deal.


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I am also of the opinion that belt of healing is not under priced. The problem is all healing wands over CLW are overpriced. By a significant amount.

Also don't discount the giving up of an items slot. Its even more important in PF as belt is the physical stat go to slot.

At the same time though I feel they are less needed in PF as healing has been made a bit easier to get. There are at least 3 classes that can get channel positive energy. Something that is very nice for between battle healing.

There is also the witch that can take healing spells and has healing hex, Magus can make use of infernal healing (better in a wand then CLW!) There is the inquisitor that can step in and heal as well.

So all in all healing is a lot less of a pain in PF. IMO at least.


The campaign I'm in is also converting to strictly pathfinder rules next session or two. Just about every PC had a healing belt in the earlier levels. Later they were given up for more expensive items, but the fact that we essentially all had one shows that they are an item that is in high demand. High demand = higher prices outside imaginary items. The fact that they are asking for the item also is high demand. I would let the characters with gather information skills shine by being able to find one at some price, and others having more difficulty in getting them. Make it a challenge, and interesting rather than "you walk into a store and buy 6 healing belts for the party".


Belts are far less good now though, as Stome said - at level 8 or so for a martial or level 10 or so for a caster you definately want a belt of *ability score* instead.


We just ported the healing belt over from 3.5 with no changes applied. I have not noticed any unbalancing issues in our game.

One of my players built a spell that triggers the healing belt if he drops to or below 0 hit points. It activates all remaining charges per the rules of the belt.

-Aaron

Liberty's Edge

necromental wrote:
I like belt of healing and give everyone in my campaigns one for free, but I don't allow full spellcasters, so...

Whereas I have one full cleric and one cleric/paladin among 5 PCs, so they should have enough healing. I may make it 1,500 GP.

Liberty's Edge

I object to this being moved; I didn't need help converting it, I was looking for something similar in Pathfinder.


The reality is if healing belts were not disruptive at their price in 3.5 they wont be disruptive in pathfinder. Pathfinder has actually given a host of NEW healing options. I happen to really like the healing belt and think the price is fine. It may be a potent item, but keeping a low price means its a cool low level item to hand out that isnt overly powerful. It isnt a problem if a character has a healing belt at 3rd level or so, so I'd say keep the price where it is. Your clerics will thank you for getting to use their spells on fun things more often.

Liberty's Edge

Kolokotroni wrote:
The reality is if healing belts were not disruptive at their price in 3.5 they wont be disruptive in pathfinder.

I tend to object to anything that's so cheap everyone has to have one. And they hardly need more healing.


Wand of cure light 1d8+1 750 gp 50 times as many time as you want
Enteral wand of cure light 1d8+1 750 gp 3 times per day
Healing belt 6d8 once per day 750 gp
Pearl of power 1 1000gp once per day can be up to 1d8+5
All about the same great at low level it less the need to potion cure light as gm
Best choice is pearl 1 or enteral wand for level 1-20 play
Should they be in the game sure common no uncommon sure let your player craft them sure. Let them find 1 or 2 np but do not flood the game with them.
Realy you need more heal pathfinder? Look at 2 things healing burst cleric, Paladin, Oracle of life and healing hex for a witch.


Also let player know you let them in but all Physical stat ttake same slot and will not let going in any other slot


Grrrrrrr!!!

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Want healing belt and an "ability" belt?

Carry around an extra torso

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If everyone wants a healing belt then it's overpowered

XP is overpowered

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Lets players use belt and invent spells that trigger belt

Best GM ever!

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Belt heals more HP than it should?

Use more monsters

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Player's heal all damage all the time?

Have them fight shadows

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Seriously though, the healing belt is better than it's price. Using it in your game means the players can survive more encounters and need less dedicated healers. If no one wants to play the "cure" monkey then the belt is perfect, otherwise it isn't needed. YMMV


prosfilaes wrote:
Kolokotroni wrote:
The reality is if healing belts were not disruptive at their price in 3.5 they wont be disruptive in pathfinder.
I tend to object to anything that's so cheap everyone has to have one. And they hardly need more healing.

Everyone doesnt have to have one because it is so cheap, everyone 'has to have' one because everyone needs healing. A belt that makes unconvincing animal noises magically could be priced at 100 gold, that doesnt mean everyone will have one.

The reality is that it has little to do with the price and everything to do with renewable healing. People would still want it at a higher price point, but that doesn't mean it NEEDS to be more expensive. Just because most martial characters take weapon focus and power attack doesnt mean you need to include harsh prereqs so its a less common choice.

Liberty's Edge

Kolokotroni wrote:
The reality is that it has little to do with the price and everything to do with renewable healing.

Too much healing can make it too hard to challenge the party. It's more fun if buying magical items is a choice, instead of having one thing be clearly the best buy.

I offered belts of CLW 5 times daily or non-evil Infernal Healing 5 times day for 1,800 GP. Several of them bought the CLW belts on the spot.


Kolokotroni wrote:
The reality is that it has little to do with the price and everything to do with renewable healing.

You hit the nail on the head there. The item is desirable for what it does. The price is a secondary consideration.

If you think it's too inexpensive for your campaign, raise the cost for your players to buy it.

Silver Crusade

I happen to like the healing belt. It's one of my favorite items. When I gm a home game, I wave it under my player's nose....when I play I pester my GM and say Please please please.....

For 750 gold it is reasonably priced.

When I have GMed, I havn't found the bet to "unbalance" my game, and when I have played, It gives your character a little bit of healing that can help in a pinch.


Why not a healing stat belt?

Cure Moderate Command Word 2d8+3 unlimited use
+2 Dex
+2 Con
+2 Str

28,800gp!


Ring of Infernal Healing. 45K if you listen to everyone on here. I have Playtested it at 25k, 30k, 40k, and 45k. I think 35k is a fine price for it though I will probably leave it at 40k.

It grants Fast Healing 1 but must be worn for a Week before it activates. It can Also be upgraded to a Ring of Regeneration.

Oh and it stabilizes you when you fall unconscious but you lose the Fast Healing until you become conscious again.

I would price the belt at 1000gp just because of the amount of Healing but if it didn't already do it. The moment you fell unconscious if it wasn't used it would immediately heal you if it was used it would stabilize you or give a +2 on your stabilization roll.

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