More than 1 "Martyr's Tear" legal?


Rules Questions


Hello

My char just got a martyr's tear, and even with 18 extra HP, he still got the least in the party, so I was wondering if I could use more than 1...

Link to Martyr's Tear.

Liberty's Edge

Yes, I don't see why not.


You can. Though you probably shouldn't. The more of them you have, the more HP you need to spend to charge them.


You might want to invest in a wand of cure light wounds, or even a wand of cure moderate wounds, instead; both are multiple use rather than 1/day, and both are cheaper than the martyr's tear.


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That is a remarkably useless piece of s&@%.


I don't think it's useless. It adds a healer to the party. It makes the fighter able to heal the healer if needed.

You know that situation where half the party is hurt, and the cleric is about to channel? Charge the tear up from one of the un-hurt folk, before the channel.

I have a Tovenaar built around regeneration, he totally needs one of these. :)

Liberty's Edge

The issue with this is that for the same price a character can gain 200 equivalent uses out of cure light wounds wands (assuming that 2 charges = 3d6) and the usages from the wands can be done more than once per day and don't require "charging" at all.

Really, if a character can gain 18 hp and still be at the lowest hp of the group you probably built with too low a constitution and need to use favored class bonuses and toughness to help out more than you need this. That said, it is still legal to have more than one.


The Martyr's tear is either a 250 gp item, or it should have unlimited use.

Liberty's Edge

Pupsocket wrote:
The Martyr's tear is either a 250 gp item, or it should have unlimited use.

I'm pretty sure it does.

Grand Lodge

Pupsocket wrote:
The Martyr's tear is either a 250 gp item, or it should have unlimited use.

It does have unlimited uses. Yes, you're limited to using it 1/day but it doesn't have charges so you can keep filling it and draining it indefinitely over the course of your career.

You don't have to use the stored hit points the same day you put them in the Tear. So you can fill a couple tears on a day when you aren't off adventuring, and stockpile those extra hit points for when you need them days or months later.


A 1/day command-activated item of Cure Moderate Wounds (CL 3) costs 2160gp. It heals an average of 12 points of damage, with a maximum of 19 points. At caster level 8, it heals 2d8+8 points of damage (average of 17, maximum of 24), and only costs 5,760gp.

The Martyr's Tear would heal, on average, 10.5 hit points. It could heal up to 18. It can only be used 1/day, and has the added drawback of having to damage someone before it can heal. That could mean the Martyr's Tear is overpriced for its effect (it heals roughly the same amount on average, but at triple the cost). Though it can be charged over multiple uses to heal the maximum 18 hit points, while the Cure Moderate Wounds item is stuck rolling for its healing. The CL 8 CMW item, however, heals more damage, has a slightly lower cost, and doesn't require someone putting their hit points into the item first.

A 1/day item of Vampiric Touch at caster level 5 would cost 5400gp, drains 3d6 health from the target, and give that health to the wielder as temporary hitpoints that fade after 1 hour. Since the Martyr's Tear actually heals instead of granting temporary hit points, it could include a small increase in price (bringing it up to the 6,000 its listed at.)

Liberty's Edge

Yeah, it might be a little overpriced. I don't think it's utterly horrid...but it's a bit expensive.

Grand Lodge

Jeraa wrote:
The Martyr's Tear would heal, on average, 10.5 hit points. It could heal up to 18. It can only be used 1/day, and has the added drawback of having to damage someone before it can heal. That could mean the Martyr's Tear is overpriced for its effect (it heals roughly the same amount on average, but at triple the cost). Though it can be charged over multiple uses to heal the maximum 18 hit points, while the Cure Moderate Wounds item is stuck rolling for its healing. The CL 8 CMW item, however, heals more damage, has a slightly lower cost, and doesn't require someone putting their hit points into the item first.

All the more reason to fill the Martyr's Tear in advance. It may take you two days to fill it completely, but once it's full you can just carry those 18 hit points around with you in your pocket and then soak them up when you need them later.

You can also potentially make use of the Marty'r Tear twice in one day, since the 1/day limitation is only on how often you can put hit points into it. Taking hit points out only requires it to have something in there to take. So, for example, if the fighter fills it on Monday and then uses it to replenish after a fight on Thursday, he can still use it again on Thursday to transfer his hit points to the unconscious cleric without needing to make a UMD roll. It's not as fragile as a potion, reusable, and only requires you to touch the person to heal them.

There's no randomness to using this, since you already know in advance how full it is. If you fill it to 18hp then when you use it days later you know for a fact that you will heal 18hp. It also just says "bearer" so you could potentially draw hp from a familiar, summoned monster, cohort, ally, or eidolon. If you have a cleric working with you this could let you effectively "bank" unused channel energy uses for later. You also only need to find a 6th level caster to make one, rather than an 8th level caster.

Also, the bearer is limited to once per day but what if multiple people take turns bearing it in a day? Depending on how the DM wants to interpret that sentence you could possibly pass it around and have multiple people split the cost of filling it up before they go to bed for the night.

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