Healing Methods Prices Comparison


Advice


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Hello boys and girls,

Storytime about me:

Spoiler:

So it's my first topic and first message on this forum.
I am, I would say, quite inexperienced. I played PRPG a few times in the past, I bought the three main books back in the days (2010?) but I didn't play much. I did a bit of GM-ing and playing, but I'm not as strong as you guys.
Even though I'm inexperienced, I read quite a lot lately, thanks to the rules and resources that are accessible online. Cheers.
PS: Oh, and I'm French, so if I make any mistake or if I get confused with French PRPG terms, point it out to me please.

Storytime about how I came up with this:

Spoiler:

I was building a Sap Master character, basically an Unchained Rogue + Unchained Monk bounty hunter that swore to never willingly kill a humanoïd, he's fighting with his bare hands to knock out his opponents, a bit like Kenshirô from Hokuto No Ken (Fist of the North Star), minus the heads and body parts imploding.
I checked the new Unchained Rogue and her Rogue Edge special ability that I wasn't used to. So I tried to see what skills would be good to use with the Skill Unlock, and I thought that with all the skill points and the WIS bonus I have (second ability, remember, it's a Monk), I could use the Heal skill to treat wounds after each fights, and thus save a lot of money on Cure Light Wounds wands. Because let's face it, I need the money to buy an invisibility ring, and other cool toys, y'know what I'm sayin'.
Also I was thinking that because I'm trying to build a character out of context, since I don't have anyone to play PRPG with, and I don't know if I'll have a dedicated healer (Channel Energy Cleric?) or not.

So here we are, for personal use, and because I'm a greedy bastard, and I know healing is expensive, I tried to compare some methods of healing (that actually cost money) to see which method gives the most bang for my buck.
I thought I'd share it with you guys for two reasons:
1) Because it might be useful for someone else
2) So you can correct me if I did anything wrong (calculations, logic mistakes, rules misinterpretations...).
To be honest, my results are promising, on the paper at least.

Here is a link to the online document I made.

Pathfinder Healing Methods Prices Comparisons (by Jackson)

Enjoy. And please give feedback.


1 person marked this as a favorite.
Pathfinder Adventure Path, Companion Subscriber; Pathfinder Comics Subscriber

A useful item for your healer's kits that should influence the chart:
Boline


Wand of infernal healing needs to be on there.
Also, maybe the price of hiring a level 1 cleric/Oracle/etc.. to heal for you when needed.
I didn't check your math so no comment on that.


Another for your list, Persistent Vigor

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

infernal healing is fast heal 1 for 10 rounds, why is average heal listed as 6? it should heal 10


If we're talking about useful traits to boost Heal, I think Battlefield Surgeon is a must. Without this trait, you can only use Treat Deadly Wounds on a target once per day. This trait makes Heal a class skill and allows you to use Treat Deadly Wounds twice per target. Certainly better than Caretaker, IMHO.


The Spellcasting Services HP healed is a bit off for several of the Cure X Wounds spells. 1d8 is 4.5 on average. So CLW = 4.5 + 1 = 5.5 average, CMW = 2 * 4.5 + 3 = 12 average, CSW = 3 * 4.5 + 5 = 18.5 average, and CCW = 4 * 4.5 + 7 = 25 average.

Some spells that were not in the google doc yet and my math on the gp/hp ratios on them. All as part of Spellcasting Services.

Spoiler:

Cure Light Wounds
1d8+1 hp(5.5)
10 gp
~1.81 gp/hp

Cure Moderate Wounds
2d8+3 hp(12)
60 gp
5 gp/hp

Cure Serious Wounds
3d8+5 hp(18.5)
150 gp
~8.10 gp/hp

Cure Critical Wounds
4d8+7 hp(25)
280 gp
11.2 gp/hp

Heal
110 hp
660 gp
6 gp/hp

Cure Light Wounds Mass
1d8+9 hp(13.5) x up to 9
(13.5 to 121.5)
450 gp
~33.33 to ~3.70 gp/hp

Cure Moderate Wounds Mass
2d8+11 hp(20) x up to 11
(20 to 220)
660 gp
33 to 3 gp/hp

Cure Serious Wounds Mass
3d8+13 hp(26.5) x up to 13
(26.5 to 344.5)
910 gp
~34.33 to ~2.64 gp/hp

Cure Critical Wounds Mass
4d8+15 hp(33) x up to 15
(33 to 495)
1200 gp
~36.36 to ~2.42 gp/hp

Heal Mass
170 hp x any number of creatures within 30' of one another. (~32?)
(170 to 5440?)
1530 gp
9 to ~0.28 gp/hp

Celestial Healing
1 hp
10 gp
10 gp/hp

Greater Celestial Healing
12 hp
280 gp
~23.33 gp/hp

Anyone happen to know offhand how many creatures can be targeted by a Mass Heal? The quickest and dirtiest method I could come up with quickly was to model it as a 15' radius burst, but that doesn't seem to quite be right.

Admittedly, the Mass healing spells would almost never be used to heal anything like their max capacity.

Wands

Spoiler:

Wand of Infernal Healing (Crafted)
cost: 375 gp
0.75 gp

Wand of Infernal Healing (SoC)
cost: 356.25 gp
~0.71 gp/hp

Wand of Cure Light Wounds
average hp per charge = 1d8+1 = 5.5
average hp per wand = 5.5 * 50 = 275
~2.72 gp/hp

Wand of Cure Light Wounds (Crafted)
cost: 375 gp
~1.36 gp/hp

Wand of Cure Light Wounds (w/Spark of Creation)
cost: 356.25 gp
~1.29 gp/hp

Wand of Cure Moderate Wounds
average hp per charge = 2d8+3 = 12
average hp per wand = 600
7.5 gp/hp

Wand of Cure Moderate Wounds (Crafted)
cost: 2250
3.75 gp/hp

Wand of Cure Moderate Wounds (SoC)
cost: 2137.5
~3.56 gp/hp

Wand of Cure Serious Wounds
average hp per charge = 3d8+5 = 18.5
average hp per wand = 925
~12.16 gp/hp

Wand of Cure Serious Wounds (Crafted)
cost: 5625
~6.08 gp/hp

Wand of Cure Serious Wounds (SoC)
cost: 5343.75
~5.77 gp/hp

Wand of Cure Critical Wounds
average hp per charge = 4d8+7 = 25
average hp per wand = 1250
16.8 gp/hp

Wand of Cure Critical Wounds (Crafted)
cost: 10,500
8.4 gp/hp

Wand of Cure Critical Wounds (SoC)
cost: 9975
7.98 gp/hp

Wand of Persistent Vigor
cost: 21,000
average hp healed per charge: 14
average hp healed per wand: 700
30 gp/hp

Wand of Persistent Vigor (Crafted)
cost: 10,500
15 gp/hp

Wand of Persistent Vigor (SoC)
cost: 9975
14.25 gp/hp

Wand of Celestial Healing
cost: 750
average hp per charge: 1
average hp per wand: 50
15 gp/hp

Wand of Celestial Healing (Crafted)
cost: 375
7.5 gp/hp

Wand of Celestial Healing (SoC)
cost: 356.25
~7.12 gp/hp

Wand of Greater Celestial Healing
cost: 21,000
average hp per charge: 28
average hp per wand: 1400
15 gp/hp

Wand of Greater Celestial Healing (Crafted)
cost: 10,500
7.5 gp/hp

Wand of Greater Celestial Healing (SoC)
cost: 9975
~7.12 gp/hp

Potions

Spoiler:

Potion of Infernal Healing
cost: 50
average hp healed: 10
5 gp/hp

Potion of Infernal Healing (Crafted)
cost: 25
2.5 gp/hp

Potion of Infernal Healing (SoC)
cost: 23.75
~2.37 gp/hp

Potion of Celestial Healing
cost: 50
average hp healed: 1
50 gp/hp

Potion of Celestial Healing (Crafted)
cost: 25
25 gp/hp

Potion of Celestial Healing (SoC)
cost: 23.75
23.75 gp/hp

Potion of Cure Light Wounds
cost: 50
average hp healed: 5.5
~9.09 gp/hp

Potion of Cure Light Wounds (Crafted)
cost: 25
~4.54 gp/hp

Potion of Cure Light Wounds (SoC)
cost: 23.75
~4.31 gp/hp

Potion of Cure Moderate Wounds
cost: 300
average hp healed: 12
25 gp/hp

Potion of Cure Moderate Wounds (Crafted)
cost: 150
12.5 gp/hp

Potion of Cure Moderate Wounds (SoC)
cost: 142.5
~11.87 gp/hp

Potion of Cure Serious Wounds
cost: 750
average hp healed: 18.5
~40.54 gp/hp

Potion of Cure Serious Wounds (Crafted)
cost: 375
~20.27 gp/hp

Potion of Cure Serious Wounds (SoC)
cost: 356.25
~19.25 gp/hp


Scrolls

Spoiler:

Scroll of Persistent Vigor
cost: 700
average hp healed: 14
50 gp/hp

Scroll of Persistent Vigor (Crafted)
cost: 350
25 gp/hp

Scroll of Persistent Vigor (SoC)
cost: 332.5
23.75 gp/hp

Scroll of Infernal Healing
cost: 25
average hp healed: 10
2.5 gp/hp

Scroll of Infernal Healing (Crafted)
cost: 12.5
1.25 gp/hp

Scroll of Infernal Healing (SoC)
cost: 11.87
~1.18 gp/hp

Scroll of Greater Infernal Healing
cost: 700
average hp healed: 40
17.5 gp/hp

Scroll of Greater Infernal Healing (Crafted)
cost: 350
8.75 gp/hp

Scroll of Greater Infernal Healing (SoC)
cost: 332.5
~8.31 gp/hp

Scroll of Celestial Healing
cost: 25
average hp healed: 1
25 gp/hp

Scroll of Celestial Healing (Crafted)
cost: 12.5
12.5 gp/hp

Scroll of Celestial Healing (SoC)
cost: 11.87
11.87 gp/hp

Scroll of Greater Celestial Healing
cost: 700
average hp healed: 12
~58.33 gp/hp

Scroll of Greater Celestial Healing (Crafted)
cost: 350
~29.16 gp/hp

Scroll of Greater Celestial Healing (SoC)
cost: 332.5
~27.7 gp/hp

Scroll of Cure Light Wounds
cost: 25
average hp healed: 5.5
~4.54 gp/hp

Scroll of Cure Light Wounds (Crafted)
cost: 12.5
~2.27 gp/hp

Scroll of Cure Light Wounds (SoC)
cost: 11.87
~2.15 gp/hp

Scroll of Cure Moderate Wounds
cost: 150
average hp healed: 12
12.5 gp/hp

Scroll of Cure Moderate Wounds (Crafted)
cost: 75
6.25 gp/hp

Scroll of Cure Moderate Wounds (SoC)
cost: 71.25
~5.93 gp/hp

Scroll of Cure Serious Wounds
cost: 375
average hp healed: 18.5
~20.27 gp/hp

Scroll of Cure Serious Wounds (Crafted)
cost: 187.5
~10.13 gp/hp

Scroll of Cure Serious Wounds (SoC)
cost: 178.12
~9.62 gp/hp

Scroll of Cure Critical Wounds
cost: 700
average hp healed: 25
28 gp/hp

Scroll of Cure Critical Wounds (Crafted)
cost: 350
14 gp/hp

Scroll of Cure Critical Wounds (SoC)
cost: 332.5
13.3 gp/hp

Scroll of Heal
cost: 1650
average hp healed: 110
15 gp/hp

Scroll of Heal (Crafted)
cost: 825
7.5 gp/hp

Scroll of Heal (SoC)
cost: 783.75
~7.12 gp/hp

Scroll of Heal, Mass
cost: 3825
average hp healed: 170 to 5440(?)
22.5 to ~0.70(?) gp/hp

Scroll of Heal, Mass (Crafted)
cost: 1912.5
11.25 to ~0.35 gp/hp

Scroll of Heal, Mass (SoC)
cost: 1816.87
~10.68 to ~0.33 gp/hp

Scroll of Cure Light Wounds, Mass
cost: 1125
average hp healed: 13.5 to 121.5
~83.33 to ~9.25 gp/hp

Scroll of Cure Light Wounds, Mass (Crafted)
cost: 562.5
~41.66 to ~4.62 gp/hp

Scroll of Cure Light Wounds, Mass (SoC)
cost: 534.37
~39.58 to ~4.39 gp/hp

Scroll of Cure Moderate Wounds, Mass
cost: 1650
average hp healed: 20 to 220
82.5 to 7.5 gp/hp

Scroll of Cure Moderate Wounds, Mass (Crafted)
cost: 825
41.25 to 3.75 gp/hp

Scroll of Cure Moderate Wounds, Mass (SoC)
cost: 783.75
~39.18 to ~3.56 gp/hp

Scroll of Cure Serious Wounds, Mass
cost: 2275
average hp healed: 26.5 to 344.5
~85.84 to ~6.6 gp/hp

Scroll of Cure Serious Wounds, Mass (Crafted)
cost: 1137.5
~42.92 to ~3.3 gp/hp

Scroll of Cure Serious Wounds, Mass (SoC)
cost: 1080.62
~40.77 to ~3.13 gp/hp

Scroll of Cure Critical Wounds, Mass
cost: 3000
average hp healed: 33 to 495
~90.9 to ~6.06 gp/hp

Scroll of Cure Critical Wounds, Mass (Crafted)
cost: 1500
~45.45 to ~3.03 gp/hp

Scroll of Cure Critical Wounds, Mass (SoC)
cost: 1425
~43.18 to ~2.87 gp/hp


Battlefield Surgeon is excellent! I missed that one.

Also here is something to consider: Equip your own healers pack. "But I'm a fighter, why would I want to buy scrolls??"

Because when your cleric is out of spells and gets to you, you want them to be able to do something other than stand there saying, "Yeah, that looks bad!"

Buy your own scrolls, they are 1/2 as expensive as potions, and keep them on you. Buy a few potions as well, but use them on your healer and not yourself. Why? Because when you get to the downed healer, you too will want to to do something other than say....

The Exchange

I'm not sure how far down the "treat deadly wounds" rabbit hole you want to go on your spreadsheet, but people have done a lot of work on stacking stuff up to make it as effective as possible.

I believe the best I've seen is a cleric with the medicine subdomain. Prestige class to Runeguard (and take the Kindness rune). Use a healer's satchel. Have the Heal skill unlock at max ranks.

From level 6-9 (using the Kindness rune). Roll twice, take the better. Takes 1 minute. If you exceed DC25, healing = [3xHD + 2x(WIS mod)] x 2

Levels 10-14 = [5xHD + 2x(WIS mod)] x 2

Levels 15-19 = [7xHD + 2x(WIS mod)] x 2

Level 20 = [13xHD + 2x(WIS mod)] x 2

Even just some of this (like the healer's satchel) would modify the values on your spreadsheet. Especially since the healer's satchel automagically refills every day.

The Exchange

Coidzor wrote:
Anyone happen to know offhand how many creatures can be targeted by a Mass Heal? The quickest and dirtiest method I could come up with quickly was to model it as a 15' radius burst, but that doesn't seem to quite be right.

There's too many variables to answer that question. Starting with how many creatures the GM is going to allow you to cram into one 5' square (what are their sizes?) and continuing into possible vertical dimensions.

See the crazy thread about a 30' diameter "ball of witches" coven if you want to explore that until your head explodes. (I think the thread title has to do with maximizing caster level.)


Thank you for your support and feedback guys.

I updated the document and added several sheets.
I added things like some items, traits, feats, and other spells.
Furthermore, I added a few clarifications and remarks, as well as a few links to some sources.
I also decided to narrow some things down, and I will purposely not include some spells, either because they're not relevant enough (or too expensive anyway), or because they target several creatures, and I decided to keep things simple and focus on one creature methods, for now.
You could argue that some spells are very powerful and should be present. If they are really convenient, I will add them.
Keep suggesting some spells and items please (I didn't update the spells list completely yet).
Thank you again for contributing and making me discover some new things !

I will post a new message every time I add more content.


Silly me, I forgot all about how Breath of Life has a use when not raising the recently slain dead.

Probably not going to get included in the doc for its level and price, but I figured I'd throw it into the thread for completion's sake.

Spoiler:
Breath of Life (Spellcasting Service)
5 * 9 * 10 = 450 gp
5d8+9 = 31.5 average hp healed
~14.28 gp/hp

Scroll of Breath of Life
cost: 1125
31.5 avg hp
~35.71 gp/hp

Scroll of Breath of Life (Crafted)
cost: 562.5
31.5 avg hp
~17.85 gp/hp

Scroll of Breath of Life (SoC)
cost: 534.37
~16.96 gp/hp


Additional spells to consider:
Symbol of Healing
Song of Healing
Healing Flames
Pillar of Life
Restful Sleep
Path of Glory
Regenerate
Goodberry

Magic Items to consider:
Staff of <spell>
Prayer Beads (healing)
Periapt of Wound Closure
Healer's Mistletoe
Trollblood Elixir
Ring of Regeneration
Boots of the Earth
Ioun Stone (Pearly White Spindle)

/cevah


Pricing:

Goodberry (50 potion, 25 scroll, 225 wand, 10 caster) 2d4
Healing Flames (700 scroll, 6300 wand, 280 caster) 1d8 hp/2 levels (maximum 5d8); aligned effects
Path Of Glory (300 potion, 150 scroll, 1350 wand, 60 caster) 1 hp/level; 4squares+4/round cumulative
Pillar Of Life (1125 scroll, 450 caster) 2d8 + 1/level (max +20).; mass
Regenerate (2275 scroll, 910 caster) 4d8 damage +1/level (max +35).
Restful Sleep (50 potion, 25 scroll, 225 wand, 10 caster) doubled or tripled recovery from rest
Symbol of Healing (1250 potion, 875 scroll, 10875 wand, 650 caster) 2d8 + 1/level (max +15)

Boots of the Earth (5,000 gp) fasthealing 1 while stationary
Healer's Mistletoe (800 gp) 20 hp
Healer's Mistletoe (6,400 gp) 80 hp
Ioun Stone (Pearly White Spindle) (20,000 gp) regen 1/10 minutes
Periapt of Wound Closure (15,000 gp) double normal healing
Prayer Beads (healing) (9,000 gp) 3d8+1/level (max 15)
Ring of Regeneration (90,000 gp) regen 1/round
Trollblood Elixir (4,550 gp) fast healing 5 for 1 minute

The boots are the best investment.

/cevah


Troll Styptic

A witch’s brew of troll blood, powdered plant extracts, and alchemical binders, troll styptic is intended as a field treatment for wounds and bleeding, particularly where magical healing is not available. This powder is stored in small packets, and when applied directly to wounds grants a living creature fast healing 2 for 2d4 rounds, as well as closing any open wounds the subject has or receives while the styptic is active, preventing ongoing damage from bleeding. This is a painful cure and requires the target to make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing.

Create: Craft (alchemy) DC 25


Pricing: (avg healing) : (rate gp/hp by caster service)

Goodberry (50 potion, 25 scroll, 225 wand, 10 caster) 2d4 berries: 5 : 2
Healing Flames (700 scroll, 6300 wand, 280 caster) 1d8 hp/2 levels (maximum 5d8); aligned effects: 13.5 : 20.74 [18@8th, 17.78]
Path Of Glory (300 potion, 150 scroll, 1350 wand, 60 caster) 1 hp/level; 4squares+4/round cumulative: 3 : 20
Pillar Of Life (1125 scroll, 450 caster) 2d8 + 1/level (max +20).; mass: 18 : 25
Regenerate (2275 scroll, 910 caster) 4d8 damage +1/level (max +35): 31 : 29.35
Restful Sleep (50 potion, 25 scroll, 225 wand, 10 caster) doubled or tripled recovery from rest
Symbol of Healing (1250 potion, 875 scroll, 10875 wand, 650 caster) 2d8 + 1/level (max +15): 14 : 46.43

Boots of the Earth (5,000 gp) fasthealing 1 while stationary
Healer's Mistletoe (800 gp) 20 hp: 40
Healer's Mistletoe, Greater (6,400 gp) 80 hp: 80
Ioun Stone (Pearly White Spindle) (20,000 gp) regenerate 1/10 minutes
Periapt of Wound Closure (15,000 gp) double normal healing
Prayer Beads (healing) (9,000 gp) 3d8+1/level (max 15): 18.5
Ring of Regeneration (90,000 gp) regen 1/round
Trollblood Elixir (4,550 gp) fast healing 5 for 1 minute: 50 : 91

The boots are the best investment.

/cevah


I have tweaked the document a little (not finished yet, I guess).
I have taken in account most of what you guys said, and I still decided to not include some very nice spells that are useful for the party because they grant 2nd effects, but are not optimal HP-wise, or because they are party heals. Some other spells are clearly meant to be cast by a party member, thus don't really count for what I intended to do.

At that point, i'm considering adding some party heals in another section later, perhaps with a basis of a 4 PC party (like in the good old days).

I'm still thinking of how to get some relevant numbers and information for wondrous items, like the ones that provide "infinite" health and such...

I will still add more when things come to my mind, or after some suggestions or yours.

Thank you all for contributing.


10,650 to 10,900 gp for getting a Symbol of Healing made permanent and healing 2d8+5 to 2d8+15 once per day per creature ad nauseum. (5 * 10 * 10 + 10,000 + 3 * [5 to 15] * 10)

As for infinite healing items, perhaps how many HP they have to heal before they equal the gp spent per hp healed ratio of a wand of CLW as well as how long it would take them to heal that much hp if applicable/appropriate.


Healing Warmth is a 4th level spell, and can heal 1d8 per level, max 10d8. Each round, a standard action allows 1d8 healing, and can be given to another by touch.

Heals an average of 31.5 hp, and gp/hp of:
8.89 Caster
13.33 Wand
22.22 Scroll

EDIT: This is slightly cheaper than CCW, at the same level due to more hp cured.

/cevah


Pathfinder Adventure Path, Companion Subscriber; Pathfinder Comics Subscriber

Healing Warmth is also an Ifrit-exclusive spell, Cevah.


Well, if you happen to be Ifrit, or have a wand or scroll, it can still be used. Besides, this is about prices for healing, not how easy you can get the spell.

/cevah


I found a new item that should be core on anybody focused on using the Heal Skill. Ladies and gentlemen, may I introduce you all to The Healer's Satchel.

The regular version acts as healer's kit that refreshes once per day, with the extra benefit of adding your WIS mod to all hp healed by treating deadly wounds (2x WIS if you beat the check by 5), as well as increased bonuses towards treating poison and providing first aid.

The specialized version has a host of other benefits, including an ability to expend healer's kit uses to double the effectiveness of long term healing. I'd like to know if/how this works with the Heal Skill unlock.

Speaking of which, shouldn't the level 20 Heal Skill Unlock heal for 240 hp, rather than 180?


Healer's Satchel; Long-Term Care wrote:
The specialized healer’s satchel contains expanding gurneys, enchanted sleep aids, and other magical tools to assist patients’ recovery. Each day, the wielder can expend two uses of the satchel per patient when providing long-term care. This either doubles the benefits of long-term care or restores 1 point of ability drain with a full day of complete rest (the wielder can choose which effect applies to each patient).
Skill Unlocks; Heal; Rank 5 wrote:
When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.

I don't think it would work, since the Healer's Satchel references the 'Providing Long-Term Care' action, while you're Treating Deadly Wounds. But the 10/20 rank effect states that the target recovers hit points/ability dmg as if they had rested with long-term care, and you're the only one who could grant long-term care to them. So if it works, it only works at skill rank 10-14 and 20.

And yes, it's 12 hp/HD at rank 20.

********************************
********************************

But, if you found something that grants a bonus when the characters are resting, it would certainly provide it's bonus since the skill unlock heals hit points/ability damage as if they had rested.

+1 HP/Level when resting
Curative Myrth
Gildea Myrrh
Healy Myrrh

+4 effective HD when resting
Bandages of Rapid Recovery
Only destroyed if at full health/ability scores. (Had a flagellant who never had to buy a second one.)

Spiny Starfish (Familiar)
Couldn't find a working link.

Increases HP/HD when resting
Comfort's Cloak
From 2hp/HD to 5hp/HD when resting 24 hours.

Reviving Rest (Trait)
Increases your natural healing from 2hp/HD to 3hp/HD when resting 24 hours. Could also be interpreted as granting you +3hp/HD extra hp recovered, in addition to your normal recovery.

Multipliers
Resilient Martyr (Trait)
Twice as much HP/Ability Damage recovered with rest. Thrice with total bed rest. Effectively +200% HP healed with Heal Skill Unlock.

********************************
********************************

If we assume a lv 20 character that has the Resilient Martyr trait, bandages of Rapid Recovery and Comfort's Cloak (only needs to be used when healed), then the (skill unlock) healing quickly gets out of hand.

90 hp healed/HD and the target is treated as having 24 HD. Take Psychic healing for the same amount as temporary hit points.
Remember to add your Wisdom modifier once, too.

Psychic Healing:
The spirit finds ways to heal the body, guided by your faith.

Prerequisites: Cha 11, Psychic Sensitivity or the ability to cast psychic spells, Heal 3 ranks.

Benefit: As an additional use of the faith healing skill unlock, you can attempt to manipulate a creature’s psychic form to heal damage to its physical form. This works as the treat deadly wounds use of the Heal skill, but also grants the creature a number of temporary hit points equal to the amount of damage healed. These temporary hit points last for 1 hour. Psychic healing doesn’t require a healer’s kit. A creature can benefit from psychic healing only once per day, and can’t benefit from both this ability and treat deadly wounds in the same day.

**********

If the healer has the Kindness Rune, as Belafon mentioned earlier in this thread, then that's 180 hp/HD. Either take the Kindness rune or the Medicine subdomain if you want to lower the time for Treat Deadly Wounds.


Alchemical
[25gp] Bloodblock grants a +5 Alchemical Bonus on Heal checks for First Aid, Treating Wounds (Caltrops), or Treating Deadly Wounds. It also ends Bleed effects, and when Treating Deadly Wounds counts as one use of a Healer’s Kit but with a +5 Alchemical Bonus instead. {Single-use Item.}
[25gp] Bodybalm grants a +5 Alchemical Bonus on Heal checks for Long-term Care, Treating Poison and Treating Disease. {Single-use Item.}
~Power Component~ [5gp] Gold can be added to increase a Healing Spell by +1HP. (Not particularly useful beyond emergencies during the first few Levels.) {Single-use Item.}

Herbs
[75gp] A Bone Reed doubles the healing of Ability Damage and HP from eight hours of Sleep, or triples it for Full Bed Rest. It takes 1 minute to bind the Item to a limb. {Single-use Item.}

Kits and Tools
[20gp] Surgeon's Tools increase a Healer's Kit Circumstance Bonus for +2 to +3 for Heal checks to Treat Wounds or Treat Deadly Wounds.

Ring
[10 000gp] A Ring of Curing increases all maximums to the level-dependent healing provided by Healing Spells by +2. This does not do much in general, (as 10 000gp is a lot for +2HP per Cure Light Wounds), however once you get to using [7] Heal it adds +20HP at C.L.17.

Wondrous
[2 500gp] Healer's Gloves grant a +5 Competence Bonus to all Heal checks.

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Spells
[5/6] Cleanse heals 4d8+1 per C.L., (max. +25), plus has other beneficial Effects.
[2] Healing Token is an interesting Spell that acts somewhat like a Witch's Scar Hex, enabling you to Heal a person holding your chosen Token as an Immediate Action but still requires a Spell/(Sp)/(Su).
[1] Hibernate is not a Spell that I am au fait with but depending on your interpretation may well convert half of the Target's Lethal HP Damage to Non-lethal even after the Spell ends. Effectively this means doubled healing from Healing Spells, (as for every Lethal HP loss healed an equal amount of Non-lethal HP loss is healed), and you heal 1HP of Non-lethal HP loss every 1 hour as standard, regardless of activity.
[4/5] Purify Body heals 3d8+1 HP per C.L., (max. +20), has the opportunity to gain temporary HP from excess healing, and also has other possible Effects.

N.B.: I have tried to avoid Spells that cover multiple Targets as standard as you have said that you are avoiding those for now; I have also omitted Personal Spells.


The Battlefield Surgeon trait is tied to the worship of an evil deity, thus might be troublesome in some campaigns.

The Educated Druggist trait buffs the alchemical remedies you hand out, as well as healing 1 hp. A salt tablet is an alchemical remedy and costs 1 sp. You can craft it at 1/3rd price. Thus this trait enables you to heal 1 hp for 0.1 gp, or 1 hp for 0.03 gp. This trait is not PFS legal.

Boots of the Earth received nuclear nerf in FAQ/Campaign Clarifications/Errata/Gods-who-can-keep-up?... though that may be PFS only.

Be aware the Medicine subdomain has a despicable trait-tax cunningly hidden within the introductory text of the source material. "A domain-using PC can gain access to one of these subdomains via the following faith trait. An NPC does not need such a trait.... Acolyte of Apocrypha (Faith)...." [Divine Anthology - Development Lead: James Jacobs. Authors: Alex Augunas, Russ Brown, John Compton, Alex Riggs, David Ross]

Goodberries & Ironbloom Sprouts have the advantage of duration. They can be stockpiled & distributed. While there is an action associated with retrieving a berry in combat, there's no action associated with eating it. Have an unseen servant deliver berries to the wounded.

Purchase an NPC casting of Imbue with spell ability before heading off on your adventure. ~280 gp for an extra CLW, CLW & CMW on your church-sanctioned trip, again with the advantages of portability & duration.

Purchase an "NPC casting" of whatever you want, really, from an NPC alchemist with the infusion discovery. Remember the NPC must be at least CL2 for this, so an extract of CLW 'to go' would cost 20 gp and cure d8+2. Compares favorably to potions of CLW.

To those with Martial Flexibility (Brawlers & imitators), Combat Vigor is a Combat feat. Beyond the scope of this project, but worth noting, so is Restorative Vigor.

I appreciate this thread!

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