healers hands vs cure spells


Rules Questions


using healers hand feat to do max healing instead of cure spells is there any other way to increase the amount of healing from deadly wounds besides signature skill feat???


There is the alternate route of Incredible Healer instead of Signature Skill, which you'd pump up by boosting your Heal skill check.

But with Signature Skill "the target recovers hit points and ability damage as if it had rested for a full day." Which means you can combo it with a lot of effects that interact with the bed rest mechanic.

Multipliers (Remember that multipliers are additive, not multiplicative)
Resilient Martyr: Triples the amount of HP and Ability Damage you recover.
Bone Reed (consumable): Triples it as well.
Vivacious Gnome ART: +50%

HD increases
Bandages of Rapid Recovery: +4 HD. The destruction rule can be circumvented.
Spiny Starfish Familiar: +4 HD.
Inspire Greatness Bardic Performance: +2 HD.

HP per HD increases
Comfort's Cloak: 2->5
Reviving Rest: 2->3

====

That's about what I can remember at the moment. A level 10 character that has Resilient Martyr, the Spiny Starfish Familiar, and Bandages of Rapid Recovery would heal 216 HP with each use of Healer's Hands. Or 360 HP if they used up a Bone Reed.
They would however heal a party member just 40 HP. Which is why the optimal way to use Healer's Hands is to target yourself, and use Passing Grace to redirect the healing to your allies.


from my understanding u can only do deadly wounds on allies not yourself that would kinda b broken? and how can u use passing grace when its a teamwork feat ??


MR CRITICAL wrote:
from my understanding u can only do deadly wounds on allies not yourself

You may be thinking of "Provide Long-Term Care", which says "You cannot give long-term care to yourself." Treat deadly wounds doesn't have this limitation.


i didn't see anyone else mention it, so i will.
A Healer's Satchel (normal -1,500 gp \ Specialized - 3,000 gp) got this :
"..This acts as a healer’s kit, except spent uses are renewed every day, so the wielder can expend up to 10 uses in any 24-hour period. When the wielder expends 2 uses from a healer’s satchel to treat deadly wounds with the Heal skill, she adds her Wisdom bonus to the amount of hit points restored, and if she exceeds the DC by 5 or more, she adds 2 × her Wisdom bonus to the amount restored.."

the specialized version, among it's other abilities, is one of the few non-consumable items i know of which can help ability drain. it's just one point per day (so up to 5 people a day) but on the long run cost a lot less for treating a whole party when they get drained then using the restoration spell and it can be used again and again:
"..Long-Term Care: 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)..."

we used it when our level 4 party got drained hard by shadows and didn't have any level 7+ cleric to help them around (as lesser restoration doesn't help ability drain).

The Exchange

Wonderstell wrote:

There is the alternate route of Incredible Healer instead of Signature Skill, which you'd pump up by boosting your Heal skill check.

But with Signature Skill "the target recovers hit points and ability damage as if it had rested for a full day." Which means you can combo it with a lot of effects that interact with the bed rest mechanic.
...
(several items related to resting)

I get your idea here, but all the items and abilities you listed specifically say they activate "when the character is resting." The Heal Skill Unlock is "the target recovers hit points and ability damage as if it had rested for a full day" NOT "the target is treated as if it had rested for a full day." It's not actually resting (or receiving long-term care, etc.).

So I think you are stretching a bit. Again, I can see the argument, it's just a bit farther than those items/abilities are supposed to work.

Wonderstell wrote:
Which is why the optimal way to use Healer's Hands is to target yourself, and use Passing Grace to redirect the healing to your allies.

Assuming you allies all have taken the feat. (It's a teamwork feat)

The Exchange

MR CRITICAL wrote:
using healers hand feat to do max healing instead of cure spells is there any other way to increase the amount of healing from deadly wounds besides signature skill feat???

The Runeguard Prestige Class can use the Rune of Kindness doubles the amount of HP he would otherwise have healed with tread deadly wounds.

The Healer's Satchel (as mentioned by zza ni) adds based on your Wisdom bonus

Incredible Healer (as mentioned by Wonderstell) can add to your amount healed at low levels. The problem is that it doesn't stack with anything else ("the target heals a number of hit points equal to either the result of your Heal check or the normal amount, whichever is higher") so if you're dedicated to boosting the healing from sources like the Skill Unlock or satchel it will become irrelevant.


does the runeguard of kindness stack w the Resilient Martyr or
Bone Reed ? and no other ally is gonna take a teamwork feat tho is there any other way ?


MR CRITICAL wrote:
and how can u use passing grace when its a teamwork feat ??

I didn't say it was the easiest way. I said it was the optimal way. You'd have to either convince the rest of your party to take it, or rely on class features/spells to share it. A lot of spellcasters get Shared Training on their spell list.


Belafon wrote:
I get your idea here, but all the items and abilities you listed specifically say they activate "when the character is resting." The Heal Skill Unlock is "the target recovers hit points and ability damage as if it had rested for a full day" NOT "the target is treated as if it had rested for a full day." It's not actually resting (or receiving long-term care, etc.).

:/

What you're missing is that "as if it had rested for a full day" is interchangeable with "complete/full/total bed rest". They're referring to an actual game term. And it is this game term that the abilities trigger off.

You are entirely correct in that you are not actually treated as if you had rested for a full day (which would recharge Rage and other abilities). But you have also completely missed that the abilities interact with the "complete bed rest/rested for a full day" term in addition to simply resting. So even the strictest interpretation allows the abilities to function.

"You recover twice as many hit points and points of ability damage as normal when you rest, or three times as many when you take total bed rest."


Melkiador wrote:
MR CRITICAL wrote:
from my understanding u can only do deadly wounds on allies not yourself
You may be thinking of "Provide Long-Term Care", which says "You cannot give long-term care to yourself." Treat deadly wounds doesn't have this limitation.

There is the trait from Blood of Fiends for Tieflings that *implies* but technically doesn't make true the fact that you can't use any heal checks on yourself.

Blood of Fiends wrote:

Friendless (Tiefling)

You have grown used to looking after yourself without help.

Benefit You can make Heal checks on yourself for the purposes of treating deadly wounds, diseases, and poisons.

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