Kitsuneymg
2015-04-20, 07:16 PM
20150421
Combat Medic is now a tactical feat
Reduced scaling on Cure spells to instead treat as max caster level
Added non-perfect chance to dispel conditions instead of always working
Added dazzled as a condition removed by CLW
Changed surge when cured
Added Chasubles of healing
When I first started playing 3.0, I played it much like I played 2e. That is, the cleric would heal people in combat. I soon found out that such a tactic didn't work well at all. It was a major disappointment to build a character to do something that the class your chose sounds like it should be good at, only to have it fail utterly in this regard. This house rule is a long over-due collection of rules I have developed and adapted from many different sources in an attempt to allow a person who wants to be a healer to have a noticeable impact on the game. It also provides options for almost anyone to contribute to healing in some way.
I'm hoping to get feedback on what is broken and what is not good enough. This is a massive power up compared to traditional 3.x healing, so people expecting to see anything like the healing we have now will be shocked. This collection of healing rules is posted here for discussion, but the master document lives here (http://partyhor.se/houserules/healing.md).
Thanks for your time and I hope you find this useful.
It's no secret that healing is both a role no one wants to play and not very useful in the middle of combat (outside of the spell *Heal* and *Heal, Mass*.) Despite healing being an important part of the game, it's very hard to do while still feeling useful. The addition of spontaneous *cure* spells has somewhat alleviated the feeling of being a first aid kit, due to the way damage and hitpoints scale vs the cure line of spells, it still doesn't keep up. Even a dedicated healing cleric will be hard pressed to keep his party members at full HP when his best *cure* spell heals 25 on average.
This is not a houserule to enable healing to dominate the game, nor should it be viewed as a way to make casters yet more powerful. Instead, it is a way to allow players to play a healer and actually make a difference.
This houserule sets out to enable three things. The first, to make healing in combat a viable option at all levels so that healer feel like they are useful. The second, allow a party to get by without having to have a dedicated healer and without eating CLW wands like they were candy. The third, to allow any spell caster to play the role of healer and play it well, without forcing them to sacrifice a lot of potential power.
Spells in the *Cure* line of spells heal 1d8/spell level +1/caster level with a max of 5/spell level. This means that the best cure spell (critical wounds) heals on average 25 (4d8 + 7) hitpoints when the cleric becomes able to cast it. A paltry sum that is a waste of an action as melee combatants can typically deal several times that amount in a round. A forth level spell should have a greater impact than that on combat.
Things are not much better outside of combat. Due to the way spell costs scale, a wand of *Cure Light Wounds* is the most efficient healing item available in pathfinder. There is never a reason to move up to higher wands simply because they are not worth it from a GP/HP view. This doesn't even take into account the gold-tax aspect of buying wands nor the way it makes the fantastic mundane. It's very hard to remember this is supposed to be magic when you have a sack full of these wands.
The first order of business is to fix the scaling of these spells. The second is to give some incentive for a player to cast them instead of using wands. The third is to give some reason to use higher level cure spells at all.
Looking at the damage that pathfinder creatures can dish out at various levels on a successful hit, *cure* spells can be made relevant by always treating them as though they were cast by at their maximum level for the purposes of determining how much damage they heal. In addition, a caster adds his or her cast stat mod to the amount healed. Thus, a *cure light wounds* cast by a cleric always heals 1d8 + 5 + Wis modifier. And *cure light wounds, mass* heals 1d8 + 25 + Wis modifier. All of this damage is considered a variable, numeric effect, so empower spell will apply to it.
In addition to healing damage, *cure* spells will now also have a chance remove some negative conditions. The conditions that may be removed are listed below. Each time a *cure* spell is cast on a target that suffers from the listed conditions, the caster makes a dispel check as outlined in *dispel magic*. If successful, the condition is removed. Non-magic conditions that do not otherwise have a removal DC use a DC of 11.
Table 1 - Casting Healing spells from a spell slot
Cure Light Wounds
1d8+5
dazzled
Cure Moderate Wounds
2d8+10
sickened, fatigued, (plus CLW)
Cure Serious Wounds
3d8+15
blinded, deafened, (plus CMW)
Cure Critical Wounds
4d8+20
nauseated, exhausted, (plus CSW)
Breath of Life
5d8+25
(death: see spell description)
Cleanse
5d8+25
(see spell description)/td]
[td]Pillar of Life
2d8+20
sickened, fatigued, (plus CLW)
Cure Light Wounds, Mass
1d8+25
as CLW
Cure Moderate Wounds, Mass
2d8+30
as CMW
Cure Serious Wounds, Mass
3d8+35
as CSW
Regenerate
4d8+35
reattach limbs
Cure Critical Wounds, Mass
4d8+40
as CCW
Hitpoints are a misunderstood, to some degree, abstraction. They are not a measure of how much 'meat' a character has, but rather a combination of physical toughness, training, ability to dodge, and just plain luck that must be overcome to actually harm a creature. The concept of hitpoint recovery being a slow process as wounds heal naturally is at odds with this interpretation. There is nothing about the concept of hitpoints that requires magic to recover.
Healing surges allow for all characters to be somewhat responsible for their own downtime healing. This ability can really take the pressure off your casters, extend the adventuring day, and nearly remove the reliance on wands of cure light wounds. They allow a perfectly functioning party without the need for a "healer" of any stripe.
Basics
A healing surge takes one of two forms, a kick of adrenaline in the midst of combat that overcomes fatigue and energizes the character, or simple rest and relaxation that revitalizes a character. When used, a healing surge allows a character to regain a quarter of their hitpoint total (rounded down.) A player may not use her healing surge to gain HP beyond her maximum. If she does not need all of the HP, they are wasted. HP from a surge cannot be saved until later.
Setting Up
Every character gets a number of healing surges per day based on their base class and constitution. The table below gives the number of surges a character gets based on his class. Multiclassed characters use their most numerous levels to determine their number of surges. Prestige classes do not provide healing surges. A character receives a number of surges each day equal to this base number plus his Con mod.
For character classes not listed, the default is to start with half the size of their hitdie and then modify it to reflect how combative a class is. In general, classes who have six or more levels of arcane, psionic, or psychic casting should have one less surge than this number indicates. Some classes gain extra surges based on their assumed role. Magus, Monk, and Warpriest are three examples.
A character with ranks in Heal grant free surges to characters. See the heal skill below.
Table: Number of Healing Surges
Class
Surges
Class
Surges
Class
Surges
Alchemist
4
Arcanist
2
Barbarian
6
Bard
3
Bloodrager
5
Brawler
5
Cavalier
5
Cleric
4
Druid
4
Fighter
5
Gunslinger
5
Hunter
4
Inquisitor
4
Investigator
4
Kineticist
3
Magnus
5
Medium
4
Mesmerist
3
Monk
5
Occultist
3
Oracle
4
Paladin
5
Psychic
2
Ranger
5
Rogue
4
Shaman
4
Skald
3
Slayer
4
Spiritualist
3
Sorcerer
2
Summoner
2
Swashbuckler
5
Warpriest
5
Witch
2
Wizard
2
Using a Surge
There are a few instances in which you can use a healing surge. Each of them will be described in detail below. No matter what condition allows you to use a healing surge, you don't have to use a healing surge, and you must still have surges in order to use one. That is to say, for example, if you have already used your daily allotment of healing surges you can't take a second wind.
Second Wind
A character can take a standard action, which does not provoke an attack of opportunity, to use their "Second Wind", allowing them to take a healing surge. This can only be done once per encounter. There are no rolls or checks for taking a second wind.
During a Cure Spell
If a character is the target of a cure spell, they may spend a healing surge as a free action to double the amount healed by the spell.
Short Rest
If you are doing something considered non-stressful, such as camping, riding a cart, or even walking or riding at a leisurely pace, you may spend a healing surge. The DM should adjudicate how long after a fight a character must wait before using a surge, but a good rule of thumb is at least ten minutes.
Camping for the Night
If you have decided to camp for the night, you can take one full hour, and spend as many healing surges as you would like. If you are interrupted before the hour is complete by anything deemed stressful (a random encounter, for example) you gain no hit points, but none of the daily uses are expended, so you may try again.
Companions
Familiars do not gain their own surges. They may use a surge from their master's pool. When they do so, the surge heals 25% of their hitpoints, not their master's.
Animal companions gain 2 base surges per day. They gain extra surges from their con modifier, just like PCs.
Eidolons do not gain any surges.
The heal skill can also be used together with surges to allow for completely mundane healing with no magic needed. Add the following to the heal skill:
A character with one rank of heal may tend to a single patient for one minute one per day. Doing so grants that patient an extra healing surge that must be used immediately. For every three ranks of heal beyond the first, the character may tend to one additional character every day. No one may benefit from being tended to more than once per hour.
Feats define characters. A feat should have a major impact on how your chassis is preceived by everyone else. Fixing feats is beyond the scope of this article, but the following feat should allow any caster to fulfill the "healer" archetype well.
Combat Medic (Tactical/General)
You can use healing magic with scarcely more than a thought.
Prerequisites: 1 rank of heal or Healing Domain
Benefits: This feat allows the use of three abilities.
Close Wounds Whenever an ally is injured, you may cast a *cure* spell as an immediate action (assuming you have an immediate action to use). The spell's range is changed to close if it was touch, it heals half its normal amount, and cannot be used to harm undead. You may choose to prevent this amount of damage to your target instead of healing. Prevented damage is treated as if it were never dealt, thus, this spell can be used to prevent a character from dying by falling below his negative Con score. If the damage from an attack is prevented completely, then the attack is treated as a miss and no conditions or effects that require it to hit are applied to the target.
Preventative Medicine You may charge a living creature with positive energy so that future wounds are healed immediately. As a full round action, you may cast a *cure* spell. Instead of healing the target or targets, you grant a number of temporary hitpoints equal to half the amount that the spell normally heals. These hitpoints do not stack with any other temporary hitpoints. You simply use whichever amount is higher. These hitpoints last for 1 round/level.
Healing Rhythm The round after you cast a *cure* spell, you may cast another *cure* spell of the same level or lower as a swift action.
Special: A character with the healing domain may give up his healing domain granted powers and ability to prepare Healing domain spells in his domain slot to take this feat as a bonus feat without having to meet its prerequisites.
A cure spell is any Conjuration(Healing) spell that has "cure" in the name. In addition, your DM may include the following spells as cure spells: Breath of Life, Regenerate, Cleanse, Pillar of Light.
Soul of the Surgeon (General)
You are truly a healer at heart and it expresses itself in your magic.
Prerequisites: 1 rank of heal, ability to cast spells.
All cure spells are automatically added to your spell list and list of spells known (if spontaneous caster) or your spellbook (or similar item, if prepared) as soon as you can cast spells of that level. Spontaneous casters may not learn another spell in place of these spells. They do not count against any limits you have to the number of spells you know or may learn at a given level. You may chose to lose any prepared spell to cast a cure spell of the equivalent level or lower. This applies even if you channel negative energy.
Special: A cure spell is any Conjuration(Healing) spell that has "cure" in the name. In addition, your DM may include the following spells as cure spells: Breath of Life, Regenerate, Cleanse, Pillar of Light.
Extra Surge (Combat)
You heal at a rapid rate.
Benefits: Gain two extra healing surges each day.
Special: You may take this feat more than once. An animal may take this feat.
Chasuble of Healing
Cost: 4,420
Body: Throat
Caster Level: 6th
Aura: Moderate; (DC 18) conjuration
Activation: —
Weight: —
This long strip of gold and white cloth is unadorned. Indeed, all dyes and dirt and grim fall away from the cloth.
While wearing a chasuble of healing, all your Conjuration(Healing) spells that heal damage, heal an additional 1d8+5 hit points.
Prerequisites: Craft Wondrous Item, Cure Moderate Wounds.
cost to create: 2210 gp; 3 days.
Chasuble of Healing, Greater
Cost: 10,800
Body: Throat
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: —
Weight: —
This long strip of gold and white cloth is unadorned, save for angelic runes that seem to form from reflected light and drift about its surface.
As s chasuble of healing, except the bonus to your Conjuration(Healing) spells is 2d8 + 10.
Prerequisites: Craft Wondrous Item, Cure Critical Wounds.
cost to create: 5,400 gp; 6 days.
Healing Belt, Greater
Cost: 4000
Body Slot: Waist
Caster Level: 13th
Aura: Strong; (DC 22) conjuration
Activation: — and standard (command)
Weight: 1 lbs
This broad, worked leather belt is studded with three rubies.
While wearing a greater healing belt, you gain a +5 competence bonus on Heal checks and may tend to one additional patient per day. You also gain two additional healing surges. With a touch and a command, you may transfer one of these surges to another character, who then uses them as a free action.
In addition, the belt has three charges, renewed each day at dawn. Spending one or more charges allows you to channel positive energy and heal damage with a touch.
1 charge: Heals 25% of touched creatures hitpoints to a maximum of 25 HP.
3 charges: Heals 50% of touched creatures hitpoints to a maximum of 50 HP.
Prerequisites: Craft Wondrous Item, heal.
cost to create: 2500 gp; 3 days.
Combat Medic is now a tactical feat
Reduced scaling on Cure spells to instead treat as max caster level
Added non-perfect chance to dispel conditions instead of always working
Added dazzled as a condition removed by CLW
Changed surge when cured
Added Chasubles of healing
When I first started playing 3.0, I played it much like I played 2e. That is, the cleric would heal people in combat. I soon found out that such a tactic didn't work well at all. It was a major disappointment to build a character to do something that the class your chose sounds like it should be good at, only to have it fail utterly in this regard. This house rule is a long over-due collection of rules I have developed and adapted from many different sources in an attempt to allow a person who wants to be a healer to have a noticeable impact on the game. It also provides options for almost anyone to contribute to healing in some way.
I'm hoping to get feedback on what is broken and what is not good enough. This is a massive power up compared to traditional 3.x healing, so people expecting to see anything like the healing we have now will be shocked. This collection of healing rules is posted here for discussion, but the master document lives here (http://partyhor.se/houserules/healing.md).
Thanks for your time and I hope you find this useful.
It's no secret that healing is both a role no one wants to play and not very useful in the middle of combat (outside of the spell *Heal* and *Heal, Mass*.) Despite healing being an important part of the game, it's very hard to do while still feeling useful. The addition of spontaneous *cure* spells has somewhat alleviated the feeling of being a first aid kit, due to the way damage and hitpoints scale vs the cure line of spells, it still doesn't keep up. Even a dedicated healing cleric will be hard pressed to keep his party members at full HP when his best *cure* spell heals 25 on average.
This is not a houserule to enable healing to dominate the game, nor should it be viewed as a way to make casters yet more powerful. Instead, it is a way to allow players to play a healer and actually make a difference.
This houserule sets out to enable three things. The first, to make healing in combat a viable option at all levels so that healer feel like they are useful. The second, allow a party to get by without having to have a dedicated healer and without eating CLW wands like they were candy. The third, to allow any spell caster to play the role of healer and play it well, without forcing them to sacrifice a lot of potential power.
Spells in the *Cure* line of spells heal 1d8/spell level +1/caster level with a max of 5/spell level. This means that the best cure spell (critical wounds) heals on average 25 (4d8 + 7) hitpoints when the cleric becomes able to cast it. A paltry sum that is a waste of an action as melee combatants can typically deal several times that amount in a round. A forth level spell should have a greater impact than that on combat.
Things are not much better outside of combat. Due to the way spell costs scale, a wand of *Cure Light Wounds* is the most efficient healing item available in pathfinder. There is never a reason to move up to higher wands simply because they are not worth it from a GP/HP view. This doesn't even take into account the gold-tax aspect of buying wands nor the way it makes the fantastic mundane. It's very hard to remember this is supposed to be magic when you have a sack full of these wands.
The first order of business is to fix the scaling of these spells. The second is to give some incentive for a player to cast them instead of using wands. The third is to give some reason to use higher level cure spells at all.
Looking at the damage that pathfinder creatures can dish out at various levels on a successful hit, *cure* spells can be made relevant by always treating them as though they were cast by at their maximum level for the purposes of determining how much damage they heal. In addition, a caster adds his or her cast stat mod to the amount healed. Thus, a *cure light wounds* cast by a cleric always heals 1d8 + 5 + Wis modifier. And *cure light wounds, mass* heals 1d8 + 25 + Wis modifier. All of this damage is considered a variable, numeric effect, so empower spell will apply to it.
In addition to healing damage, *cure* spells will now also have a chance remove some negative conditions. The conditions that may be removed are listed below. Each time a *cure* spell is cast on a target that suffers from the listed conditions, the caster makes a dispel check as outlined in *dispel magic*. If successful, the condition is removed. Non-magic conditions that do not otherwise have a removal DC use a DC of 11.
Table 1 - Casting Healing spells from a spell slot
Cure Light Wounds
1d8+5
dazzled
Cure Moderate Wounds
2d8+10
sickened, fatigued, (plus CLW)
Cure Serious Wounds
3d8+15
blinded, deafened, (plus CMW)
Cure Critical Wounds
4d8+20
nauseated, exhausted, (plus CSW)
Breath of Life
5d8+25
(death: see spell description)
Cleanse
5d8+25
(see spell description)/td]
[td]Pillar of Life
2d8+20
sickened, fatigued, (plus CLW)
Cure Light Wounds, Mass
1d8+25
as CLW
Cure Moderate Wounds, Mass
2d8+30
as CMW
Cure Serious Wounds, Mass
3d8+35
as CSW
Regenerate
4d8+35
reattach limbs
Cure Critical Wounds, Mass
4d8+40
as CCW
Hitpoints are a misunderstood, to some degree, abstraction. They are not a measure of how much 'meat' a character has, but rather a combination of physical toughness, training, ability to dodge, and just plain luck that must be overcome to actually harm a creature. The concept of hitpoint recovery being a slow process as wounds heal naturally is at odds with this interpretation. There is nothing about the concept of hitpoints that requires magic to recover.
Healing surges allow for all characters to be somewhat responsible for their own downtime healing. This ability can really take the pressure off your casters, extend the adventuring day, and nearly remove the reliance on wands of cure light wounds. They allow a perfectly functioning party without the need for a "healer" of any stripe.
Basics
A healing surge takes one of two forms, a kick of adrenaline in the midst of combat that overcomes fatigue and energizes the character, or simple rest and relaxation that revitalizes a character. When used, a healing surge allows a character to regain a quarter of their hitpoint total (rounded down.) A player may not use her healing surge to gain HP beyond her maximum. If she does not need all of the HP, they are wasted. HP from a surge cannot be saved until later.
Setting Up
Every character gets a number of healing surges per day based on their base class and constitution. The table below gives the number of surges a character gets based on his class. Multiclassed characters use their most numerous levels to determine their number of surges. Prestige classes do not provide healing surges. A character receives a number of surges each day equal to this base number plus his Con mod.
For character classes not listed, the default is to start with half the size of their hitdie and then modify it to reflect how combative a class is. In general, classes who have six or more levels of arcane, psionic, or psychic casting should have one less surge than this number indicates. Some classes gain extra surges based on their assumed role. Magus, Monk, and Warpriest are three examples.
A character with ranks in Heal grant free surges to characters. See the heal skill below.
Table: Number of Healing Surges
Class
Surges
Class
Surges
Class
Surges
Alchemist
4
Arcanist
2
Barbarian
6
Bard
3
Bloodrager
5
Brawler
5
Cavalier
5
Cleric
4
Druid
4
Fighter
5
Gunslinger
5
Hunter
4
Inquisitor
4
Investigator
4
Kineticist
3
Magnus
5
Medium
4
Mesmerist
3
Monk
5
Occultist
3
Oracle
4
Paladin
5
Psychic
2
Ranger
5
Rogue
4
Shaman
4
Skald
3
Slayer
4
Spiritualist
3
Sorcerer
2
Summoner
2
Swashbuckler
5
Warpriest
5
Witch
2
Wizard
2
Using a Surge
There are a few instances in which you can use a healing surge. Each of them will be described in detail below. No matter what condition allows you to use a healing surge, you don't have to use a healing surge, and you must still have surges in order to use one. That is to say, for example, if you have already used your daily allotment of healing surges you can't take a second wind.
Second Wind
A character can take a standard action, which does not provoke an attack of opportunity, to use their "Second Wind", allowing them to take a healing surge. This can only be done once per encounter. There are no rolls or checks for taking a second wind.
During a Cure Spell
If a character is the target of a cure spell, they may spend a healing surge as a free action to double the amount healed by the spell.
Short Rest
If you are doing something considered non-stressful, such as camping, riding a cart, or even walking or riding at a leisurely pace, you may spend a healing surge. The DM should adjudicate how long after a fight a character must wait before using a surge, but a good rule of thumb is at least ten minutes.
Camping for the Night
If you have decided to camp for the night, you can take one full hour, and spend as many healing surges as you would like. If you are interrupted before the hour is complete by anything deemed stressful (a random encounter, for example) you gain no hit points, but none of the daily uses are expended, so you may try again.
Companions
Familiars do not gain their own surges. They may use a surge from their master's pool. When they do so, the surge heals 25% of their hitpoints, not their master's.
Animal companions gain 2 base surges per day. They gain extra surges from their con modifier, just like PCs.
Eidolons do not gain any surges.
The heal skill can also be used together with surges to allow for completely mundane healing with no magic needed. Add the following to the heal skill:
A character with one rank of heal may tend to a single patient for one minute one per day. Doing so grants that patient an extra healing surge that must be used immediately. For every three ranks of heal beyond the first, the character may tend to one additional character every day. No one may benefit from being tended to more than once per hour.
Feats define characters. A feat should have a major impact on how your chassis is preceived by everyone else. Fixing feats is beyond the scope of this article, but the following feat should allow any caster to fulfill the "healer" archetype well.
Combat Medic (Tactical/General)
You can use healing magic with scarcely more than a thought.
Prerequisites: 1 rank of heal or Healing Domain
Benefits: This feat allows the use of three abilities.
Close Wounds Whenever an ally is injured, you may cast a *cure* spell as an immediate action (assuming you have an immediate action to use). The spell's range is changed to close if it was touch, it heals half its normal amount, and cannot be used to harm undead. You may choose to prevent this amount of damage to your target instead of healing. Prevented damage is treated as if it were never dealt, thus, this spell can be used to prevent a character from dying by falling below his negative Con score. If the damage from an attack is prevented completely, then the attack is treated as a miss and no conditions or effects that require it to hit are applied to the target.
Preventative Medicine You may charge a living creature with positive energy so that future wounds are healed immediately. As a full round action, you may cast a *cure* spell. Instead of healing the target or targets, you grant a number of temporary hitpoints equal to half the amount that the spell normally heals. These hitpoints do not stack with any other temporary hitpoints. You simply use whichever amount is higher. These hitpoints last for 1 round/level.
Healing Rhythm The round after you cast a *cure* spell, you may cast another *cure* spell of the same level or lower as a swift action.
Special: A character with the healing domain may give up his healing domain granted powers and ability to prepare Healing domain spells in his domain slot to take this feat as a bonus feat without having to meet its prerequisites.
A cure spell is any Conjuration(Healing) spell that has "cure" in the name. In addition, your DM may include the following spells as cure spells: Breath of Life, Regenerate, Cleanse, Pillar of Light.
Soul of the Surgeon (General)
You are truly a healer at heart and it expresses itself in your magic.
Prerequisites: 1 rank of heal, ability to cast spells.
All cure spells are automatically added to your spell list and list of spells known (if spontaneous caster) or your spellbook (or similar item, if prepared) as soon as you can cast spells of that level. Spontaneous casters may not learn another spell in place of these spells. They do not count against any limits you have to the number of spells you know or may learn at a given level. You may chose to lose any prepared spell to cast a cure spell of the equivalent level or lower. This applies even if you channel negative energy.
Special: A cure spell is any Conjuration(Healing) spell that has "cure" in the name. In addition, your DM may include the following spells as cure spells: Breath of Life, Regenerate, Cleanse, Pillar of Light.
Extra Surge (Combat)
You heal at a rapid rate.
Benefits: Gain two extra healing surges each day.
Special: You may take this feat more than once. An animal may take this feat.
Chasuble of Healing
Cost: 4,420
Body: Throat
Caster Level: 6th
Aura: Moderate; (DC 18) conjuration
Activation: —
Weight: —
This long strip of gold and white cloth is unadorned. Indeed, all dyes and dirt and grim fall away from the cloth.
While wearing a chasuble of healing, all your Conjuration(Healing) spells that heal damage, heal an additional 1d8+5 hit points.
Prerequisites: Craft Wondrous Item, Cure Moderate Wounds.
cost to create: 2210 gp; 3 days.
Chasuble of Healing, Greater
Cost: 10,800
Body: Throat
Caster Level: 9th
Aura: Moderate; (DC 19) conjuration
Activation: —
Weight: —
This long strip of gold and white cloth is unadorned, save for angelic runes that seem to form from reflected light and drift about its surface.
As s chasuble of healing, except the bonus to your Conjuration(Healing) spells is 2d8 + 10.
Prerequisites: Craft Wondrous Item, Cure Critical Wounds.
cost to create: 5,400 gp; 6 days.
Healing Belt, Greater
Cost: 4000
Body Slot: Waist
Caster Level: 13th
Aura: Strong; (DC 22) conjuration
Activation: — and standard (command)
Weight: 1 lbs
This broad, worked leather belt is studded with three rubies.
While wearing a greater healing belt, you gain a +5 competence bonus on Heal checks and may tend to one additional patient per day. You also gain two additional healing surges. With a touch and a command, you may transfer one of these surges to another character, who then uses them as a free action.
In addition, the belt has three charges, renewed each day at dawn. Spending one or more charges allows you to channel positive energy and heal damage with a touch.
1 charge: Heals 25% of touched creatures hitpoints to a maximum of 25 HP.
3 charges: Heals 50% of touched creatures hitpoints to a maximum of 50 HP.
Prerequisites: Craft Wondrous Item, heal.
cost to create: 2500 gp; 3 days.