This report was commissioned on the 7th of Summersend, 5132. Funded through Partner Research Account 00006. As request, this report has been updated weekly until its final delivery.
Alchemical, Herbal, and Mundane Healing Stock
- At this time, the Keepers do not have an sellable mundane or herbal medicinal stock
- 23x Burn Salve: If applied within 2 rounds of burn injury, it will heal 1d6 points of fire based damage. 15 gp.
- 37x Frost Lotion: This lotion can heal 1d6 points of cold damage if applied within 2 rounds of the injury. 15 gp.
- 30x Bloodblock: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above). 25 gp.
- 19x Healy Myrrh: When you burn this powerful resin, it fills 8,000 cubic feet (a 20 ft cube) with faint smoke that persists for 8 full hours. Any creatures resting or receiving long-term care in the area while the healy myrrh is active regain 1 additional hit point per level. Multiple uses of healy myrrh in a 24-hour period do not stack. 25 gp.
- 118x Medical Salve: As a full round action, one rubs this stinky green paste into a wound and it heals 1d8 points of damage. 50 gp.
Consumable Mystical Healing Stock
- Numerous Blessed Bandages: Single use, applying immediately stabilizes the recipient (but heals no damage). 10 gp.
- Numerous Wands of Cure Light Wounds of varying charge levels. 15 gp per charge.
- Numerous Wands of Cure Moderate Wounds of varying charge levels. 90 gp per charge.
- Numerous Wands of Lesser Restoration of varying charge levels. 90 gp per charge.
- Numerous Wands of Lesser Vigor of varying charge levels. 90 gp per charge.
- Numerous Potions of Cure Light Wounds. 50 gp per.
- Numerous Potions of Cure Moderate Wounds. 300 gp per.
- 32x Bandages of Rapid Recovery
- 9x Restorative Ointment
- 2x Healing Salve: An incredibly potent healing substance. Applying the salve requires a Heal check DC 20 and takes 10 minutes to apply. The healing salve heals its target as-per a Heal spell (caster level 15) but is entirely non-magical in function. A canister of healing salve contains a single dose. 10,000 gp.
Reusable Mystical Healing Stock
- 1x Field Medic’s Breastplate
- 3x Drinking Horn of the Panacea
- 1x Merciful Baldric
- 1x Bracers of the Merciful Knight
- 1x Healing Armor: 1/day, swift activation, armor heals you of 2d8+5 points of damage. If your hit points dip below 0 this effect occurs automatically, without requiring any action. 12,000 gp.
- 2x Greater Healing Armor: 2/day, swift activation, armor heals you of 3d8+5 points of damage. If your hit points dip below 0 this effect occurs automatically, without requiring any action. 34,000 gp, requires armor has the Healing property (so 49,000 gp total).
- 4x Magic-Eating Armor: While wearing magic-eating armor, whenever you succeed on a saving throw against a spell that targets you, the armor heals you of 1 point of damage per level of the spell. This healing occurs after the spell takes effect and only once per spell. 10,000 gp.
- Crystal of Lifedrinking – 16x Least, 12x Lesser, and 11x Greater: Weapon crystals. Least heals 1 hit point per successful hit with the weapon and up to 10 total points of healing per day, Lesser heals 3/hit up to 30/day, and Greater heals 5/hit up to 50/day. 400 gp, 1500 gp, and 6000 gp respectively.
- 3x Ring of Mystic Healing: 3 charges/day, swift activation, 1 charge adds 2d6 healing, 2 adds 3d6, and 3 adds 4d6. 5,000 gp.
- 2x Amulet of Retributive Healing: 3/day, swift activation, next healing spell of 4th level or lower or any supernatural ability used that round heals you for the same amount. 4,000 gp.
- 2 Amulet of Greater Retributive Healing: 3/day, swift activation, next healing spell of 8th level or lower or any supernatural ability used that round heals you for the same amount. 8,000 gp.
- 2x Vampire Torc: 2/day, swift activation, your next successful melee attack this turn heals you for 1/2 the damage the attack dealt. 10,000 gp.
- 7x Vest of Surgery: Vest can hold charges from a Healer’s Kit to make them count as always at-hand. Once per day, the wearer can make a DC 20 Heal check as if attempting to treat deadly wounds. If the check is successful, it cures 1d4 points of ability damage instead of hit point damage. 3,000 gp.
- 1x Saint’s Ring: The wearer can use cure light wounds (healing 1d8+5 hit points of damage) 3/day. 1/day if the wearer would be reduced below 0 hit points while wearing the ring, they’re healed for 4d8+10. 28,500 gp.