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<blockquote data-quote="Storme" data-source="post: 3906044" data-attributes="member: 56172"><p>The calculation you used is sound, but consider this as a better all around option:</p><p></p><p>This option isn't "too powerful," or "too expensive." Get a Healing Belt (Magic Item Compendium pg 110) for each member of your party. Either buy it (if your DM makes it available), or have someone of 3rd level or higher with craft wondrous items make them. If everyone in the party has one, you've met the healing needs that just about any cleric could fullfil. And it would be far more flexible and benefit your party more than just two shots of Heal with a powerful, extrememly expensive magic item. My artificer made one for each member of the party. Takes a day to make and is very cheap. For the cost to make...say six of them for your whole party, you would have 37,000g left over to play with.</p><p></p><p></p><p>HEALING BELT</p><p>Price (Item Level): 750 gp (3rd)</p><p>Body Slot: Waist</p><p>Caster Level: 3rd</p><p>Aura: Faint; (DC 16) conjuration</p><p>Activation: —, and standard (command)</p><p>Weight: 1 lb.</p><p>This broad leather belt is studded with three moonstones.</p><p></p><p>While wearing a healing belt, you gain a +2 competence bonus on Heal checks.</p><p>This is a continuous effect and requires no activation. In addition, the belt has 3 charges,</p><p>which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.)</p><p><em>1 charge: Heals 2d8 points of damage.</em></p><p><em>2 charges: Heals 3d8 points of damage.</em></p><p><em>3 charges: Heals 4d8 points of damage.</em></p><p></p><p>Prerequisites: Craft Wondrous Item, cure</p><p>moderate wounds.</p><p>Cost to Create: 500 gp, 40 XP, 1 day.</p></blockquote><p></p>
[QUOTE="Storme, post: 3906044, member: 56172"] The calculation you used is sound, but consider this as a better all around option: This option isn't "too powerful," or "too expensive." Get a Healing Belt (Magic Item Compendium pg 110) for each member of your party. Either buy it (if your DM makes it available), or have someone of 3rd level or higher with craft wondrous items make them. If everyone in the party has one, you've met the healing needs that just about any cleric could fullfil. And it would be far more flexible and benefit your party more than just two shots of Heal with a powerful, extrememly expensive magic item. My artificer made one for each member of the party. Takes a day to make and is very cheap. For the cost to make...say six of them for your whole party, you would have 37,000g left over to play with. HEALING BELT Price (Item Level): 750 gp (3rd) Body Slot: Waist Caster Level: 3rd Aura: Faint; (DC 16) conjuration Activation: —, and standard (command) Weight: 1 lb. This broad leather belt is studded with three moonstones. While wearing a healing belt, you gain a +2 competence bonus on Heal checks. This is a continuous effect and requires no activation. In addition, the belt has 3 charges, which are renewed each day at dawn. Spending 1 or more charges allows you to channel positive energy and heal damage with a touch. (You can also use this ability to harm undead, dealing them an equivalent amount of damage instead.) [I]1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.[/I] Prerequisites: Craft Wondrous Item, cure moderate wounds. Cost to Create: 500 gp, 40 XP, 1 day. [/QUOTE]
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