Both gloves must be worn for the magic to be effective. You know how to stimulate a body's natural healing abilities through the application of resonant crystals. ”. Step 2. This table provides a quick reference for how far you can move with a Climb or Swim action. Source Secrets of Magic pg. 595 4. For Herbalist, this subset is any Alchemical item with the “ Healing ” trait. General Skill. Activate [one-action] Interact. ; Saving Throws: Bad Fortitude Saves, average Will. Zaister • 1 min. Type healer’s gloves; Level 4; Price 80 gp; Identify Identify Magic (Arcana, Nature, Occultism or Religion) DC 19; Type greater. These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. Adding this material component to a heal spell bestows additional temporary Hit Points to one target healed by the spell. PF2 Classes: Optimization Handbooks for Pathfinder 2e – RPGBOT. Cleric is probably still stronger but sorc is a close second. The first tab provides a frame reference to show the effects die size on damage before traits. When you take Rush Crafting, you have to decide on your approach to the job, from Trained to Legendary, which is limited by your proficiency. Pathfinder 2e Digital Tool Set - The Goblin's Cauldron - Weekly. These items pertain to skills, crafts, and professions. 5 to 5. Feast on the Fallen, Restore the Mind, Treat Wounds Addiction Suppressant, Antidote, Antiplague, Blood Booster, Body Recovery Kit, Celestial Peach, Contagion. Your character’s expertise in a skill comes. Golem Antimagic harmed by cold and water (5d10. As long as you’re trained in Thievery while wearing these gloves, you’re always considered one skill rank higher than. It’s intended provide a reliable way to use a skill without risking failure due to a low roll. . Vest of Surgery - 3000 GP, chest slot - This vest basically is an infinite healer's kit, and one-day can heal ability damage with TDW instead of HP, which you already can do. Follow edited Oct 26, 2020 at 10:33. Archetype: Dedication: Multiclass: You gain a skill feat and the rogue’s surprise attack class feature. When you activate this talisman, use a Climb action. •. Benefit: You can use the Heal skill to treat deadly wounds as a full-round action. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. Reading Pathfider's heal skill it states you can use it with a healer's kit to restore hitpoints ("Treat Deadly Wounds") as follows (Pathfinder SRD): You must expend two uses from a healer's kit to perform this task. 168 1. So, battle medicine =/= treat wounds. First action is to devise. Usage worn. With their mastery of restorative magic, potent potions, or advanced medical skills, healers excel at keeping the party healthy, mending wounds, and alleviating ailments. The usual go to magic items: +x weapon of striking. Your medicine skill must be +17 from proficiency (11 lvl +6 rank) and 1 from expanded healing toolkit for a total of +18. They can be used once per day, but can be overcharged to attempt to cast them again at great risk. Trigger You or allies within 30 feet recover Hit Points while your halo is active. Thank you :) The PF1 witch wasn't that great of a healer either, to be honest. When an item is inside the glove, an image of the item appears as a simple, stitched pattern. Source Dark Archive pg. Gloves of Storing Item 7. Price 13,000 gp. A merciful healer must channel positive energy. D&D 3. gg. 287 4. Each wand holds a spell of a certain level, determined when the wand is created. 5, 5e, and Pathfinder 1e, and while I haven’t adapted my adventure for 2e yet I intend to do so at some point, which should be helpful for players who may be unable to pass around physical copies of the Beginner Box’s copy of. Key Ability: Dexterity. A character can wear only 10 magical items that have the invested trait. There are a couple reasons for this. 15. The most basic way to start improving on this is, of course, the Heal skill. Healer's Gloves Item 4+. 604 4. 563 4. As such, it makes perfect sense that an ability that lets you collect "fresh ingredients" for those herbs works with the tools. Welcome back folks! Today we're talking about healing in Pathfinder 2e, and what kinds of healing are the most important. Source Core Rulebook pg. 0. Price 340 gp. Level 2: Oracle Dedication. It works in a pinch and you'll hit the DCs at mid levels on. Healer's Gloves Item 4+. The missiles is decent, though I have to keep it in hand the whole time, which is a little crusty with the fighter feats requiring an open hand. This would make the normal Treat Wounds DC still 15, with Expert at 20, Master at 25, and Legendary at 30. 78. Since the tools don’t add the bonus to all medicine checks but only certain actions, it won’t add a blanket modifier. ON THE COVER. Some folks over at r/pathfinder_rpg mentioned they heard in a podcast or something that it is the intention to have infinite uses in order to help remove the 15 minute adventuring day, or needing to use a wand for multiple casts of cure light wounds. Prerequisites healing font. You can apply natural cures to heal your allies. Transmutation. This is an analysis of weapons and effects of the agile trait on them, with all else considered equal. Not shabby for a lvl 5 character. Critical Success You grant the creature a +4 circumstance bonus to its next saving throw against the poison. Play a class that gives you negative/undead healing via damphnir versatile heritage, skeleton ancestry or revenant background. For. 3 levels of Oracle with the Life Mystery, the rest in Paladin. Source Core Rulebook pg. None of the magical effects of the item apply if the character hasn’t invested it, nor can it be. Greater Healer's Gloves gives an item bonus of +2 and Expanded Healer's Tools gives an item bonus of +1 which doesn't stack, so only the gloves are needed. Wands. CONSTRUCTION REQUIREMENTS. 1. If the target is a willing living creature, you restore 1d8 Hit Points. We've reached an agreement as a group so its not too important anymore, but its a bit of a shame they didn't learn from the augment healing/lesser vigor thing from 3. Inventor. Magic items that give auto-Breath of Life. Cantrip Healing Necromancy Positive. Champion helps mitigate damage a lot and heal a bit. Limited healing is not intended to be a resource in 2e. When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Utilizing the Leatherworker's Tools and the Weaver's Tools respectively. This compact compass repurposes ancient technology to draw fantastic powers from the mysterious magical items called aeon stones. Athletics (Str) Source Core Rulebook pg. 0. healing clerics in 2e seem a bit overtuned Core Rules We had a cleric in our homegame (dead now, but totally unrelated to healing), who was purely build for healing. 0. Handwraps of mighty blows are just strips of cloth. When you carry the tools from place to place, you keep many of the components handy on your person. Thanks, I wasn't aware of that entry from the book. 6k 5. This satchel includes 50 feet of rope, pulleys, a dozen pitons, a hammer, a grappling hook, and one set of crampons. Worn magic items are things like rings, cloaks, amulets, and gloves. The added benefit that the healing kicks in when you fall onconcious makes this even better, because it makes you functionally immune to bleeding out. 0. The Medicine Skill indicates your abilities to apply mundane medical knowledge to everyday cuts, scrapes, bruises, stab wounds, poisons, and disease. Basic Trickery, Evasiveness (Rogue), Skill Mastery (Rogue), Sneak Attacker, Uncanny Dodge. Damage decreases Hit Points on a 1-to-1 basis, while Healing restores Hit Points at the same rate. Positive energy shuts death's door. You can use a reaction to attempt a DC. 0. Usage affixed to armor; Bulk —. Type greater healer’s gloves; Level 9; Price 700 gp; Identify Identify Magic (Arcana, Nature, Occultism or Religion) DC 26; The gloves provide a +2 bonus and restore 4d6+15 Hit Points. Overnight healing isn’t worth the spell slot, so you’re usually doing this to address long-term conditions which wear off after resting. In addition, there are Composite Impulses which combine two elements and require that you take multiple elements via Kinetic. SmartAlec105 • GNU Terry Pratchett • 7 yr. Here's a list of pretty much all known PF2 guides, including some focusing on spells. Activate [one-action] Treat Poison or 8 hours (Treat Disease) ; Effect You can activate the tools when you use them to Treat Poison in order. Most staple items like magic weapons, healing potions, and boots of elvenkind no longer require a caster level or spellcasting ability. If it has 50 or fewer Hit Points at the start of its turn, the golem must succeed at a DC 5 flat check or go berserk. Most people will immediately realize the party severely lacks healing. A staff is tied to one person during a preparation process, after which the preparer, and only the preparer, can harness the staff to cast a variety of spells throughout the day. 0. 603 4. If the target is undead, you deal that amount of positive damage to it, and it gets a basic Fortitude save. You channel Positive energy to heal the living or damage the undead. 0. Each skill is keyed to one of your character’s ability scores and used for an array of related actions. If you use two actions it increases to 30 ft range (just like soothe) and heals 1d8 + 8 per spell level. That generally means you can heal without many issues but also adds an element of grittiness in cases of long travels or chases. Source Core Rulebook pg. Price 6 gp. Resonance did away with that, but nobody liked it. They give you a +1 item bonus to Medicine checks. My party has no healer! : r/Pathfinder2e. Eternal Blessing (if good) Resurrectionist (if neutral) Eternal Bane and Eternal Blessing grant a permanent aura. The handwraps of mighty blows entry says they are worn gloves, so RAW they do not work with other glove items. Crawling hand just seems really cool. Because of negative healing many typical means of healing don’t work on undead. starstone. Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. After you or an ally use Battle Medicine on you, you become temporarily immune to that Battle Medicine for only 1 hour, instead of 1 day. Gouts of flame rush from your hands. Total DPR : 32+23. Like with your actions, if you and your eidolon are both subject to the same effect that affects your Hit Points, you apply those effects only once (applying the greater effect, if applicable). When an item is inside the glove, an image of the item appears as a simple, stitched pattern. Expanded healers tools (or the best version of healers tools that I can’t remember the name of right now) are a must too. For a divine witch, use Stoke the Heart, Guidance, and have your crawling hand aid a frontliner for +2 to damage and +2 to attack. Magic items are often divided into held, worn, and consumable items. 592 4. Out of combat healing is mostly handled either through focus spells or the Medicine skill, using skill feats like Continuous Healing and Ward Medic to rapidly recover HP out of combat without expending any resources with the Treat Wounds Activity. Cast magic missile 6 missiles, activate magical striker +6d4+6+5 (dangerous sorcery) = 23. The Eidolon allows you to change your role within the party, allowing your dynamic duo to serve as a Defender, Scout, and Striker, while the Summoner can serve as a Face with some light Blaster,. Other classes definitely can heal. Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. Greater Healer's Gloves (not really spells but worth noting) Greater Boots of Bounding (again not directly relevant, but useful for melee). For example, Healers gloves and Gloves of Storing. Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. Your healing efforts are bolstered by positive energy. Cast [two-actions] somatic, verbal. A wand of Freedom of Movement can save your ass too when needed. The most popular choice for a healer is the cleric since they have a good. Meaning you can make every day up to 39 elixirs of life. 287 4. This is the RAW. Natural Medicine Feat 1. Source Core Rulebook pg. Attempt a Medicine check against the poison’s DC. Activate Healer’s Gloves. These pure-white leather gloves bear symbols of healing and faith on the. Until I see you next, live a wonder. For damage, as you pointed out, it brings average from 4. I store all my adventuring gear and backup weapons in them. So this particular combo doesn't add up. Healer's Hands allows a character to use the Treat Deadly Wounds feature of the Heal skill as a Full Round Action without using a healing kit a number of times per day equal to. Doing so requires you to use at least two semiprecious stones with a total value of 5 gp or more in place of. Add to Favorites. Enjoy. The team composition has been a bit problematic (3 Strikers, no solid. This small brass pin is in the shape of a monkey climbing a tree. 0. This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it. Made of smooth, white wood, this staff is capped at each end with a golden cross adorned with a multitude of ruby cabochons. Price 5 gp. The ally must be at least an expert in that skill and must be willing to provide assistance. Glove of Storing. Some items or effects are closely tied to a particular tradition of magic. Let's convert some old Paizo content - Pathfinder 2e conversion stream! [Savage Tide] r/Pathfinder2e. The target is then temporarily immune to Treat Wounds actions for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). On a success, you do so as normal. Any of those can work really great. Apex. I don't think there's a way for a monk specifically to gain healing. 61. Unique among the published classes, the Kineticist gets entire separate sets of element-specific class feats (Impulses). 9. Type major staff of healing; Level 12; Price 1,800 gp; Identify Identify Magic (Arcana, Nature, Occultism or Religion) DC 30; The item bonus granted to heal spells is +3. However, if you feel like it has gone too far for the players to replace some stuff in the healing kit (well away from any shop or settlement in anyway) and the players kept critically failing, you can perhaps exhaust it. But, there are ways to gain (combat) healing for any class: Blessed one archetype straight up gives you lay on hands and various other spells. Plus knowing what you are going to roll to hit before you do it makes healing great. You take a –2 penalty on your check for each use from a healer's kit that you lack. 1. If you don't want to craft Healer Kits, you can a Vest of Surgery, too. Illusory Disguise/Object are nice, less so at first level though. STEP 3: Crafting Skill Check. However, if you feel like it has gone too far for the players to replace some stuff in the healing kit (well away from any shop or settlement in anyway) and the players kept critically failing, you can perhaps exhaust it. Willing Healer: A merciful healer must choose the Healing domain. 1. The number of actions you spend when Casting this Spell determines its targets, range. This device is a simple leather glove. Prerequisite (s) Battle Medicine, can’t have a patron deity. Activate [one-action] Interact Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to. In terms of build (5lvl by far): 10 healing potions a day, easy wound removal, chalice healing for faster between-battles-recovery, Soothe and Heal scrolls for spare money when things go crap. . Source Core Rulebook pg. Challenger's Gloves: 2,200 gp: Gloves of Larceny: 2,500 gp: Healer's Gloves: 2,500 gp: Quickfingers Gloves: 2,500 gp: Touch of Avolition: 2,500 gp: Inheritor's Gauntlet: 2,700 gp: Dianxue Gloves: 3,000 gp: Engineer's Workgloves: 3,000 gp: Rimeshaper Gloves: 3,000 gp: Gloves of Stolen Unlife: 3,040 gp: Death's Will: 3,600 gp: Kalistocrat's. Creatures who have recovered Hit Points from a positive healing effect recover an additional 1d6 Hit Points. Players familiar with Pathfinder 1e should note that spell save DCs have changed since previous editions. They give you a +1 item bonus to Medicine checks. 77, PRPG Core Rulebook pg. 77, PRPG Core Rulebook pg. Arcane Spell List Breakdown. ghost of tsushima scenery; pheasant hunting new zealand; nieuport 17 for sale near ireland. Legend. You become an expert in Medicine. I'm DMing for a group of 5 friends. Tables 6–9 and 6–10 list Price and Bulk entries for a wide variety of gear. Healing Hands Feat 1. Consumable Healing Magical Necromancy Positive Potion. That is why it has a different cooldown attached to it. Duration 8 hours. of course, First Aid Gloves will only work if you're alive. To expand on that last, a Wand of Cure Light Wounds with 50 charges costs 750 gp, or 15 gp per charge. And the Angelic bloodline has some small bonuses to healing as well. 0. 77, PRPG Core Rulebook pg. Hymn of Healing: focus: Paizo: Pathfinder Advanced Player’s Guide: Ice Storm: spell: Paizo:. 28. Saving Throw basic Reflex. Source Core Rulebook pg. In addition, a character can take the Stitch Flesh skill feat to heal undead with Treat Wounds. Activate [one-action] Interact Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. Ahh ok. Improve this question. Bards are fucking great at those solutions. It's also helpful for arcane/divine witches. To understand the importance of the Medicine Skill in PF2 it is necessary to understand a bit about healing. When the wielder expends 2 uses from a <i>healer’s. Sturdy shield in case your not morphed. Uncommon General Healing Manipulate Skill. 6k 5 5 gold badges 80 80 silver badges 182 182 bronze badges. Healer's Hands (Conduit) Source Planar Adventures pg. You do not take a penalty for not using a healer’s kit when treating deadly wounds this way, and you can do so on a. You become trained in light armor. 5E, neverwinter nights 3E, etc. Bloodline undead. 00. Your DM might say you could wear the wraps under the gloves, but it entirely up to their discretion. We have found that combat healing is still necessary at higher levels. If you are carrying or stowing a bandolier rather than wearing it around your chest, it has light Bulk instead of negligible. The ally must be at least an expert in that skill and must be willing to provide assistance. Price 28 gp. They give you a +1 item bonus to Medicine checks. Battle medicine and the feats that come. Meanwhile, a Healer's Kit costs 50 gp and has 10 charges. ago. You have fewer actions. Companion Items Eidolon Items Other Worn Items. PF2 healing options are misaligned to the needs and expectations of the game. Traditions divine, primal. Heightened (+1) The additional healing increases by 2 HP. I've already got ideas for several features I'd like to add in the future (combat stats, loot/gear. Cast [two-actions] somatic, verbal. Paizo Blog. Material can attract lint and pet hair. Latest Pathfinder products in the Open Gaming Store. Rather than measuring by healing, it's better for players and GMs to use time as the resource instead. Magical - Traits - Archives of Nethys: Pathfinder 2nd Edition Database. These temporary Hit Points last for 1 minute. Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Legends, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder RoleplayingCore Rulebook - Sources - Archives of Nethys: Pathfinder 2nd Edition Database. Activate Interact; Frequency once per day; Effect You can soothe a willing, adjacent creature's wounds, restoring 2d6+7 Hit Points to that creature. If you wear your alchemist's tools, you can draw and replace them as part of the action that uses them. Positive energy shuts death's door. Whether you are a player or a DM, you will find something useful and exciting in this comprehensive collection of magic items. Replacement material should never cost more than 10% of the kit cost. Alchemical Items. Normally you would need to use an action to equip the tool and the bandolier forgives this. Berserk A severely damaged clay golem has a chance of going berserk. Level 1: Versatile Heritage (Toughness), Natural Ambition (Root to Life), Ammunition Thaumaturgy, Amulet Implement. This counts as. You will choose the dc20 check for +10 healing. • Healer’s Gloves- pick them up as soon as you have the coin. If the target is a willing living creature, you restore 1d8 Hit Points. These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. It’s intended provide a reliable way to use a skill without risking failure due to a low roll. 6th heal, restoration, restore senses. You spend 10 minutes treating one injured living creature (targeting yourself, if you so choose). 290 4. Item 2. The benefits of an Angelic Sorcerer over a Cleric is Spontaneous casting and more overall spells per day. Activate Interact; Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to that creature. (numbers can be w/e you want them to be). When you succeed with Battle Medicine or Treat Wounds, the target regains 5 additional HP at DC 20, 10 HP at DC 30, or 15 HP at DC 40. Mostly Yes. #1. If you succeed, you move your full Speed during the Climb. A tabletop role-playing game community for everything related to Pathfinder Second Edition. A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing diseases or other debilitating effects. Activate [one-action] Interact Frequency once per day; Effect You can soothe the wounds of a willing, living, adjacent creature, restoring 2d6+7 Hit Points to. "Restrictions are GOOD in Pathfinder 2e" - I've had players coming from D&D 5th Edition who want to homebrew Pathfinder 2e rules that cost you an action to move, raise a shield, and do other things, as. Also was thinking: 1-action Harm, activate Grisly Sandglass Spellheart, Strike while your Crawling Hand using its Aid reaction for a +1 circumstance bonus to attack (from. Item 2. or Treat Wounds. For one action you can heal a touched creature for 1d8 (per spell level). You take a –2 penalty on your check for each use from a healer's kit that you lack. Magical. 9. Staff of Healing (True) Item 16. Pretty simple and helpful. Trigger You or allies within 30 feet recover Hit Points while your halo is active. They give you a +1. Gouging Claw Cantrip 1. Ah! Got it. 373 4. As long as you’re trained in Thievery while wearing these gloves, you’re always considered one skill rank higher than. #1. 597 4. Kit, Pathfinder’s. 1 These items weigh one-quarter this amount when made for Small characters. Alchemist Barbarian Bard Champion Cleric Druid Fighter Investigator Kineticist Magus Monk Oracle Psychic Ranger Rogue Sorcerer Summoner Swashbuckler Thaumaturge Witch Wizard Gunslinger Inventor View all companion options available. Especially if you're okay with substituting things like potions, elixirs, wands and healing items like Healer's Gloves. The item bonus granted to heal spells is +4. You have to track the Eidolon's proficiencies and attributes separately and roll them separately. That choice sets the Setup Time and the Crafting DC. DiceDragonGames. So the answer is 3. First Aid or Treating a Poison: 1 sp. 562 4. Usage held in 2 hands; Bulk 1. Healer’s gloves: 2,500 gp: 91–100: Engineer’s workgloves: 3,000 gp: Greater Minor Hand; d% Item Price; 01–12: Gauntlets of the skilled maneuver: 4,000 gp: 13–21: Ghostvision gloves:. Equipment A healer’s kit gives you a +2 circumstance bonus on Heal checks. Signature spell with Heal is a no-brainer for a versatile healing character and still gives you plenty of other options. They give you a +1 item bonus to Medicine checks. Resting a full 24 hours heals 2 hp per level, or 2 points of ability damage per ability. Gouts of flame rush from your hands. Having mainly played actual RPG games like pathfinder: kingmaker 1E, and baldur's gate 2. S-Class Characters: Bloodstalkers; The World's Coziest Little Haunted Hotel (A Pathfinder RPG. 58 GP Bracelet of Dashing. Level 4: First Revelation (Oracle - Life Link) Level 5: Chalice Implement. 4th heal, restoration. Lvl 2 Spells: Cure Moderate. Summons work like Animal Companions, but the action to command them is also the action used to sustain the spell. How to Play Pathfinder 1e – Other Equipment – RPGBOT. You usually need a disguise kit to set up a disguise in order to Impersonate someone using the Deception skill. For 8 hours, the bonfire blazes regardless of whether it has any fuel. When the wielder expends 2 uses from a <i>healer’s. while also introducing new types of items. This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat Disease, Treat Poison, or Treat Wounds. Healer's Halo [reaction] Feat 5. Hey guys make sure you check out these links including the #creatorsforpeace one. Your healing magic is particularly potent. These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. 162 1. What the game needs, expands and what makes combat encounters work best is: between each encounter all characters return to full hp; characters start each encounter at full hp. Hands 2; Bulk 1. That’s an average of over 1000 healing. Price 6 gp. How do Bandoliers work? ' A bandolier holds up to eight items of light Bulk within easy reach and is usually used for alchemical items or potions. Straight from the book: "Your Armor Class equals 10 plus your Dexterity modifier (up to your armor’s Dexterity modifier cap) plus your proficiency modifier for any armor or shield you are using plus the armor’s item bonus to AC. Heightened (+1) The additional healing increases by 2 HP. What are the rules for wearing tools in Pathfinder 2nd edition?For more information see the following:The Medicine Skill: vi. Once per day, you can use Battle Medicine on a creature that's temporarily immune. PF2 Sorcerer Bloodlines Breakdown – RPGBOT. A large weakness might change things, but even with a -8 MAP infusion I think the reliability of 2+1 is going to be better than 1+1+1. vbuuhuu • 2 yr. It contains a collection of continually renewing bandages, medicines, and herbs. • 4 yr. NECROMANCY Usage worn gloves; Bulk L These clean, white gloves never show signs of blood, even when used to stitch up wounds or treat other ailments. Resting a full 24 hours heals 2 hp per level, or 2 points of ability damage per ability. This strand of ordinary-looking prayer beads glows with a soft light and becomes warm to the touch the first time you cast a divine spell while holding it.