There are many many ways to heal in Pathfinder
Not a spell but an alchemical item though still very similar to infernal healing, the problem is that it is a painful cure that can nauseate. Very handy to have around for whenever magic (even potions) are not an option (see woundweal)
Vial of Efficacious Medicine:
A wondrous item and not too pricey at 700gp, along with its main use of boosting alchemical items every time you use it you are healed for 1d8+5 and you can do that 3x per day. You could load it with the cheapest alchemical remedy (Alchemist's Kindness, 1gp) each time. Still a bit awkward to load and drink repeatedly in combat.
Godless Healing: this is a Feat that lets you heal 1d8 + your hit die as a move action. There is a Trait called Accelerated Drinker that will let you drink a potion as a move action and that may be better if you can get Potions.
Shawl of Life Keeping: This is 1k Shoulder-slot wondrous item has upsides and downsides. The upside is it heals 10hp without requiring any action from you. The downside is that it only applies it when you get to 0hp or lower, so it's a handy safety net mainly.
Heal Skill: everyone has this, with the Treat Deadly Wounds option it's possible to heal up to 1hp+ the wis bonus of the healer. That means if someone with 14 Wis heals a wounded lv 1 player they are healed 3hp, but healing a level 3 player they recover 9hp. This takes an hour, it's no quick fix in combat.
Cleric in town with Level 4 spells: If you can find a high enough cleric NPC, get them to cast Imbue With Spell Ability on you, there is a standardized pricing for getting NPCs to cast spells on you listed here:
This way you can get TWO casting of Cure Light Wounds (1d8+5) and ONE casting of Cure Moderate Wounds (2d8+7) and you cast them as if you were Cleric only much more forgiving mental stat requirements. No need to mess around with UMD. That means you can cast it on yourself or on an ally within touch. This is entirely dependent on your GM actually having such a character in your world, but can easily relieve the burden that you MUST have a cleric in the group.
Talisman of Healing Power: This thing is CRAZY expensive at 2400gp but when you lose only half your hit points you get healed by a massive amount for no action.
Note on Infernal Healing:
Infernal Healing is really very good, it heals 10hp for a CL1 scroll compared to only an average of 5.5hp for a Cleric stockpiling CL1 scrolls of Cure-Light-Wounds. The text for Infernal Healing is absolutely unequivocal that it doesn't affect alignment
The target detects as an evil creature for the duration of the spell
and can sense the evil of the magic, though this has no long-term
effect on the target’s alignment.
It doesn't even make them appear evil, only that evil is about.
it is only nominally and superficially evil. No where does it say a good character cannot use this, no where does it say this is going against a character's alignment, alignment talks of actual effects and healing wounds can be an inherently good act regardless of contradictory auras.
Other things like Troll Oil, Fervour Juice and Wound Paste are related to taking large amounts of damage but don't actually heal you. You may do better doing more to avoid being hit, or taking down your foes quicker before they can hit you, but that's another question entirely. I'm just saying you should be careful trying to lean on healing too much.