Feat to increase healing rate?


Rules Questions


Look for a feat the increases the rate at which you recover hp and ability damage I know there was one in 3rd but is there one in pathfinder?


Vidmaster7 wrote:
Look for a feat the increases the rate at which you recover hp and ability damage I know there was one in 3rd but is there one in pathfinder?

Signature Skill (Heal) might do what you want, assuming you can make the check and spare the skill points.

http://www.d20pfsrd.com/feats/general-feats/godless-healing
Godless healing gets you 1d8+character level once per day but does nothing for ability damage.


Quote:

Fast Healer

You benefit greatly from your healing, be it from spells or natural healing.

Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).


Fast healer is sort of what I had in mind but man that feat is awful. Endurance as a preq and half your con :(

I think the 3rd edition one has that beat by a bit.

Liberty's Edge

Vidmaster7 wrote:

Fast healer is sort of what I had in mind but man that feat is awful. Endurance as a preq and half your con :(

I think the 3rd edition one has that beat by a bit.

Yes and no.

Adding half your Con mod to a Heal spell is fairly pointless.

On the other hand, adding half your Con mod to Fast Healing 1...


Hmm yeah that is true.

I was kind of looking for something like faster healing from complete warrior in 3.5. I may just have to mod it and use it I'm thinking.

RPG Superstar 2009 Top 16

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What you really need is for you or your party healer to have this combination of traits.

Traits

Battlefield Surgeon: You're skilled at both dealing and repairing wounds.

Benefit(s) Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day

Devoted Healer:Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others.

Benefit(s): Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid. (Take 20 = 1 hp per level+ Wis mod ()+ 1d4)

Makes downtime healing pretty amazing.


Those are pretty nifty together.


... is there something that allows you to use Treat Deadly Wounds faster? A single usage takes an entire hour when you AREN'T taking 20.

Anyway, Fast Healer + Path of Glory = excellent healing. Can combine it with Fast Healing if you can manage it, too.

Also, are you even allowed to take 20 on a treat deadly wounds check? After all, if you fail the check you still believe you passed it unless evidence presents itself. Plus there's the entire "consumes healing kit usages unless you can eat the penalty" problem. Finally, taking 20 hours on a treat deadly wounds check is utterly ridiculous.


Ability damage from poison can be healed faster as a dwarf, via Toxic Recovery feat. Both natural and magic healing then heal +1 point of the ability score.

RPG Superstar 2009 Top 16

"When you have plenty of time, you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20."

There's no penalty for failure. It's not like they die if you fail, you just accomplish nothing. And yes you would definitely notice failing to close a wound. It's Triage.

Liberty's Edge

Linea Lirondottir wrote:
... is there something that allows you to use Treat Deadly Wounds faster? A single usage takes an entire hour when you AREN'T taking 20.

The Runeguard prestige class can use rune of kindness once per day per class level to treat deadly wounds as a standard action... w/o counting towards the one 'treat deadly wounds' per person per day limit.

RPG Superstar 2009 Top 16

Actually that rune also doubles the amount of healing you would gain from TDW, and doesn't require any uses of healer's kit.

And just for fun, if you're a Cleric, take the Healing domain.

Domain Granted Powers (Healing)

Your touch staves off pain and death, and your healing magic is particularly vital and potent.

Rebuke Death (Sp) You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Even better than autostabilizing


The werebear-Kin skin walker has a trait that let's you recover 3x as much hp when sleeping for 24 hours.

RPG Superstar 2009 Top 16

So basically with the right combination of feats, traits and classes...You can be Wolverine


Mark Thomas 66 wrote:

What you really need is for you or your party healer to have this combination of traits.

Traits

Battlefield Surgeon: You're skilled at both dealing and repairing wounds.

Benefit(s) Heal is a class skill for you, and you can use the treat deadly wounds aspect of Heal 1 additional time per creature per day

Devoted Healer:Raised in the company of skilled healers, you were always encouraged to devote your time and energy to the welfare of others.

Benefit(s): Whenever you take 20 on a Heal check to treat deadly wounds, you restore an additional 1d4 hit points to those you aid. (Take 20 = 1 hp per level+ Wis mod ()+ 1d4)

Makes downtime healing pretty amazing.

You are partially correct. Battlefield surgeon is a faith trait for an evil diety. If you were, say, a cleric, you would be giving up spontaneous conversion to cure spells to take this trait, making it counter intuitive. It works as described for most (all?) Other classes.

Also, as Linea noted above, Take 20 requires 20x the time it normally takes to perform an action.
Treat Deadly Wounds takes one hour.
So to make use of Devoted Healer, you are spending 20 hours. That's some marathon surgery right there, and the sign the author didnt know the game system, didnt research, was poorly edited, was just slapping crap together to fill page count, or a combination.. The long term care aspect of the Heal skill is better.


If you're using Treat Deadly Wounds then the Heal skill unlock (mentioned earlier) is really the way to go.

Quote:

Heal

With sufficient ranks in Heal, you earn the following.

5 Ranks: When you treat deadly wounds, the target recovers hit points and ability damage as if it had rested for a full day.

10 Ranks: When you treat deadly wounds, the target recovers hit points as if it had rested for a full day with long-term care.

15 Ranks: When you treat deadly wounds, the creature recovers hit point and ability damage as if it had rested for 3 days.

20 Ranks: When you treat deadly wounds, the target recovers hit point and ability damage as if it had rested for 3 days with long-term care.


It doesn't benefit natural healing, but I feel like any thread on increasing healing rate would be remiss to not mention the Fey Foundling feat, it gives an extra two hit points for each die rolled in a healing effect, great if you hang out with/are a paladin or cleric.


http://www.d20pfsrd.com/feats/general-feats/eldritch-heritage
Swap the Power for the Familiar, and Pick Celestial

Familiar can, 3+CHA times per day, give Fast Healing 1 to touched creature for CHA rounds. Heals (3+CHA)x(CHA) hitpoints per day. Better than +1d4 with tons of work. 18 health with a 16 CHA (40 if you snag a casting of Eagles Splendor). Improves to Fast Healing 2 at 10 and fast healing 3 at 30.

Or just take the normal ability, it Give a 3+CHA per day ray, that heals good creatures for 1d4+(.5LVL) but a creature can only benefit once per day. But hey, it's 30ft range, and does not take 20 hours, and gets half your level as a bonus.

Still say Signature Skill is better though...

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