Fast Healing - Sorry if this is a dumb question...


Rules Questions


Fast Healing says: wrote:
Fast Healing (Ex) A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature's entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

So if you have one bad guy with Fast Healing 5 vs a party of 5 characters (total of 6 rounds in the turn) would the bad guy potentially heal 30 pts. or 5 pts. in the turn?

I just want to make sure I was reading it correctly. Thanks in advance!


You have round and turn backwards.

Each character/monster takes a turn.
A round is the time it takes for each character/monster to take his or her turn.

Grand Lodge

there are 10 rounds in a minute a round being 6 seconds.

fast healing 5 for a minute is 50hp

each character gets to take their turn on their initiative within each round

i.e 1 turn is a full round

i.e you don't get to act until your next turn which is next round. but everyone gets to act during the 1 round by taking turns arranged by who has the highest initiative


Humphry, that hasn't been true since 2e. 3e switched it such that a round is the time between one initiative count and the next time that initiative count comes up in play. A turn is the set of actions happening on any given initiative count.

This is why spells are measured in rounds/minutes/hours/days, rather than rounds/turns/hours/days as in 2e.

Grand Lodge

Mauril wrote:

Humphry, that hasn't been true since 2e. 3e switched it such that a round is the time between one initiative count and the next time that initiative count comes up in play. A turn is the set of actions happening on any given initiative count.

This is why spells are measured in rounds/minutes/hours/days, rather than rounds/turns/hours/days as in 2e.

yes I remembered and edited my response


Humphry B ManWitch wrote:
Mauril wrote:

Humphry, that hasn't been true since 2e. 3e switched it such that a round is the time between one initiative count and the next time that initiative count comes up in play. A turn is the set of actions happening on any given initiative count.

This is why spells are measured in rounds/minutes/hours/days, rather than rounds/turns/hours/days as in 2e.

yes I remembered and edited my response

Your edit ninja'd me. I just didn't want Tiberius to be further confused.


My bad Zhayne

Core Rules wrote:
The Combat Round - Each round represents 6 seconds in the game world; there are 10 rounds in a minute of combat. A round normally allows each character involved in a combat situation to act.

So, every round the bad guy would heal 5 hit points. OK, that's what I thought. I think I got my terms mixed as was pointed out.


Could be one of those old memory things. If mine serves, it used to be that a round was 1 minute, and a 'turn' was 10 minutes. I don't know if each individual character's actions had their own nomenclature.


Yeah, I'm really a first addition guy. I've played 3.5 and Pathfinder the most, now. I was brought up on the tournament modules like Tomb of Horrors and The Hidden Shrine of Tamoachan. Where you could create a character in 15 min on a blank sheet of paper and start rocking he house.


So long story short, a creature with Fast Healing 5 heals 5 damage per round. It doesn't say specifically, but I assume it would happen at the start of their turn.


Bizbag wrote:
So long story short, a creature with Fast Healing 5 heals 5 damage per round. It doesn't say specifically, but I assume it would happen at the start of their turn.

Yes, I think it's same to assume that fast healing occurs at the start of your turn.

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