| My Self |
How exactly does Fast Healer work? Does magical fast healing (say, infernal healing) trigger this feat once, every round, or not at all? Does Oracle or Shaman Life Link trigger this feat once, every round, or not at all? Does class-granted supernatural fast healing (spelleater archetype) trigger this? There's nothing in the APG FAQ that says anything about it.
| SheepishEidolon |
Phew, let's see:
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).
Supernatural abilities count as magical effects:
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities.
So, yes, it would apply to everything listed in the first posting, I think. Which sounds quite strong first.
But given the rather weak prerequisite feats (Endurance & Diehard) and the limited bonus (even Con 18 only provides +2 healing) it might be still balanced. Yes, with Con 18 you can triple the bonus of infernal healing - still it's just 3 HPs per round. A CR 1/2 (!) creature is supposed to do 4 damage per round - assuming it hits.
It's more powerful for kineticists (Con as main score) and for tanks (can stand longer, so can profit from more heal effects). But I guess both groups have limited use for both prerequisite feats, so you pay a high price for it. Actually trolls might profit the most of it...
| My Self |
Yeah, but what if you're a half-orc Spelleater Bloodrager or Regenerative Vigor Barbarian with Raging Vitality and the deathless chain? When raging, you can magically heal perhaps twice a turn if you're desperate, or once regularly. Deathless chain is a natural (though expensive) extension of Diehard. Half-Orcs can get Endurance in place of +2 to intimidate. Raging Vitality and Rage both boost your CON modifier. So even if you start with a 12 in CON, you can push it up to 18 in bursts at 1st level.
This seems a bit corner-casey, but what do you think?
| SlimGauge |
I would say each time Fast Healing kicks on, you get the bonus (once). The Fast Healing continues on until you're healed (but you've already had your bonus) and then shuts off. If you take damage such that you're at less than full HP, Fast Healing kicks on again and you get the bonus again.
You'd only get the bonus once per Cure spell cast. You'd only get the bonus once per night's rest, even though technically you're healing a tiny little bit every round as you sleep. You'd only get the bonus once each time Fast Healing kicks on and can't get the bonus for Fast Healing again until it shuts off (because you're fully healed or that magic ran out) and kicks on again (because you took damage again or drank another potion of fast healing).
| SheepishEidolon |
Renewed Vigor and Regenerative Vigor are both extraordinary, so Fast Healer would not apply here, I guess.
But Spelleater is a good option, since Blood of Life is supernatural and available for free at any bloodrage round.
It would be good to combine multiple fast healing effects to gain Fast Healer several times per round, but it's not clear whether it's legal. Also a GM might decide to see multiple fast healing effects as one effect. Maybe he would allow fast healing and regeneration (e.g. from Ring of Regeneration, 90k) to count as different, stackable effects.
If you get the right GM for it and can figure out enough paths to fast healing, then Fast Healer should result in an amazingly tough, highly specialized character.