Fast Healing 14 at ~level 5?


Advice


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I think I discovered an interesting combo with an Alchemist's Tumor familiar and, Shaman's Lifelink hex. The Familiar has fast healing 5 while embedded in you, life link does 5 damage to you every time it activates. Meaning the familiars effective HP change when you are injured is 0 aka it cannot die from lifelink damage.

In order to give your familiar life link you need either a scroll of imbue hex or a spell caster to cast it on you (5th lvel spell so 1,125 gp for a scroll or 450gp for a casting service as per the CRB). Such a service is available in a large town.

Once the Familiar has life link to you the bond is effectively permanent (assuming you don't ever leave your familiar behind) granting you psudo fast healing 5. This form of 'fast healing' is actually better than fast healing as it is not actually fast healing meaning it can benefit from celestial totem.

So after 2 levels in alchemist you could take levels in Barbarian (or skald) letting you get access to celestial totem meaning while raging the link will heal you for an additional number of hit points equal to the caster level of the effect (life link). The 'Imbue hex' spell states that the hex's caster level is that of the caster of 'Imbue Hex' meaning for the purposes of Celestial Totem you get +9 HP healed per round (minimum) for a total of 14 while raging.

Grand Lodge

Firewarrior44 wrote:

I think I discovered an interesting combo with an Alchemist's Tumor familiar and, Shaman's Lifelink hex. The Familiar has fast healing 5 while embedded in you, life link does 5 damage to you every time it activates. Meaning the familiars effective HP change when you are injured is 0 aka it cannot die from lifelink damage.

In order to give your familiar life link you need either a scroll of imbue hex or a spell caster to cast it on you (5th lvel spell so 1,125 gp for a scroll or 450gp for a casting service as per the CRB). Such a service is available in a large town.

Once the Familiar has life link to you the bond is effectively permanent (assuming you don't ever leave your familiar behind) granting you psudo fast healing 5. This form of 'fast healing' is actually better than fast healing as it is not actually fast healing meaning it can benefit from celestial totem.

So after 2 levels in alchemist you could take levels in Barbarian (or skald) letting you get access to celestial totem meaning while raging the link will heal you for an additional number of hit points equal to the caster level of the effect (life link). The 'Imbue hex' spell states that the hex's caster level is that of the caster of 'Imbue Hex' meaning for the purposes of Celestial Totem you get +9 HP healed per round (minimum) for a total of 14 while raging.

Nice. I use Fast Healer Feat and Spell Eater Bloodrager w/ Raging Vitality (Spikes Con) + Bear's Endurance + Ablative Barrier. @ 7 I can manages (Su)Fast Healing 4-6 ((not EX fast healing)) and the spell Ablative Barrier is transforming some of the damage into Non-lethal. When the fast healing Kicks in it is almost counted as Double as it heals both Lethal and Non Lethal damages in equal amounts.
Non Lethal Damage wrote:
When a spell or ability cures hit point damage, it also removes an equal amount of nonlethal damage.

Now for a Fast Healing Trick with Tumor Familiar is to Take a familiar with the Protector Archetype. you get a better effect than the feat Die for your master. Here is it's 5th level ability:

Shield Master (Su):

At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can choose to split the damage evenly between them as if using shield other.

This ability replaces deliver touch spells and speak with animals of its kind.

The Archetype also gives you the benefit of a permanent Body Guard user as well giving +2 AC against attacks. Then at 11 it gets IN Harms Way and you can choose to give all the damage to your familiar.


I meant to mention protector familiar as increasing your effective hp by 50% minimum is fantastic. Also the Synergy with a barbarians naturally large hp pool is great.

The only 'downside' is it requires 3 more levels in alchemist or a familiar granting class unless there's a way to boost your familiar class level by 3 (if there is that's awesome).

Grand Lodge

Boon companion works for effective familiar level as well, if you want to invest another feat. You're also going to have a limited number of rage rounds for the extra 9 healing.

I've been toying with a healer build based around this (Life Link+Lesser Celestial totem), probably Spell Warrior Skald 1/Life Shaman X. But Lesser Celestial Totem isn't PFS legal, so I'd probably never play it.

I suspect most GMs would put some duration on the Imbued Life Link hex (24 hours sounds reasonable.)


You would have to have a 'familiar wizard level' of at least 7 to make the familiar a valid target for imbue hex.

Even then, I don't see how having a scroll or getting someone to cast the spell gets you there, you also need someone with the hex, and that someone has to be willing to give it up as long as it is active on your familiar. An NPC caster almost certainly isn't likely to do that, at least not for quite a bit more money, and of course at any time they can dismiss the spell taking it away from you.

I suppose a party member might make this trade. But at that point it seems like the two of you have invested quite a bit of character resources into something that really isn't that much gain.

Lastly, I don't think that a tumor familiar that is attached can take any actions. So the alchemist would have to spend a standard action to detach the familiar, then the familiar could use the hex, and then reattach itself next round as a standard action. It is questionable whether the attached familiar would be able to keep the lifelink going, but I'll assume that that part works. Once the alchemist was healed within 5 of his maximum though, the hex would end and the whole process would need to be restarted next time he was wounded.


Firewarrior44 wrote:

I meant to mention protector familiar as increasing your effective hp by 50% minimum is fantastic. Also the Synergy with a barbarians naturally large hp pool is great.

The only 'downside' is it requires 3 more levels in alchemist or a familiar granting class unless there's a way to boost your familiar class level by 3 (if there is that's awesome).

Before I knew about the Protector Familiar Archetype, I was thinking of Shared Spells to have the Familiar use an Extract of Alchemal Allocation and then take a Potion of Shield Other, sucking up half my damage and then offsetting that with its Fast Healing 5.

Protector Familiars also have Bodyguard and Paired Opportunist at level 1. So take a level in Cavalier and get Paired Opportunist, then get
Combat Reflexes, because you will get an Attack of Opportunity every time someone attacks you!

Sovereign Court

Pathfinder Starfinder Society Subscriber
Dave Justus wrote:

Lastly, I don't think that a tumor familiar that is attached can take any actions. So the alchemist would have to spend a standard action to detach the familiar, then the familiar could use the hex, and then reattach itself next round as a standard action. It is questionable whether the attached familiar would be able to keep the lifelink going, but I'll assume that that part works. Once the alchemist was healed within 5 of his maximum though, the hex would end and the whole process would need to be restarted next time he was wounded.

Life link doesn't end just because you are at full hit points.

Grand Lodge

Dave Justus wrote:


Lastly, I don't think that a tumor familiar that is attached can take any actions. So the alchemist would have to spend a standard action to detach the familiar, then the familiar could use the hex, and then reattach itself next round as a standard action. It is questionable whether the attached familiar would be able to keep the lifelink going, but I'll assume that that part works. Once the alchemist was healed within 5 of his maximum though, the hex would end and the whole process would need to be restarted next time he was wounded.

Tumor Familiar:
Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.

I believe it does.

Quote:

The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on).

The Bolded parts incline me to believe that Protector Familiar Feats/Abilities work while in Tumor Mode.

I mean I'm not the best Rulings Follower but if a FAQ has expounded on this then I'd love to know. But RaW i believe it works.


This sounds like a job for Variant Multiclass. Then you can just have imbue hex yourself.

Really, I'd probably go with a witch and VMC Alchemist for Tumor Familiar.


'The tumor acts as' is equivalent to the 'tumor counts as', it doesn't imply that it can take actions. Until and unless it is detached, it is not a separate creature, meaning it doesn't have actions.

You certainly still receive the benefits of the things that it said (which you wouldn't unless it hadn't made an exception), but it can't do things while it is attached.

I was incorrect about life-link ending, mis-remembered how it worked.

(I still think it questionable that a not-creature tumor can have a hex active, however it got it, and I think you could make a good case that an attached tumor is not a valid target for imbue hex)


Oh yea the minimum int requirement, you can circumvent that by casting Fox's cunning on the familiar first which would boost it high enough to benefit from the spell. As once the hex has activated the int requirement is irrelevant as that's only necessary to receive the effects of and the spell ends once you discharge the hex.

Quote:
Even then, I don't see how having a scroll or getting someone to cast the spell gets you there, you also need someone with the hex, and that someone has to be willing to give it up as long as it is active on your familiar. An NPC caster almost certainly isn't likely to do that, at least not for quite a bit more money, and of course at any time they can dismiss the spell taking it away from you.

Actually once the hex has been cast the person who gave you the scroll or casting get access to their hex again.

Imbue Hex wrote:
Once it uses the hex, the spell ends (though any effects of the hex still last for the full duration).

and

Imbue Hex wrote:
Once you cast imbue hex, you cannot use the transferred hex until the spell is discharged, dispelled, or dismissed.

Spell ends when the Hex is cast. Therefore they get access to their hex again.


Seems very powerful. I think the Fast Healing 5 portion is pretty clear, but I'm not so sure about the Celestial Totem healing.

Celestial Totem,Lesser wrote:
Whenever she is subject to a spell that cures hit point damage, she heals 1 additional point of damage per caster level. In the case of non-spell healing effects (such as channeled energy or lay on hands), she heals a number of additional points equal to the class level of the character performing the magical healing. This does not affect fast healing or regeneration.

Celestial totem provides for the healing either coming from a spell source (gain extra healing based on caster level) or from non-spell healing effects (extra healing based on class level). Since Life Link hex is (Su), it falls in the second category. Since the creature performing the hex is your familiar, it does not have class levels and grants you 0 extra healing. At least, that's how I'm reading it.

Also, one of the other requirements of Imbue hex is that the hex user be able to move and speak. So you either need the Thrush or Raven familiar, or to wait until 5th level for it to get Speak with Master... just another thing to consider.


Imbue Hex wrote:
The transferred hex's variable characteristics function according to your level, not the level of the recipient.

It functions as the caster of the imbue spell not the final user of the hex. So a minimum level of 9.

Quote:
Also, one of the other requirements of Imbue hex is that the hex user be able to move and speak...

I didn't notice this restriction but you can circumvent it via using alter self (with share spells) on the familiar to give it a humanoid form and thus the ability to speak.


Why wouldn't you just get life link and heal with someone that had it? Who would be able to heal a lot of others as well.

I doubt you'll ever find someone willing to give up their life link power. Ever.

Grand Lodge

Cavall wrote:

Why wouldn't you just get life link and heal with someone that had it? Who would be able to heal a lot of others as well.

I doubt you'll ever find someone willing to give up their life link power. Ever.

With Leadership it doesn't matter what he/she thinks...s/he is your B*tch and will do what you say. And money also helps persuade someone to do just about anything. Some will even abandon all morals for cash.


They don't give up the power though, they lose use of the hex for like a round or 2. Once imbue hex discharges (and life link starts running) they get full usage of their hex back AND the existing life link remains intact.


This is kind of neat. Fast healing is usually not worth pursuing for players.

Grand Lodge

Trogdar wrote:
This is kind of neat. Fast healing is usually not worth pursuing for players.

Lol it is if your playing a Spelleater Bloodrager. I have a build that I mentioned above that gets CRAZY as a tank. So crazy I've had it called OP, begged to reroll out of it, and the build has been banned among my group of friends. Now fast healing isn't his only trick in the build but it is a major Defensive ability along side a 50% miss chance.


Fruian Thistlefoot wrote:

With Leadership it doesn't matter what he/she thinks...s/he is your B*tch and will do what you say.

...You have a permissive GM, don't you?

Leadership wrote:
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.
NPCs wrote:
Aside from the players, everyone else in the game world is a non-player character (NPC). These characters are designed and controlled by the GM to fill every role from noble king to simple baker.

Leadership does not give you an infinitely loyal minion who obeys you in all ways at all times. XD Not even close.


Meh, getting a reliable way to keep your hit points topped up covers one of a half dozen defences. If a pc is op because its very hard to take out in one specific way, then superstitious barbarians and paladins are super op.

Just to be explicit, I don't think it's op.

Grand Lodge

GM Rednal wrote:
Fruian Thistlefoot wrote:

With Leadership it doesn't matter what he/she thinks...s/he is your B*tch and will do what you say.

...You have a permissive GM, don't you?

Leadership wrote:
Benefits: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs.
NPCs wrote:
Aside from the players, everyone else in the game world is a non-player character (NPC). These characters are designed and controlled by the GM to fill every role from noble king to simple baker.
Leadership does not give you an infinitely loyal minion who obeys you in all ways at all times. XD Not even close.

You are allowed to scout for your cohort. Usually looking for one with Craft feats or a particular set of skills. It does not mean your DM rolls up a random one and that is all you get to choose from.

It is reasonable to tell that Cohort "Hey s#@&s getting dangerous...your tasks are Use this, Guard the carriage and craft.

If they say no...good bye I will recruit someone else. Or (if the PC has the Ability) *Casts Dominate Person* You will do as your told. (Hell you don't even need leadership for that method.)


Don't know it it's been mentioned but Aberrant Tumor feat from ACG is another way to gain a tumor familiar just needing access to Aberrant bloodline. Bloodrager seems like a good fit for this?


Or take one level of Vitalist(a psionic class made by Dreamscarred press, which can be found here and then you can even spread the healing to anyone. No gold necessary.


Warsor wrote:
Don't know it it's been mentioned but Aberrant Tumor feat from ACG is another way to gain a tumor familiar just needing access to Aberrant bloodline. Bloodrager seems like a good fit for this?

Was about to mention this as well. Seems like it solves most of the issues discussed above. Make it a hedgehog Protector and fix your defenses with a one feat investment.


Fruian Thistlefoot wrote:
Cavall wrote:

Why wouldn't you just get life link and heal with someone that had it? Who would be able to heal a lot of others as well.

I doubt you'll ever find someone willing to give up their life link power. Ever.

With Leadership it doesn't matter what he/she thinks...s/he is your B*tch and will do what you say. And money also helps persuade someone to do just about anything. Some will even abandon all morals for cash.

Couldn't you just have an oracle with life link as your companion and not spend money OR be abusive?

RPG Superstar 2012 Top 16

Does the fact celestial totem does not affect fast healing or regeneration not take some of the wind out of the sails of this?


Well, in looking at it, it's not "fast healing" from life link.

RPG Superstar 2012 Top 16

Eh, walks like a duck, quacks like a duck...

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