
donato Contributor |

I'm looking at making a self-healer with the use of Godless Healing. Fey Foundling helps a ton with healing, but I'm not 100% as to whether the two would interact as I hope.
Fey Foundling
You were found in the wilds as a child, bearing a mark of the First World.
Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Godless Healing
You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisite: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.
So, Fey Foundling specifically works with magical healing. The healing from Godless Healing is classed as supernatural. I would believe that the two interact just fine, but I can't prove it without a shadow of a doubt per RAW.
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.
Any thoughts?

Jeraa |

Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.
All supernatural abilities are magical.

donato Contributor |

Quote:Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.All supernatural abilities are magical.
There it is clear as day! Where did you find that? I was looking in the Magic section, but maybe not in the right spot.

Jeraa |

Jeraa wrote:There it is clear as day! Where did you find that? I was looking in the Magic section, but maybe not in the right spot.Quote:Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities.All supernatural abilities are magical.
In the PRD it is in the Glossary (also a similar entry in the common terms section of Getting Started). I assume it is the same for the book, but I don't have a copy at hand to check.

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Unless I'm missing something, though, that's only +2 to the healing provided by Godless Healing; is that really worth it?
Depends on your build and setting. Also in how common magical healing is within your party.
Godless healing is also one of a small handful of healling options that do not rely on positive or negative energy. This can matter, especially for Wayang characters, which have that racial ability which changes them from postive to negative affinity as an immediate action and lasts for an entire minute.

donato Contributor |

You can also throw in Fast Healer to get some more healing out of it. Works great for a barbarian, bloodrager, or kineticist not concerned about losing feats.

donato Contributor |

donato wrote:Works great for a barbarian, bloodrager, or kineticist not concerned about losing feats.I have yet to find a class that isn't concerned with losing feats....That kineticist in particular, was a very feat demanding character (because I started with 20 HP at first level).
Oh, I know. It's technically something that's possible, but I wouldn't recommend to most anyone.

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donato wrote:Works great for a barbarian, bloodrager, or kineticist not concerned about losing feats.I have yet to find a class that isn't concerned with losing feats....That kineticist in particular, was a very feat demanding character (because I started with 20 HP at first level).
If you do not mind a single level dip, the Fighter Archetype Unbreakable gives you both Die Hard and Endurance at 1st level. That at least gives you the pre-reqs for Fast Healer.
Though I do now want to make a character built around these feats.

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EDIT:Added wrong before...
kineticist feat demanding? There's barely even any feats it can take, much less need.
They tend to deal non-lethal damage to themselves, so the best solution to this, I concluded, was an increase in HP. So 20 CON, Toughness and Tribal Scars at 1st level (8 from the class, 5 from ability mod, 3 from toughness, and another 6 from tribal scars, for a total of 24). In hindsight, there's a Exchange trait that grants +1 HP, so I could have been 25 HP at 1st level. I think I had a +10 Fortitude mod for this character at 1st level.
Then, Zon Kuthon is the ideal deity for such a character, thanks to that amazing Flagellant feat (Inner Sea Gods) which makes your character unable to be knocked unconscious due to non-lethal damage (requires Zon Kuthon, 7th level, and Endurance).
Anyway, 4 PFS sessions with this guy, with a Blood Kineticist archetype. Easily the most boring character to play I've ever made. Just barely does any damage, doesn't roll much, and really never finds his mortality threatened. Ditched that character. The model looked nice...

Chess Pwn |

kineticist feat demanding? There's barely even any feats it can take, much less need.
Generally they need PBS and precise shot to avoid all the penalties. Then they are often looking at weapon finesse, toughness, iron will, and maybe deadly aim.
So assuming they wanted all of those, a human could get them by lv9. Yes all of them aren't needed to "function" and that's why they are called non-feat starved. But they have plenty of feats they'd want to take.
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swoosh wrote:kineticist feat demanding? There's barely even any feats it can take, much less need.Yes all of them aren't needed to "function" and that's why they are called non-feat starved. But they have plenty of feats they'd want to take.
That's what you meant? Then which classes are "Feat starved?" I'm always wanting more feats on every class I make.

Chess Pwn |

EDIT:Added wrong before...swoosh wrote:kineticist feat demanding? There's barely even any feats it can take, much less need.They tend to deal non-lethal damage to themselves, so the best solution to this, I concluded, was an increase in HP. So 20 CON, Toughness and Tribal Scars at 1st level (8 from the class, 5 from ability mod, 3 from toughness, and another 6 from tribal scars, for a total of 24). In hindsight, there's a Exchange trait that grants +1 HP, so I could have been 25 HP at 1st level. I think I had a +10 Fortitude mod for this character at 1st level.
Then, Zon Kuthon is the ideal deity for such a character, thanks to that amazing Flagellant feat (Inner Sea Gods) which makes your character unable to be knocked unconscious due to non-lethal damage (requires Zon Kuthon, 7th level, and Endurance).
Anyway, 4 PFS sessions with this guy, with a Blood Kineticist archetype. Easily the most boring character to play I've ever made. Just barely does any damage, doesn't roll much, and really never finds his mortality threatened. Ditched that character. The model looked nice...
A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
this makes Flagellant feat not work for kineticists

Plausible Pseudonym |

EDIT:Added wrong before...swoosh wrote:kineticist feat demanding? There's barely even any feats it can take, much less need.They tend to deal non-lethal damage to themselves, so the best solution to this, I concluded, was an increase in HP. So 20 CON, Toughness and Tribal Scars at 1st level (8 from the class, 5 from ability mod, 3 from toughness, and another 6 from tribal scars, for a total of 24). In hindsight, there's a Exchange trait that grants +1 HP, so I could have been 25 HP at 1st level. I think I had a +10 Fortitude mod for this character at 1st level.
Then, Zon Kuthon is the ideal deity for such a character, thanks to that amazing Flagellant feat (Inner Sea Gods) which makes your character unable to be knocked unconscious due to non-lethal damage (requires Zon Kuthon, 7th level, and Endurance)
Flagellant doesn't work with Kineticist.
A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Chess Pwn |

Chess Pwn wrote:That's what you meant? Then which classes are "Feat starved?" I'm always wanting more feats on every class I make.swoosh wrote:kineticist feat demanding? There's barely even any feats it can take, much less need.Yes all of them aren't needed to "function" and that's why they are called non-feat starved. But they have plenty of feats they'd want to take.
feat starved are classes that don't get feats to pull off archery or TWF but would like to or need other feats to work. Bards, rogues, inquisitors. All would like to go archer or TWF, but also have other feats they want to take, iron will, lingering performance, double bane, Thus making them unable to pull off the basic feats for many levels.

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Flagellant doesn't work with Kineticist.Kineticist class description wrote:A kineticist who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.
That quote is regarding taking non-lethal damage. The Flagellant feat does not prevent or alter non-lethal damage.
You just don't become Unconscious from taking too much non-lethal damage. The damage is still taken and isn't altered. Basically makes your character more likely to die on their feet....

Chess Pwn |

Nope, it's the effects of nonlethal damage.
When your nonlethal damage = current HP you go unconcious. Effect of your nonlethal. altering that effect of nonlethal is altering the effect you recieve from nonlethal damage.
Mark confirming it doesn't work

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Nope, it's the effects of nonlethal damage.
When your nonlethal damage = current HP you go unconcious. Effect of your nonlethal. altering that effect of nonlethal is altering the effect you recieve from nonlethal damage.
Mark confirming it doesn't work
Huh...go figure. Didn't seem to be written that way.
Though in all honesty, didn't end up going with Zon Kuthon for my character. I went with Zura, since I felt that fit better with the blood kineticists. Don't really like Zura, but it seemed to fit. Either way, boring character to play. Kinda like a purely magic missile user, except not even rolling damage dice...
Blood Wrack auto-hits and target takes 1/4th of my kinetic blast damage. 1/3 damage if they fail a save, but they almost always made the same. So even with +5 con, I was doing 3 damage per turn at first level... Untyped damage, so it did help, but boring to play. And in hindsight, Blood Kineticist has very few burn abilties.
Anyway, didn't mean to derail this one. Godless Healing and Fey Foundling is a good find. Thanks.