4 Feats = Fast Healing 6: Worth it?


Advice


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This is midnight rambling, so if this doesn't make sense, I'm posting half asleep.

Have a build idea for a H-Orc Spelleater Bloodrager. By using 4 feats of on the build, I can get something like Fast Healing 6. Without spending any feats, I have just Fasthealing 2.

Question is - Is it worth investing 4 feats for this?

Feat build at moment
1) Race: Endurance; Bloodline; Bloodrage; Fast Movement; Feat: Diehard
2) Spell Eater (Fast healing - Su); +1 BAB/Fort
3) Blood Sancturary; Feat: Fast Healer (get half CON for magical healing - Heal 4 HP while raging)
4) Blood Casting; Blood Power; Eschew Materials; Spells
5) Spell Eating (heal *D8 as swift); Feat: Raging Vitality (Heal 5 HP while raging)
6) Bloodline Feat: Power Attack
7) Spell Eater+ (Heal 6 HP while raging)


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Considering what superpowers you could otherwise have gotten from FOUR feats, plus the fact that you already got a third of this... no, not worth it. Too little, too late.


not worth it its only while raging if it were fast healing 6 all the time eh it might be


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It's 3 feats not 4. One of the 3 you get for free.

And it is totally worth it as I have been running this build for years.

Add in the spell A. Barrier and you can turn your fast Healing up further. It turns 5 points of lethal damage into non lethal damage. Lethal and non-lethal damage are healed in equal amounts. So if you have FH 6 with A barrier you effectively have fast healing 11.

Add in all the other layered defenses:
Protector Archetype familiar
Displacement
Stoneskin

You will be really hard to kill.

The build is totally worth it. I know I will keep using it.

Offensive wise you still are doing very well after power attack. I have never felt behind anyone in the groups I've played in.


If a combat lasts 5 rounds and you take damage on round 1 before you act...you'll effectively heal 30 HP over the course of the fight. So it's similar to having 30 extra HP overall (more in longer fights, less in shorter ones). And it won't protect you against being bursted down in 1-2 rounds.

Unless you're constantly trying to negate bleed effects or have no access to CLW wands, I don't think it's worth it.

Edit: and since this only applies when raging, the "avoid CLW wands" part doesn't even really hold up.


Since the fast healing only functions while you are raging it's not worth it in my opinion. If you could get fast healing on a permanent basis, that might be worth it.

I would rather suggest to you that you simply play the arcane bloodline bloodrager. With the ability to instantly have displacement on yourself while raging at level 8 (blur at level 4) as well as resist energy on the fly or other useful effects like haste or spider climb you can really amp up your defenses on the fly. Negating an attack with displacement will likely prevent a lot more damage than the fast healing would heal over the course of combat.


Claxon wrote:

Since the fast healing only functions while you are raging it's not worth it in my opinion. If you could get fast healing on a permanent basis, that might be worth it.

I would rather suggest to you that you simply play the arcane bloodline bloodrager. With the ability to instantly have displacement on yourself while raging at level 8 (blur at level 4) as well as resist energy on the fly or other useful effects like haste or spider climb you can really amp up your defenses on the fly. Negating an attack with displacement will likely prevent a lot more damage than the fast healing would heal over the course of combat.

I play it myself on a Arcane bloodrager.

50% miss chance, Fast healing, DR, protector familiar, Come and get me, and resist energy.

I soloed Skulls and Shackles Final boss fight with all his adds and still was over 50% health after the fight. Did it at level 12 and -28k gp. So I know the build is really good.

One group bans me from playing a Bloodrager cause how it throws the encounter challenge off balance to where the DM would slaughter everyone else before challenging the build.

It's funny how many opinions are like:
It's only while raging but you should do X cause while your raging you get....

That DR 2 will not save you either from being bursted down. But your insane health and layered defenses will help you recover from it with the spell eater builds.


I don't know how you got a familiar exactly, but a normal bloodrager doesn't get one. Neither does arcane bloodline give you one.

I believe there are ways to get one through feats, and that might be worth it.

But the fast healing is such a small effect. The majority of combats I've played through have been 4 rounds of less. Even with your investment you only end up healing 24 hp. It just isn't worth the investment in my opinion.

I'm also not sure how you're getting the DR without spending rage powers to get it, since the archetype replaces DR.

If you came here looking for everyone to agree with you, I'm sorry that we're not. You said you wanted opinions and advice. My advice is that it isn't worth it.


Claxon wrote:

I don't know how you got a familiar exactly, but a normal bloodrager doesn't get one. Neither does arcane bloodline give you one.

I believe there are ways to get one through feats, and that might be worth it.

But the fast healing is such a small effect. The majority of combats I've played through have been 4 rounds of less. Even with your investment you only end up healing 24 hp. It just isn't worth the investment in my opinion.

I'm also not sure how you're getting the DR without spending rage powers to get it, since the archetype replaces DR.

If you came here looking for everyone to agree with you, I'm sorry that we're not. You said you wanted opinions and advice. My advice is that it isn't worth it.

Familiar Folio a Sorcerer or a Bloodrager can trade the Level 1 power for a Familiar.

Fast healing 6 when paired with A. Barrier giving you fast healing 11. It is 44 hp over 4 rounds. With a swift action touch up if you ever need it. Ontop of getting more out of each heal you receive from anyone or from your wands. Meaning less charges used.

DR is from spells, stoneskin ring a bell?

You can disagree sure. But I have actually played the build in several APs and Homebrews. It's a extremely strong build u should not knock it till you actually try it.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Bloodragers can get familiars by giving up their first level bloodline powers and delaying their bloodline spells one level. Familiar Folio, pg. 16 discusses the options.

Looks like the Fast Healer feat is the main component of this. Since the Fast Healing is listed as Supernatural and (Su) abilities are specifically listed as magical, this appears to work.

It also makes you the prime target for every dominate effect. So, can the rest of your group survive that?


Getting the familiar is a nice trick. That's something I'll keep in mind for the future.

What barrier are you talking about? As far as I know there isn't a barrier that increases the fast healing. Unless you mean that effectively the miss chance is like an increase in fast healing...

The swift action to heal yourself is an okay ability, if it scaled better like the paladins heals I would like it more.

Getting more out of healing spells, it's okay again but my group almost never does any sort of in combat HP healing. And charges of a wand are incredibly cheap, so I'm not really impressed by needing less of them to help up after combat.

Yes, stoneskin is a thing, but it's open to all bloodragers. It also has the unfortunate problem of costing 250 gold each time you use it. It is a nice spell, but not something you can rely on all the time.

I'm not saying it's bad build, I just don't think it's all that great.

A regular arcane bloodrager can get 50% miss chance and stoneskin and the that's usually all you really need to be defensible enough for most battles. Especially if you trade some rage powers for come and get me, specifically the 12th level bloodline power.

Arcane bloodrager is an incredibly strong character I agree, but your build is just about getting fast healing, and my opinion is that it simply isn't very useful.

Honestly I'd much rather just buy a pair of boots of the earth and use them to heal up between combats, assuming I have a few minutes to do so.


BretI wrote:

Bloodragers can get familiars by giving up their first level bloodline powers and delaying their bloodline spells one level. Familiar Folio, pg. 16 discusses the options.

Looks like the Fast Healer feat is the main component of this. Since the Fast Healing is listed as Supernatural and (Su) abilities are specifically listed as magical, this appears to work.

It also makes you the prime target for every dominate effect. So, can the rest of your group survive that?

Wayfinder+Ioun stone.

Or protection from evil is on your list

I grab a hedgehog for +2 will and take Iron will at another point. Then Sacred tattoo + Fates favored. Already +6 before raging.


Louise Bishop wrote:
BretI wrote:

Bloodragers can get familiars by giving up their first level bloodline powers and delaying their bloodline spells one level. Familiar Folio, pg. 16 discusses the options.

Looks like the Fast Healer feat is the main component of this. Since the Fast Healing is listed as Supernatural and (Su) abilities are specifically listed as magical, this appears to work.

It also makes you the prime target for every dominate effect. So, can the rest of your group survive that?

Wayfinder+Ioun stone.

Doesn't work against a non-evil caster. Which doesn't come up often, but it still a concern.


Every martial has to worry then


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Claxon wrote:
What barrier are you talking about? As far as I know there isn't a barrier that increases the fast healing. Unless you mean that effectively the miss chance is like an increase in fast healing...

I think the idea is that the Ablative Barrier spell the bloodrager can cast is especially good with this build, because it turns the first 5 points of damage from attacks into non-lethal damage. And since any source of healing also removes an equal amount of non-lethal damage, you're end up effectively boosting the effectiveness of your fast healing.


Louise Bishop wrote:
Every martial has to worry then

It's always a concern, especially on incredibly defensive builds such as the arcane bloodrager.

For what it's worth I always use the wayfinder clear spindle trick though.


Louise Bishop wrote:
Claxon wrote:

Since the fast healing only functions while you are raging it's not worth it in my opinion. If you could get fast healing on a permanent basis, that might be worth it.

I would rather suggest to you that you simply play the arcane bloodline bloodrager. With the ability to instantly have displacement on yourself while raging at level 8 (blur at level 4) as well as resist energy on the fly or other useful effects like haste or spider climb you can really amp up your defenses on the fly. Negating an attack with displacement will likely prevent a lot more damage than the fast healing would heal over the course of combat.

I play it myself on a Arcane bloodrager.

50% miss chance, Fast healing, DR, protector familiar, Come and get me, and resist energy.

I soloed Skulls and Shackles Final boss fight with all his adds and still was over 50% health after the fight. Did it at level 12 and -28k gp. So I know the build is really good.

One group bans me from playing a Bloodrager cause how it throws the encounter challenge off balance to where the DM would slaughter everyone else before challenging the build.

It's funny how many opinions are like:
It's only while raging but you should do X cause while your raging you get....

That DR 2 will not save you either from being bursted down. But your insane health and layered defenses will help you recover from it with the spell eater builds.

Louise Bishop, can you please post your build?

I'm interested in seeing what and where you put your Feats/Powers.

The Exchange Owner - D20 Hobbies

Take destroyers blessing, bring hundreds of the cheapest objects you can buy, rage, and sunder something each round. Fast Heal to full.


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Sure this build will be in the guide I am making on bloodrager.

Carl Jr. (Not PFS Legal)
Primalist Spell Eater Bloodrager

Race: Half Orc
Alternative Racials: Sacred Tattoo and Shaman’s Apprentice

Starting Point Buy:
Str: 17 (+2)=19, Dex: 12, Con: 15, Int: 7, Wis: 10, Cha: 12 (+1 to Con @ 4 and rest +1 STR)

Traits:
Fate’s Favored
Campaign trait

Bloodline:
Arcane

Feats:
1 HD: Shaman’s Apprentice- Endurance
1 HD: Diehard
3 HD: Fast Healer
5 HD: Raging Vitality
6 HD (Bloodline): Power Attack
7 HD: Arcane Strike
9 HD: Improved Critical Scimitar
9 HD (Bloodline): Iron Will
11 HD: Bloodied Arcane Strike
12 HD (Bloodline): Combat Reflexes
13 HD: Raging Brutality

Bloodline Powers:
1: Familiar (Familiar Folio Choice)Protector Archetype Hedgehog (+2 Will saves)
4: Use the 4th level power, But Retrain at Level 8 for Lesser Beast Totem and Beast Totem
8: Keep this Power for Displacement or Haste while raging
12: Rage Powers: Come and Get Me & Greater beast Totem

Spells:

1st Level:
Magic Missile*
Shield
Long Arm
Enlarge Person
Endure Elements
Icicle Dagger
Feather Fall
2nd Level:
Invisibility*
Ablative Barrier
Frigid Touch
Cat’s Grace
See Invisibility
Mirror Image
Resist Energy

3rd Level:
Lightning Bolt*
Greater Magic Weapon
Vampiric Touch
Fly
Heroism

Equipment:

+1 Furious Spellstoring Adamantine Scimitar (Vampric Touch stored)
+1 Spell Storing Armor (Rime Frigid touch)
Cloak of Resistance
Stat Belt +2 Str and Con
Stat Headband +2 Cha
Lesser Rod of Extend Spell
Lesser Rod of Rime Spell
Wayfinder and Clear spindle


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Louise Bishop wrote:
BretI wrote:
It also makes you the prime target for every dominate effect. So, can the rest of your group survive that?

Wayfinder+Ioun stone.

Or protection from evil is on your list

I grab a hedgehog for +2 will and take Iron will at another point. Then Sacred tattoo + Fates favored. Already +6 before raging.

So, can the rest of your party survive that?

Yes, you've put resources into making it less likely. That is good.

That still doesn't fix the problem of a widely unbalanced group. If the rest of the party can't take you out, that probably means that combat challenges either have to be scaled for you or they are too easy yet the same challenge wipes the rest of the party.

You said it yourself:

Louise Bishop wrote:
One group bans me from playing a Bloodrager cause how it throws the encounter challenge off balance to where the DM would slaughter everyone else before challenging the build.

Sounds like a problem to me.


BretI wrote:
Louise Bishop wrote:
BretI wrote:
It also makes you the prime target for every dominate effect. So, can the rest of your group survive that?

Wayfinder+Ioun stone.

Or protection from evil is on your list

I grab a hedgehog for +2 will and take Iron will at another point. Then Sacred tattoo + Fates favored. Already +6 before raging.

So, can the rest of your party survive that?

Yes, you've put resources into making it less likely. That is good.

That still doesn't fix the problem of a widely unbalanced group. If the rest of the party can't take you out, that probably means that combat challenges either have to be scaled for you or they are too easy yet the same challenge wipes the rest of the party.

You said it yourself:

Louise Bishop wrote:
One group bans me from playing a Bloodrager cause how it throws the encounter challenge off balance to where the DM would slaughter everyone else before challenging the build.
Sounds like a problem to me.

So it's a bad build because the build is too good?


That's a problem with any well made martial type. My alchemist nearly got possessed by a ghost and I kept thinking if I did, I would one shot every other pc in the party, one per round.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Knight who says Meh wrote:
So it's a bad build because the build is too good?

I didn't say it was bad.

It will not work in some groups though because it can be too overpowered for those groups. If one person completely dominates all combat, that is not good for the game. It doesn't matter if it is a martial class or caster, it is supposed to be a group effort.

Silver Crusade

I don't really see how "'not dying easily" = dominating combat.


BretI wrote:
Knight who says Meh wrote:
So it's a bad build because the build is too good?

I didn't say it was bad.

It will not work in some groups though because it can be too overpowered for those groups. If one person completely dominates all combat, that is not good for the game. It doesn't matter if it is a martial class or caster, it is supposed to be a group effort.

That's a different complaint than "you shouldn't play that because you might get dominated."


most characters i play that have the capabilities of killing the party if dominated are both immune to mine effecting stuff and have level+20 in will saves for a fail safe measure


As stated by the OP, doesn't look worth it.

Louise Bishop wrote:

It's 3 feats not 4. One of the 3 you get for free.

And it is totally worth it as I have been running this build for years.

Add in the spell A. Barrier and you can turn your fast Healing up further. It turns 5 points of lethal damage into non lethal damage. Lethal and non-lethal damage are healed in equal amounts. So if you have FH 6 with A barrier you effectively have fast healing 11.

Add in all the other layered defenses:
Protector Archetype familiar
Displacement
Stoneskin

You will be really hard to kill.

The build is totally worth it. I know I will keep using it.

Offensive wise you still are doing very well after power attack. I have never felt behind anyone in the groups I've played in.

But this... kinda does.


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Play a Skald and get fast healing with 1 feat.

At 16th level, Skald's Vigor provides +6 fast healing.


Snowlilly wrote:

Play a Skald and get fast healing with 1 feat.

At 16th level, Skald's Vigor provides +6 fast healing.

As opposed to Fast healing 6 around 7th level.

Skalds are good but requires a group built around them and can be terrible additions to many parties when a majority of the people do not want to be in a rage due to need for casting and other abilities that would be shut off during the rage.


I didn't think that Fast Healing stacked, I had thought only the most powerful applied.


Pathfinder Maps, Starfinder Maps, Starfinder Roleplaying Game Subscriber

Fast Healing doesn't stack.

What is happening here is someone combined Fast Healing from an archetype with the feat Fast Healer from APG that gives a bonus to any magical healing that is based on Constitution. Although I don't think the feat was meant to work with Fast Healing, I don't see anything that prevents it here.

Raging improves Con. Raging Vitality further improves Con. Those both feed into the Fast Healer feat.

It should be pointed out that it isn't really Fast Healing 6. It is Fast Healing 1 (at 2nd level) or Fast Healing 2 (at 7th level) that gives an extra healing from the Fast Healer feat from APG. The bonus healing is equal to half your Con modifier, which on a Raging Vitality Bloodrager can be quite high!

I think there is the question as to if that should only apply each time they start the Fast Healing or every round. The magical healing is being applied once at the start of each Bloodrage.

Might be worthy of an FAQ on the feat.


It's not a question of stacking; it's healing. You wouldn't say that two Cure Light Wounds don't stack (I hope).


BretI wrote:

Fast Healing doesn't stack.

What is happening here is someone combined Fast Healing from an archetype with the feat Fast Healer from APG that gives a bonus to any magical healing that is based on Constitution. Although I don't think the feat was meant to work with Fast Healing, I don't see anything that prevents it here.

Raging improves Con. Raging Vitality further improves Con. Those both feed into the Fast Healer feat.

It should be pointed out that it isn't really Fast Healing 6. It is Fast Healing 1 (at 2nd level) or Fast Healing 2 (at 7th level) that gives an extra healing from the Fast Healer feat from APG. The bonus healing is equal to half your Con modifier, which on a Raging Vitality Bloodrager can be quite high!

I think there is the question as to if that should only apply each time they start the Fast Healing or every round. The magical healing is being applied once at the start of each Bloodrage.

Might be worthy of an FAQ on the feat.

Yes an offical ruling would be nice. It has been requested but no answer.

The Fast Healing happens every round like typical fast healing but since the source of the Fast healing is an (Su) ability, Both Blood of Life and Bloodrage are (Su) it makes it Magical healing which works with the Fast Healer Feat.

But currently without the FAQ it does work based on RAW.

But since you receive the "Healing" every round and Fast healer says:

Fast Healer wrote:
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

You would be regaining Hit points every round with the Magical Fast healing so it works every round by RAW.

So until an official ruling is handed down this is what it is. Home groups can rule otherwise but if it is a strictly RAW group, then expect this to work.

Silver Crusade

I started a FAQ awhile back actually.


Protector Tumor Familiar with imbue hex (Life Link) for pseudo fast healing 5, with ablative barrier that's now basically fast healing 10.

The familiar can't die as it heals 5 hp every round while implanted and can choose to not eat half your damage if it gets too low (can't stop life link but that doesn't matter)

Take Celestial totem to pump that up to "fast healing" 14 (19 with ablative barrier shenanigans) when raging.

Fast healer for adding half your con mod to that too although that might be overkill.

It can go higher if you can get a higher caster level on the Imbue hex scroll / application


Rysky wrote:
I started a FAQ awhile back actually.

Yup, that's the one, I marked it for FAQ on my old account and just added another on this one.


Louise Bishop wrote:
Snowlilly wrote:

Play a Skald and get fast healing with 1 feat.

At 16th level, Skald's Vigor provides +6 fast healing.

As opposed to Fast healing 6 around 7th level.

Skalds are good but requires a group built around them and can be terrible additions to many parties when a majority of the people do not want to be in a rage due to need for casting and other abilities that would be shut off during the rage.

Looks to me like it should be fast healing 5, since pathfinder always rounds down.

CON=15+1+2+4+2=24; con bonus =7

2+ .5*(CON BONUS)=2+3=5


It depends on what your con is to be honest.


I just calculated based on the character you posted.


If you could gain access to Celestial Totem the healing would be insane, good if your GM allows Primalist.


nicholas storm wrote:
I just calculated based on the character you posted.

And that is just the starting point buy. In my build you are right I roll with 5 by that level but if you were to get a +4 Con belt instead of the +2 Str and Con then your modifier would be 8. Also someone else like the OP could have started with a 17 Con depending on race and stuff.

In MY example build your right, but I was also balancing out the offense of the build. Someone can easily prioritize con over str. I believe the OP may be doing that themselves as they did not list the starting point buy they went with to get 6. The more you prioritize CON tho means you are sacrificing some damage. Raging Brutality helps bring that damage back up but I prefer just starting with a 15 Con and using STR as the primary stat to keep my damage up in the early-mid game.

I'd love to play the build in a mythic campaign TBH

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