Self-Healing For A Barbarian


Advice


So, I'm aware that I could invest in UMD, and/or play a caster class. But I'm looking at a barbarian/fighter, heavy on the barbarian. And I don't trust anyone else in the group to bring someone who heals. So I want to have the options to keep my own train rolling.

What would you recommend I do? I was initially thinking on the Fast Healer feat, but nice as it is, it doesn't work with rage powers like the Renewed Vigor tree (which was also going to be my go-to for this), troll styptic, or other abilities that let you gain fast healing without spells. So it seems sort of useless in-the-moment without a cleric/oracle/etc. patching me together while I go to work.

Any other recommendations? Have I missed any feats, rage powers, or anything else that might be helpful?


If your alignment is Lawful Good (guessing no since Barbarian) and you have access to use variant multiclass options, the VMC Paladin allows Lay on Hands @ 7th Level.


DeathlessOne wrote:
If your alignment is Lawful Good (guessing no since Barbarian) and you have access to use variant multiclass options, the VMC Paladin allows Lay on Hands @ 7th Level.

Not possible for this concept (more of a Jason Voorhees setup here, for Strange Aeons). Not adding any new classes, just looking for options withing class features (Rage Powers, archetypes, etc.), magic items (vampiric weapons, etc.), or feats that I can eke out a few extra recuperated hit points.


Down the road Fleshwound looks good, and the usual plan of killing the enemy fast before you take much damage.


Cruel

Price +1 bonus; Aura faint necromancy; CL 5th; Weight —

DESCRIPTION

When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

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It's not actual healing, but it's a nice boost to survivability in combat when you have 5 temp HP coming in after every kill. Get Dangerously Curious trait and you can heal with UMD after combat. If you do get a Cruel Weapon enchant, you might as well do Cornugon Smash for the Shaken/Sicken combo -4att, saves, skills, abilchecks and -2 dmg. At the mid-late game, you could get a ring of regeneration, and throw a couple of these Aegis of Recovery in your backpack. You'll be unstoppable :)

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Aegis of Recovery, Greater

Price 3,750 gp; Slot neck; CL 9th; Weight —; Aura moderate abjuration and conjuration

DESCRIPTION

This aegis has a thick medallion that is typically carved with the image of bared fangs or a poisoned dagger.

It functions as an aegis of recovery, except it grants the wearer a +5 resistance bonus on all saving throws to recover from a continuing effect, such as ongoing poison damage, daily saving throws against a disease, a hold person spell, or lingering damage from an attack. Should the wearer drop below 0 hit points, the greater aegis of recovery heals the wearer for 5d8+7 points of damage and then crumbles to dust.

CONSTRUCTION REQUIREMENTS

Cost 1,875 gp; Feats Craft Wondrous Item; Spells barkskin, breath of life


Hmm, unfortunate. Well, there is always the Curative Mastery [Item Mastery] feat from the Healer's Handbook that might be useful to you. There is also the Combat Vigor (Fortuitous Vigor as well) feat from the same book. Divine Fighting Technique (Urgathoa's Hunger) gets you temp hp.


Also, Vampiric enchantment on your weapon can come in handy. It's not quite as powerful as Cruel, but it is actual healing.

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Vampiric

Price +1 bonus Aura faint necromancy; CL 5th

DESCRIPTION

Restriction: This special ability can be placed only on piercing or slashing melee weapons.

The first time each round that the wielder hits a living target with a vampiric weapon, the weapon restores an amount of hit points to the wielder equal to 1/2 the damage dealt to the target, to a maximum equal to the wielder’s number of Hit Dice. If the damage was more than enough to kill the target, any excess damage doesn’t count toward the amount healed. A creature can regain no more than 2 hit points per Hit Die from a vampiric weapon each day. A new owner gains no healing from a vampiric weapon until she owns it for 24 consecutive hours, and a wielder can be attuned to only one vampiric or greater vampiric weapon at a time. Finally, a wielder healed by a vampiric weapon can’t exceed her maximum hit point total, though excess healing also doesn’t count toward the daily limit of hit points she can regain.

Both living and undead creatures can benefit from the healing.

A vampiric weapon automatically converts the stolen energy into positive or negative energy, as appropriate for the wielder.


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Neal Litherland wrote:

So, I'm aware that I could invest in UMD, and/or play a caster class. But I'm looking at a barbarian/fighter, heavy on the barbarian. And I don't trust anyone else in the group to bring someone who heals. So I want to have the options to keep my own train rolling.

What would you recommend I do? I was initially thinking on the Fast Healer feat, but nice as it is, it doesn't work with rage powers like the Renewed Vigor tree (which was also going to be my go-to for this), troll styptic, or other abilities that let you gain fast healing without spells. So it seems sort of useless in-the-moment without a cleric/oracle/etc. patching me together while I go to work.

Any other recommendations? Have I missed any feats, rage powers, or anything else that might be helpful?

If you have the spare skill ranks for it, Healer's Hands (new in Planar Adventures) + Signature Skill (Heal) should be pretty effective, as described further here.


I'd rather think about a Skald. With just one feat you'll get Fast Healing later (second feat Fast Healing for everyone), can make your whole group pounce and you won't lose much more than your high BAB.

Isn't there a barbarian archetype with rage song?

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