
SorrySleeping |

Fast healing isn't actually healing. Any (Su) ability that you have that grants fast healing doesn't change the fact that Fast Healing is (Ex).
A creature with the fast healing special quality regains hit points at an exceptional rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Net-Soul |
The fact that fast healing is EX doesn't straight out spell that if for example you get fast healing from Infernal Healing or Heavenly Touch (Su) would always be treated as effect from Ex ability. If you would put Fast Healing from Infernal Healing wand and then walk into No-magic zone would the healing stop because it was from a spell or would it last for the rest of the duration? Or if an effect increases healing from (Su) abilities then would Heavenly Touch (Su)'s healing increase even tho it's mentioned in the form of Fast healing?

blahpers |

In the case of heavenly touch (Su) and similar abilities that are supernatural and grant fast healing for a non-instantaneous duration, the fast healing itself is (Ex), but it would still stop working in an antimagic field. The effect granting the fast healing is magical, so it is suppressed while in the field. If the creature left the field while still within the duration of heavenly touch, the healing would resume.

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Having fast healing as a (Su) ability opens up the ability for a Skald to really go wild with healing every round. A Half-Orc skald with a valet familiar, the Lesser Celestial Totem rage power, Amplified Rage, Fast Healer, and Skald's Vigor can cast Greater Path of Glory while using inspired rage. Because Inspired Rage is (Su) and (Su) abilities are described as magical, Fast Healer essentially adds +1/2 Con mod (which is fairly large accounting for Amplified Rage) to the fast healing received.
With all that active, said skald gains 8+1/2 Con mod fast healing, plus 5+CL+1/2 Con mod magical healing at the end of their turn on top.
I don't necessarily think it's worth going to those lengths to get some bonus healing, as that's at least 5 feats, one rage power, and a 4th level spell to get all that. Plus either an additional 2 feats or a level dip in bloodrager in order to get the valet familiar to share the teamwork feat. Plus all of that healing would stop in an antimagic field. But hey they get something like 30 hp/round without expending any additional actions after the initial start.

Janos1 |
Here is a thought, and please bear in mind that I have not played Pathfinder in a long while, but the Fey Druid can Shapechange into a Fey Creature, and at Fey Form 4 gains creatures that Naturally have Fast healing.. since this is not a spell but a natural ability of the form, would if still be shut down?

blahpers |

I'm not sure what you mean by "fey druid"--maybe progenitor? It would still be shut down for the same reason as before--not because the fast healing itself is magical, but because the effect causing the druid to have the fey's shape and abilities is supernatural. It wouldn't just be the fast healing that shuts down--the druid would revert to their normal shape while inside an antimagic field.
Just don't ask me what happens if a wild shaped druid stands straddling the boundary of an antimagic field. o_O

Kayerloth |
I'm not sure what you mean by "fey druid"--maybe progenitor? It would still be shut down for the same reason as before--not because the fast healing itself is magical, but because the effect causing the druid to have the fey's shape and abilities is supernatural. It wouldn't just be the fast healing that shuts down--the druid would revert to their normal shape while inside an antimagic field.
Just don't ask me what happens if a wild shaped druid stands straddling the boundary of an antimagic field. o_O
Both the character and DM get severe headaches while becoming all twisted up.