Chronologist
First Post
Fast Healer
Prerequisite: Fort save +4
Benefit: You gain Fast Healing 1. At 10th, 15th, and 20th level, your fast healing improves by 1. This healing does not stack with other sources of Fast Healing, such as a Lesser Vigor spell, but it stacks with other uses of this feat.
Special: You may take this feat more than once. Its effects stack with itself.
The reasoning for the feat is this: Most combat encounters are about 5 rounds (the last few sessions I've played in had encounters that ran about 1, 3, 2, 4, 2, and 6 in terms of rounds before resolution). We've only had one encounter that lasted more than 5 rounds, and most were shorter.
Ultimately, Fast Healing 1 at level 5 is about the same effectiveness as 5 hit points, assuming that combat is going to last 5 rounds or less. In fact, the 5 hit points are usually better, since it increases your resistance to Power Word spells and stops you from being knocked out in the first one or two rounds of combat.
Restricting the feat to Fort save +4 means characters can't take it before 5th level. The feat can be taken multiple times because it functions much like Toughness, which in my group can be taken multiple times with cumulative effect.
In addition, when it comes to out of combat healing, by level 5 the cost of a Wand of Vigor is trivial at best. 550 hp for 750 gp is an excellent ratio, and with 12,000 gp apiece and 15% of that for consumable healing (about 1800 gp), the out of combat healing is trivial at best.
I think the feat is balanced. It exceeds Toughness in long sequences, but since our game (and most games in general) have few of those, I think it could work.
What do you think?
Prerequisite: Fort save +4
Benefit: You gain Fast Healing 1. At 10th, 15th, and 20th level, your fast healing improves by 1. This healing does not stack with other sources of Fast Healing, such as a Lesser Vigor spell, but it stacks with other uses of this feat.
Special: You may take this feat more than once. Its effects stack with itself.
The reasoning for the feat is this: Most combat encounters are about 5 rounds (the last few sessions I've played in had encounters that ran about 1, 3, 2, 4, 2, and 6 in terms of rounds before resolution). We've only had one encounter that lasted more than 5 rounds, and most were shorter.
Ultimately, Fast Healing 1 at level 5 is about the same effectiveness as 5 hit points, assuming that combat is going to last 5 rounds or less. In fact, the 5 hit points are usually better, since it increases your resistance to Power Word spells and stops you from being knocked out in the first one or two rounds of combat.
Restricting the feat to Fort save +4 means characters can't take it before 5th level. The feat can be taken multiple times because it functions much like Toughness, which in my group can be taken multiple times with cumulative effect.
In addition, when it comes to out of combat healing, by level 5 the cost of a Wand of Vigor is trivial at best. 550 hp for 750 gp is an excellent ratio, and with 12,000 gp apiece and 15% of that for consumable healing (about 1800 gp), the out of combat healing is trivial at best.
I think the feat is balanced. It exceeds Toughness in long sequences, but since our game (and most games in general) have few of those, I think it could work.
What do you think?