Fast Healing


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From what I can see, it also means that Fast Healing won't stabilize you if you go into negatives.

Recovering hit points from any source causes you to stabilize automatically. Creatures with Fast Healing are effectively immune to the dying condition; unless they're killed outright, they're stable and they're going to be on their feet within a minute.
 

Recovering hit points from any source causes you to stabilize automatically. Creatures with Fast Healing are effectively immune to the dying condition; unless they're killed outright, they're stable and they're going to be on their feet within a minute.

"Natural healing" won't autostabilize you and there is nothing in the description of fast healing that states it works differently than natural healing for stabalization purposes. You get to make a 10% check to stabalize or lose an additional hit point.

So no it won't, at least as written in the SRD.
 

Not true.

SRD said:
Stable Characters and Recovery

On the next turn after a character is reduced to between -1 and -9 hit points and on all subsequent turns, roll d% to see whether the dying character becomes stable. He has a 10% chance of becoming stable. If he doesn’t, he loses 1 hit point. (A character who’s unconscious or dying can’t use any special action that changes the initiative count on which his action occurs.)
If the character’s hit points drop to -10 or lower, he’s dead.
You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check.
If any sort of healing cures the dying character of even 1 point of damage, he stops losing hit points and becomes stable.
Healing that raises the dying character’s hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he’d never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.


Important part bolded. So technically, Fast Healing doesn't make you immune to the dying condition. But on the round after you dropped below zero, you heal at least 1 HP (depending on the value of your FH), and as soon as you do so, you're stable.


That means that you cannot die even if you're put directly to -9, as your Fast Healing kicks in at the beginning of your next turn, while HP loss due to the Dying condition sets in only after that, during your turn, at the same time that you'd make a d% roll to stabilize on your own (if you didn't have FH).
 

But on the round after you dropped below zero, you heal at least 1 HP (depending on the value of your FH), and as soon as you do so, you're stable.
What makes you say that?

Fast Healing works just like natural healing, but faster. You can't naturally heal while dying, you have to stabilize, and then you have to have to recover from disabled (which uses the same 10% mechanic). So, you can't fast heal while dying, you have to stabilize first.

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SRD said:
Recovering without Help

A severely wounded character left alone usually dies. He has a small chance, however, of recovering on his own.

A character who becomes stable on his own (by making the 10% roll while dying) and who has no one to tend to him still loses hit points, just at a slower rate. He has a 10% chance each hour of becoming conscious. Each time he misses his hourly roll to become conscious, he loses 1 hit point. He also does not recover hit points through natural healing.

Even once he becomes conscious and is disabled, an unaided character still does not recover hit points naturally. Instead, each day he has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, he loses 1 hit point.

Once an unaided character starts recovering hit points naturally, he is no longer in danger of naturally losing hit points (even if his current hit point total is negative).
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One of the many places where the rules aren't explicit but are clear in their interactions.
 
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Clear, yes, but not the way you think IMO:

SRD said:
Fast Healing

A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.

Fast Healing does not work "just like natural healing, but faster". It works like natural healing in some regards, but different in others, as above.

It's like natural healing, only you regain a certain amount of HP at the beginning of your turn, every turn. Regardless of whatever, you regain those HP.

Note that this description of the Fast Healing ability does state several circumstances in which you won't regain HP, but makes no mention whatsoever of the Dying condition. I believe that's enough to refute your argument - right?
 


Note that this description of the Fast Healing ability does state several circumstances in which you won't regain HP, but makes no mention whatsoever of the Dying condition. I believe that's enough to refute your argument - right?
I'd disagree. Because fast healing doesn't address the dying condition, this applies... "Except for what is noted here, fast healing is like natural healing." So no fast healing while dying.
 
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