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Fast Healing



Defense, Innate, Recovery


Cost 4 XP/tier

Prerequisites Constitution



While your hit points are equal to or lower than half their maximum amount, you heal a number of hit points equal to [Tier x 2] every round at the start of your turn. You also heal this amount of nonlethal damage regardless of your current number of hit points.

This effect does not heal damage from any form of fatigue such as forced march, sleep deprivation, starvation, suffocation, or thirst. This effective is suppressed while you are fatigued. It is suppressed for 1 round after you take damage from an acid, cold, disease, fire, negative, poison, or positive effect.



Coagulation (+1) When your fast healing activates, it automatically counters all bleed effects affecting you with a bonus equal to your Constitution modifier + double Tier.

Full Healing (+1) The Fast Healing functions even while your hit points are above half their maximum pool.

Healing Blood (+1) Each time you take bleed damage, you or someone within reach of you can use an action to collect a sample of it into a vial or other container. Any creature of your same lifeform that drinks the blood like a potion or has it intravenously injected into their own bloodstream, gains the benefits of your Fast Healing for a number of rounds equal to the tier of this ability. The blood lasts only 24 hours before it becomes inert.

Strong Blood (+1) Add your Constitution modifier (minimum +1) to the total amount of healing you gain from this ability.