A Player's Guide to Healing (And, why you will be Just Fine without a Cleric to heal)

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Healin'. Patchin' up the wounds. Sewing the Fighter's larynx back in after he took an arrow through the neck and lived and wanted to tell about it. Every player knows the drill. But oddly, a lot of players just use really... silly methods of going about healing themselves, and have some wild misconceptions about how to do it effectively and even how much of a priority it should be.

The Problems

Some players think they *have* to have a cleric or druid to cover the healing role, and place healing as an extremely high priority, even in combat, and even if they don't, many even spend inordinate amounts of money on extremely inefficient healing items that may hurt them more than help them.

To summarize a few common issues:
  • Players overprioritize healing in combat when there are more effective options available to them.
  • Players spend too much money on healing, often spending wads of cash on things like potions of Cure Moderate Wounds.
  • Players believe they can't heal efficiently without a Cleric or Druid or similar class in the party, and view such as an essential role, to the point where some even *force* others to play a Cleric or Druid just so that they can have a dedicated healer, and then downplay the extraordinary talents of those classes and belittle them to a mere healing role, making for an unenjoyable experience for the victim of this treatment.
  • Many players just don't know how to get the best healing for their buck.


Some Information and Comparisons

First, an effort at dispelling some of the myths. First off, you should probably never be buying healing potions, perhaps with the exception of Cure Light Wounds or a similar level 1 spell. The reason for this is simple. The cost is exorbitant, and it's really not worth it. A Cure Serious Wounds potion will heal, on average, 18.5 hp, and it will cost you 750gp, and it will take either a standard or a full round action to use, and it will provoke AoOs unless you did some further investment to prevent that, and on top of that it probably smells bad and tastes bitter. Yuck. For the same price, you could have gotten a Wand of Cure Light Wounds (275hp total instead of 18.5hp), a Wand of Lesser Vigor (550hp total instead of 18.5gp), or a Healing Belt (Either 6d8 hp (average 27 hp) a day, or 18 hp (same as the potion!) per day if you burst heal, usable as a standard action that does not provoke attacks of opportunity.)) Would you rather get 18 hp, or 18 hp per day? Now would you rather use a standard or full action that provokes AoOs, *and* need to draw the item, or would you rather use a standard action that doesn't provoke AoOs? And hey, wouldn't you like the option to heal even more for efficiency, outside of battle? There's even another option, this one for artificers, that costs a mere 50 gp a pop: Infuse an ally with Greater Healing armor. This will give them 6d8+30 total healing (3d8+15 as a swift action, usable twice). As an added bonus, it will even automatically heal you if you get knocked unconscious. The point is... potions are bad. Potions are inefficient. So are scrolls of Cure Moderate Wounds, Cure Serious Wounds, and so forth.

Second, a dedicated healer is not a necessary combat role. Seriously.

First off, healing often does not outpace damage. Moreover, removing an enemy a threat can often be much more effective at saving your allies' necks than going up and poking them with Cure X Wounds. If an enemy were to deal 50 damage to an ally, and you can take that enemy out by either disabling or killing them, then you've "healed" that ally of the 50 damage he would have taken. Additionally, as healing often does not keep up the pace with damage, even if you can't disable the enemy, healing the ally might not be good enough to save them. Instead, you might want to use an ability to help the ally escape, or block the enemy from attacking them (this can be something as simple as Benign Transposition, really). In fact, healing in combat is only situationally a good choice, and is often a subpar tactical option.

Secondly, you can get very efficient out-of-combat healing quite easily without a Cleric or Druid, and indeed a Rogue, Artificer, Paladin, Ranger, Factotum, Warlock, or Bard could fill the healing role with a wand of Cure Light Wounds or Lesser Vigor. In fact, you can even get good, cheap burst healing comparable to the Cleric or Druid's ability at low levels with items like the Healing Belt.

Actually, the Artificer can prove to be a fantastic healer, cheaply (we're talking 37.5% market price here) turning out healing belts, wands of lesser vigor, and providing Greater Healing armor infusions (a mere second level infusion) at an early level. The Paladin and Ranger can use wands of Cure Light Wounds without penalty, and the others can use UMD to master the efficient wands. On top of that, members of *any* class can easily chip in with the very efficient Healing Belt.

These things considered, you really can get by without a Cleric or Druid. In fact, if you do have a Cleric or Druid, they're probably going to be more useful in most combats if they are doing something OTHER than healing, since they have considerable talents in many regards.

How to Heal Effectively
(Author's note: I have excluded a few very potent and efficient means of healing because things like the infinite-healing-for-cheap trap and other such things are just plain abusive, and few sane DMs will allow them)

  • Blessed Bandages (10gp, MiC page 152): 10gp to automatically succeed to stabilize an ally. Can definitely save a friend at very low levels.

  • Wands of Cure Light Wounds (750gp, Core): The hallmark of efficiency. These wands will dish out an average of 5.5hp a pop, and with 50 charges that will add up to 275 total healing. This wand gains an advantage over Lesser Vigor in two respects: Speed of use, and the fact that Lesser Vigor is a Cleric and Druid only spell, and thus is only available to those classes and UMD users, while Paladins and Rangers and the like will stick to Cure Light Wounds.

  • Wands of Lesser Vigor (750gp, Spell Compendium Page 229): These are the most efficient healing wands around! You get 11 hp per pop (though it takes a full minute to gain that 11 hp), and you get a total of 550hp of healing for your 750gp.

  • Healing Belts (750gp, MiC page 110): For 750gp, *anyone* can heal 6d8 hp a day, and even burst heal for 4d8hp as a Standard action with a Touch range, and does not provoke attacks of opportunity like spells and scrolls. Also, with the MiC rules for adding common effects, you don't even need to worry about "keeping the slot free" anymore. You can actually just say, give one of these to everyone in a party of 5 for 30d8 healing per day, and just subsidize your healing costs. This is a great way to keep everyone alive at low levels. As if this weren't good enough, you get feel-good +2 bonus to Heal checks as a bonus.

  • Artificers can heal very effectively with Greater Healing Armor (MiC page 12), dishing out 3d8+15 healing *twice* usable as a swift action, and even automatically healing a character should they fall unconscious. Best of all, this only costs you 50gp for a total of 6d8+30hp healing, and is available at a very low level.

  • Wand of Faith Healing (Spell Compendium): It's kinda cheesy, but it's worth mentioning if your DM allows it. It's exactly the same as Cure Light Wounds, except maximized and only usable on people who share your faith (which can easily just be everyone in your party). I personally don't allow this spell as a DM.

  • Touch of Healing (Reserve Feat, Complete Champion pg 62): This one is for the actual "healers." As long as you have a healing spell of second level or higher ready to cast, you can heal anyone up to half their total hp (but no higher, meaning you have to use more abilities to fully heal them) for free. Basically, for the cost of a feat, you get a lot of free healing.

  • Summon Nature's Ally IV (Core): Summoning a Unicorn nets you a free set of 3 CLWs, 1 CMW, and a Neutralize Poison. It has a caster level of 5th, so that'll total 5d8+20 points of healing (and a neutralize poison). It's even something a druid can cast spontaneously. Not bad.

  • Revivify (Cleric 5, Spell Compendium page 176): Revive your dead buddy for 1000gp as a standard action instead of for 5000gp as a much longer action, and best of all *no level loss.* A no brainer really. You just need to be quick about it, acting within 1 round of the victim's death!

  • Revenance (Cleric 4, Paladin 4, Bard 6): This spell can target any character that died within 1 round / caster level of casting. The subject comes back to life (as if by Raise Dead except with no penalties) and is able to fight (with a +1 morale bonus on attack, damage, and saves against the person who killer her) for 1 minute per level, at the end of which the character dies again. The real seller here is that it has a wider window to cast than Revivify (1 round / level), and moreover the ally will die at the end of the spell (or after being killed again), often allowing you to use Revivify when it would otherwise be impossible (window passed) or too dangerous (in the middle of combat).

  • Delay Death (Cleric 4, Spell Compendium page 63): As an *Immediate Action*, the ally becomes unable to die from hit point damage (they'll still fall unconscious, they just won't die.) This means that you can instantaneously cast this spell when a buddy takes their final hit, and they won't die for 1 round/level (during which time you can finish the encounter, then heal them up.) Can definitely be a lifesaver.

  • Tomb Tainted Soul (Feat, Libris Mortis): This handy feat allows you to be healed by negative energy. This means that a living Dread Necromancer can heal you to full as much as she likes with Charnel Touch, and that you can heal yourself with things like Uttercold metamagiced spells and the like.

  • Amulet of Retributive Healing (2000gp, MiC Page 69): This handy little doodad lets you double up on your healing 3 times per day. When activated (as a swift action) this amulet allows you to cure yourself of an amount of damage equal to however much you cured your buddy of. So, if you cast Heal on your ally, you can activate this item to use a free quickened Heal on yourself. Works with scrolls and everything, too.

  • Collar of Healing (5000gp, MiC page 90): As an *Immediate action* once per day, heal your animal companion of 50hp and cures the Fatigued or Exhausted conditions. Keep your little buddy going. As an added bonus, it works at any range (as long as you're on the same plane), and lets you know your companion's exact hit point total at all times.

  • Heal (Core): Heal is a great spell. It really is. It's the healing spell you actually might want to use in fights fairly often. It heals a ton of damage, and it takes away ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. A laundry list of status effects, some of which are quite deadly in their own right! However, Heal is not a necessary party role in and of itself! Again, you don't actually need *any* in-combat healing to have a highly effective party. Still, when you *do* have a Cleric or Druid around, there's no reason they shouldn't have this ready. If you don't have a Cleric or Druid around, you may want to consider a scroll or two of this for those few situations where you really do want a Heal (i.e., your buddy just got blasted for 100 damage and got stunned to boot).

  • Divine Ward (Feat, PHB II): This feat will help out the "true healers," allowing them to use Close Range instead of Touch Range for their healing spells on one ally by spending your Turning attempts. You can get a similar results with Divine Metamagic (Reach Spell) (Which happens to be doubly useful for, say, a ranged Slay Living).

  • Augment Healing (Feat, Complete Divine): Add +2 healing per level of the healing spell cast. Simple and effective for a dedicated healer, should you choose to get one.

  • False Life (Sor/Wiz 2, Core):
    Instead of taking up an action to heal during combat, take an action to heal up to 1 hour / level before combat ever happens! See also, Aid (Cleric 2, PHB)

  • Empathic Transfer (Egoist 2, Psychic Warrior 2, XPH): This useful power is the standy of healing as a Psionic character. The method is a little unique as opposed to standard methods of healing, but it works just as well. You eliminate anywhere from 2d10 to 10d10 (depending on augment) hp of damage from an ally, and transfer half of that damage onto yourself. Combined with Vigor (Psion 1, Psychic Warrior 1, XPH), and Share Pain (Psion 2, XPH) both shared to your psicrystal through Share Powers, the temporary hit points will absorb all of the damage.

  • Vigor (Psion 1, Psychic Warrior 1, XPH): This power giives you 5 temporary hit points per power point spent, lasting for a minute per level. It's like healing *before* you ever take damage, and lets you buff beforehand in order to avoid the need to heal in combat.

  • Amulet of Tears (2300gp, MiC page 70): Another source of temporary hit points, this handy item stores 3 charges per day and grants temporary hit points lasting for 10 minutes based on the number of charges spent. For 1 charge, you gain 12 tmporary hit points, and for 3 charges grants 24 temporary hit points.

  • Share Pain (Psion 2, XPH): This power transfers half of the damage dealt to you to a willing subject, and thus helps a good deal with damage mitigation. It lasts for an hour per level, so can last for a full day's worth of encounters, and a popular use is to combine it with a Vigor (Psion 1, Psychic Warrior 1, XPH) power shared with your psicrystal and make your psicrystal the subject, effectively doubling the effect of vigor and transferring a good deal of hp damage onto a target that is often a noncombatant.

  • Shield Other (Cleric 2, Paladin 2, Core): This is much like Share Pain, except it deals half of an ally's damage to you, helping you to protect them. It also adds a +1 resistance bonus to saves and a +1 deflection bonus to AC for the target, as an added plus.

  • Vampiric Touch (Sor/Wiz 3, Duskblade 3, Core): 1d6 damage per two levels, and gain temporary hp equal to the damage dealt. This spell is notable for combining offensive abilities and effective in-combat "healing" into the same attack. This spell is useful in spell storing weapons, or channeled through a Duskblade's "Arcane Channelling" ability. It is generally *not* a good idea for the average mage to run up into melee and try to touch an enemy with it, because the damage will be low and the temporary hp probably won't save you from a world of pain (unless you have other protective spells and such up). Also note that if you're an Unseen Seer or Arcane Trickster, you can increase the amount healed with sneak attacks!

  • Bloodstone weapon enhancement (+1, page 29 MiC): Stores and casts Vampiric Touch just like a spell storing weapon, except that it's automatically empowered. Basically, this will deal extra damage on attacks equal to (1d6 per two caster levels)*1.5, *and* give the wielder of the weapon temporary hp equal to the damage dealt. Thus, you're adding to damage and to healing at the same time! See also: Vampiric Touch.

  • Bodyfeeder weapon enhancement (+3 bonus, XPH): This handy enhancement will grant its wielder temporary hit points equal to the damage dealt by any critical hit he dishes out. With an expanded critical hit range, you can expect this to give a steady stream of temporary hp. This enhancement can be granted by an artificer spending a 3rd level infusion and a small amount of gp. (Note: Though "Wrathful Healing" is almost certainly more effective, it's much less likely to be allowed)

-Signed,
IMAGE(http://i169.photobucket.com/albums/u211/SatinFist/Sephiroth.gif)
Thanks for the tips, man! I didn't know about the Healing Belt nor the Blessed Bandages.
Thanks for the tips, man! I didn't know about the Healing Belt nor the Blessed Bandages.

Much obliged. Yeah, actually, in one of the games I'm in right now (where we're all level 5), we just made the artificer craft one for everybody. Subsidized the party's efficiency healing, and lets everyone burst heal if they need to.

Anyways, I'm sure I've missed a few, so if I have, please tell me so I can improve the guide
I generally don't make a low level character without a Belt of Healing, and a wand of lesser vigor if they can use it. Good guide.
Edited: Though I know it's not actually "healing" per se, I felt it was worthwhile to note the usefulness of Delay Death and Revivify in keeping your buddies in health.
That does it - I am so picking up MIC next week...:P
Also worth mentioning from MIC:
Weapon augment Crystal of Life Drinking. The least and lesser versions are very cost effective. Once you hit the daily limit of the crystal you can always swap it for another one.

Vampiric weapon enchantment (+2), get an extra 1d6 damage vs. living creatures and heal that amount with each hit. Not nearly as cost effective as the augment crystals, but the weapon enchantment has no daily limit.

Again not strictly healing, but still efficient damage mitigation:
Armor augment Iron Ward Diamond. 1/-, 3/-, or 5/- damage reduction that stacks with similar damage reduction from any source.
With a few exceptions, all of these options are non-combat healing related in a post level 6 world. While I agree that a wand of CLW is efficient out of combat, in combat it's borderline useless fighting anything that can do more than 25 damage a round. I also agree that you don't need a dedicated healer. Having someone who can lay down beats or cc with a chance to do some emergency healing is more than useful.
Aye. I have to note that there comes a time when NOTHING but a Heal will do.
For everything else, you're usually better off doing something else.
With a few exceptions, all of these options are non-combat healing related in a post level 6 world. While I agree that a wand of CLW is efficient out of combat, in combat it's borderline useless fighting anything that can do more than 25 damage a round.

This is true. And like I said, emergency burst healing isn't actually a really necessary party role. It's a very useful one, to be certain, but others are very useful as well!

Aye. I have to note that there comes a time when NOTHING but a Heal will do.
For everything else, you're usually better off doing something else.

Agreed. Usually, though, these times are pretty much when something hits hard *and* can nab you with a nasty healable status effect, and you can't take the threat out quickly, in my experience.
An eternal wand (MIC) of healthful rest (SC) doubles your bang on vigors for 2 PCs per wand all day long.
An eternal wand (MIC) of healthful rest (SC) doubles your bang on vigors for 2 PCs per wand all day long.

I don't think Healthful Rest works that way. I thought it just doubled your natural healing from sleep.
I don't think Healthful Rest works that way. I thought it just doubled your natural healing from sleep.

Thing is, Fast Healing IS natural healing. It's a cheesy little trick that even allows beings with natural Fast Healing to double their healing rate. It's unlikely to be allowed by any sane DM, and as such warrants no mention.
Thing is, Fast Healing IS natural healing. It's a cheesy little trick that even allows beings with natural Fast Healing to double their healing rate. It's unlikely to be allowed by any sane DM, and as such warrants no mention.

Maybe natural Fast Healing, but Vigor isn't natural, is it? Anyways, I don't think that was the intent of the spell, and I think it's just another poorly-considered and worded thing thrown out by WotC. Blargh.
Thing is, Fast Healing IS natural healing. It's a cheesy little trick that even allows beings with natural Fast Healing to double their healing rate. It's unlikely to be allowed by any sane DM, and as such warrants no mention.

Right on the RAW. As to cheesyness, you are probably right. It's dispellable, but makes vigors even more efficient.
Right on the RAW. As to cheesyness, you are probably right. It's dispellable, but makes vigors even more efficient.

Out of curiosity, where is this clarified in the RAW?

Anyways, I don't think any DM I know would let me get away with it, so I don't think I'll add it... good catch, though!
Out of curiosity, where is this clarified in the RAW?

Anyways, I don't think any DM I know would let me get away with it, so I don't think I'll add it... good catch, though!

Vigor gives fast healing
Fast Healing is natural healing
Healthful Rest doubles natural healing
Completely RAW. Rule loopholes are fun.

For the record, I'm gunna try this in my current game (the cleric doesnt heal, so shapechanging into a hydra is my healing). Fast healing 44 = fun.
An eternal wand (MIC) of healthful rest (SC) doubles your bang on vigors for 2 PCs per wand all day long.

Beat me to the punch. There's a second part to this trick also though.

Summon Elysian Thrush (also SC) is an identical spell but has a shorter duration, effects the entire party, & is second level.

4*Vigour healing anyone?


Out of curiosity, where is this clarified in the RAW?

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.

This is a good guide. Also there is the dragon shaman's fast healing aura and the spellthief healing trick.
Beat me to the punch. There's a second part to this trick also though.

Summon Elysian Thrush (also SC) is an identical spell but has a shorter duration, effects the entire party, & is second level.

4*Vigour healing anyone?

Wow. It can go in an eternal wand too. Fast healing 66... Wow.
Although the original idea of this thread was to kill people, you could use the same tactics to grant your party fast healing 1 for the duration of your second level summoning spell.

Another spell that is good to combo with Revivify is Revenance. Now your "dead" buddy can continue to fight, instead of laying on the ground waiting for you to heal him.

Ur-Priests can make higher level magic items for healing more cheaply than other classes, due to having a lower "minimum caster level". This is particularly good for staves, as they can use the user's caster level, instead of their own. For example, an Ur-Priest could craft a staff of Heal (caster level 8, minimum for a staff) that uses 5 charges per use for 3600 gp (6x8x375/5). When he/she used it, it would be at their full caster level, however.
Another thing to consider if Incarnum is being used is the Theraputic Mantle. It provides extra healing of Spell Level + 2/Essentia when you are targeted by any healing spell or effect.

A sixth level character with the Shape Soulmeld (Theraputic Mantle) and Bonus Essentia feats could heal an extra 5 hp every time he is targeted by a Cure Light Wounds spell. If he is targeted by the Martial Spirit Stance (from the ToB) he would be healed 6 hp per melee attack (the stance has no spell level so the healing would be 2 pts from the effect + 4 from the 2 pts of invested Essentia).
I totally agree with this thesis. I do, however, believe that a Cleric/Druid provides a lot of utility divine for removing nasty status effects like disease, poison, blindness, and whatnot.
I totally agree with this thesis. I do, however, believe that a Cleric/Druid provides a lot of utility divine for removing nasty status effects like disease, poison, blindness, and whatnot.

I agree with this. You will likely need a cleric in the party not only to heal hp damage but for other things like restoring ability damage, lost levels, or even bringing a character back to life.


However to contribute positively to this thread let me point out that you can use limited wish to cast the heal spell since heal is a 5th level adept spell.
I agree with this. You will likely need a cleric in the party not only to heal hp damage but for other things like restoring ability damage, lost levels, or even bringing a character back to life.


However to contribute positively to this thread let me point out that you can use limited wish to cast the heal spell since heal is a 5th level adept spell.

A Psion or Artificer can restore people to life in a pretty straightforward manner. UMD users can also do so with a scroll of Raise Dead or similar spell. Additionally, a halfling with a coupla feats in the Eberron Setting can cast Resurrection off of an Altar of Resurrection. At later levels, arcane casters can cheat death with things like Clone.
nice information .... will probably quote some of this in the Cleric Handbook .....;)

:D
I totally agree with this thesis. I do, however, believe that a Cleric/Druid provides a lot of utility divine for removing nasty status effects like disease, poison, blindness, and whatnot.

And negative levels. My cleric-less party fought some Slaughter Wights recently, and two characters rolled 1's on their Fort saves to remove negative levels.
Neat idea on boosting vigor with Healthful Rest and Summon Thrush spells, but RAW seems to be against this. The problem is that the tricks seem to be mixing the english meaning of Natural Healing with the RAW definition. Natural Healing is a term defined on pg 146 of the PHB. Fast Healing is NOT Natural Healing. An unfortunate sentence in the Fast Healing definition (on pg 293 of the DMG) refers to it being LIKE Natural Healing, thus the confusion. Frankly, I think this sentence is out of place and misleading - it can easily be misinterpreted.

Both Natural Healing and Fast Healing are seperate healing abilities - a character with fast healing who gets a full night's rest will benifit from Fast Healing AND Natural Healing. Of course, even Fast Healing 1 would heal up to 4,800 hp in 8 hours, so the extra 1hp/character level of healing is likely not needed. Even if the character was wearing a Ring of Sustenance, 2 hours still heals up to 1,200 hp.

P.S. If one does take the word LIKE to mean IS, than Fast Healing, as Natural Healing, would be prevented by any significant interruption - such as combat :P
Stuff

One would think (the RAI and most DMs would rule that way), but it works RAW. Fast healing is natural healing; it's just fast y'know. What you just explained was RAI, not the loophole in RAW.
AH jeez, ROFL (at me).

Arch, I was initially confused by your reply - folks keep saying Fast Healing IS Natural Healing by RAW, but I wasn't seeing that from the definitions in the DMG and PHB. Which means...

A-hah.

The Definition of Fast Healing in the Monster Manual is slightly different than the DMG. Page 309; " is JUST like"...

A-heh. That changes the context/meaning of LIKE. And MM came out later than the DMG, so it's wording trumps. And the wording in the definition of MMIV is still basically the same as in MM (don't have MMV yet).

Okay, by RAW I see that the trick works - and fast healing doesn't function if any significant interruption (such as combat) occurs during the round per PHB pg. 146. So those bloody vampires and their spawn can't benifit from Fast Healing while we're slapping them around -SWEET! They have to retreat to heal. Has our DM been running these critters wrong all along? This is going to make the campaign sooo much easier.

Yeah, fun exercise, fun to talk about, but RAI will likely dominate, as should be - unless we really have been playing Fast Healing incorrectly. Certainly possible. Anyone out there saying, "Well duh, you have to rest during the round for Fast Healing to work, din't you know that?" Certainly would nerf Vigor casting during combat.
I think the biggest counterpoint to most of the easy and achievable healing you suggest is the cost, either in gold for magic items, xp for crafting, or opportunity for feats. A cleric can cast cure light wounds, it costs him a spellslot. And he doesn't even have to dedicate a spell slot too it. Also, while healing isn't always the most sound tactical decesion, we aren't playing Warcraft 3 here. A character dies, its dead. Trust me, if the cleric said"Oh I'm not going to cast cure serious wounds, I'll just cast dominate or something", and then the creature made the save, I'd be pretty ******. I'd be just as ****** off if the party fighter said, I'm not going to drink that healing potion, I'll just take another full attack and hope I drop it, and then that fighter died, I'd be a little angry too.

Its true D&D can be a game of number crunching, but character death isn't something most parties want to take lightly. With out a dedicated source of healing, your party can die very easily. A cleric can still cast spells when that belt of healing gets stolen, when the wand runs out of charges, when you're ring of regeneration gets disjunctioned or what not.

The same does apply for a cleric, if he goes down, and the party can't heal without him, you're in a world of ****.

SOLUTION: Every member of the party, once you pass lvl 4 I'd say, should have the ability to fully heal themselves, and at least get the party healer up and running. This maybe class abilities, feats, spells, wands, wonderous items, or even potions.
I'd be just as ****** off if the party fighter said, I'm not going to drink that healing potion, I'll just take another full attack and hope I drop it, and then that fighter died, I'd be a little angry too.

You want the Fighter to KILL HIMSELF? "Yeah, I drink a healing potion and get hit by an AoO and die instead of taking a full attack cuz I'm teh smart3st."
@ llavar1: Fast Healing works like natural healing, except for some exceptions. The fact that it's always on ("At the beginning of each of the creature’s turns, it heals a certain number of hit points") is one of them.
You want the Fighter to KILL HIMSELF? "Yeah, I drink a healing potion and get hit by an AoO and die instead of taking a full attack cuz I'm teh smart3st."

5ft step.
Originally Posted by IICV in the "Crossing every layer of Abyss" thread on 07-06-07, 04:44 PM
Quantum Mechanics are probably just really tiny Modrons.
5ft step.

Against the ogre with 10-ft reach?:P
5ft step.

Furthermore, while taking a 5 ft. step does not itself provoke an AoO, moving out of a threatened square does.
Furthermore, while taking a 5 ft. step does not itself provoke an AoO, moving out of a threatened square does.

Only if the opponent is in thicket of blades.
5ft step.

Reach. And special abilities. And multiple opponents.

Seriously, if you can drink a potion, why not use a Healing Belt? That will do 4d8 healing (about the same average as a Cure Serious Wounds potion), not provoke an AoO, and be usable the next day. It's not like you have potions of Heal flying around.
Furthermore, while taking a 5 ft. step does not itself provoke an AoO, moving out of a threatened square does.

Uh... no. You're WAY over-analyzing this. You don't provoke an AoO for taking a 5 foot step, even if you leave a threatened square, unless there is something very specific causing you to (thicket of blades, difficult terrain, etc).

Do note that you can only move 5 feet in the round, if you take a 5 foot step. You can't take a 5 foot step to get out of reach, and then use a move action to go even further. You could use a move action that doesn't include actually moving, like drawing a potion, however.
NoldorForce - Yep, there would be no problem if Fast Healing stated it granted hp at beginning of critters turn. But MM entry doesn't say that - the way it is stated, combined with the reference to the Natural Healing mechanic, is contrary to typical use. However, your quote sounds familiar - source? Maybe it updates the MM (and later MM#s) entry on Fast Healing. If so, end of discussion.
A-heh. That changes the context/meaning of LIKE. And MM came out later than the DMG, so it's wording trumps. And the wording in the definition of MMIV is still basically the same as in MM (don't have MMV yet).

The standard rule, I believe, is that the "primary source" dominates. From the Core Books (PHB, DMG, MM; the default Primary Sources), the only way to gain fast healing is by being a monster, so the Monster Manual is the Primary Source for the rules on fast healing.

Okay, by RAW I see that the trick works - and fast healing doesn't function if any significant interruption (such as combat) occurs during the round per PHB pg. 146. So those bloody vampires and their spawn can't benifit from Fast Healing while we're slapping them around -SWEET! They have to retreat to heal. Has our DM been running these critters wrong all along? This is going to make the campaign sooo much easier.

Unfortunately, intelligent undead don't need rest to benefit from natural healing. They heal one hit point per hit die every 24 hours regardless of what else they're doing, and regardless of whether anyone makes a Heal check for long-term care.