Healing and Fatigue

The Souljourner

First Post
Under overland movement, it states "A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued."

It also says "Eliminating the nonlethal damage also eliminates the fatigue."

Does this mean I can hustle cross country on my horse, so long as I give it a cure minor wounds once an hour?

Second, related question... if you're immune to fatigue, can you just flat out run all day? How about if you're immune to fatigue and exhaustion?

One last one... are there any rules for how long you can run? It seems to just say "for a minute or two". That's not useful... is there a Con roll or something?

-The Souljourner
 
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Hmm, wasn't there something that you can't heal this damage (similar to heat or cold damage from the weather)?

But even then, cast Lesser Restoration.

No rules for how long exactly you can run IIRC.
 

Note that in "mounted movement" it says a hustling mount takes lethal damage and always fails its saves in forced marches.
You would need to cast twice as many cure spells each hour--just because you heal the 1 damage he took the first hour doesn't mean he doesn't take 2 damage the next hour. You could extend the hustle this way, certainly, but eventually the horse will take enough damage to kill it all at once, and then it'll simply drop dead. (Well... fall unconcious.)

The rules for how long you can run are in the PHB, page 144. You can run for your Con in rounds, then you start making Con checks.

A construct or undead can indeed run all day without tiring. This is in the DMG on page , under Nonabilities. "A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run)." As far as I know, those are the only types that are immune to fatigue, though of course that includes living constructs like Warforged. Anything immune to fatigue is also immune to exhaustion.

Darklone, there's no rule that the damage can't be removed in transit--in fact, it implies it can (the fatigue goes away with the damage).
 
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I think you're thinking of suffocation damage or something, Darklone. I remember seeing it too, but it wasn't in connection with running...

Thanks for the pointer on rules for running, I knew it had to be in there somewhere.

Mounts take lethal damage? Yeouch. I don't quite understand that... I can hustle with a heavy pack for 8 hours and just be fatigued, but my horse takes lethal damage if I'm on his back? What's the definition of a mount? Am I a mount if I have my familiar on my shoulder? What about intelligent mounts (a la the paladin mount)?

And Aubri, you're wrong about being immune to fatigue making you immune to exhaustion... there are a couple of PrCs that make you immune to fatigue and not exhaustion - The Peregrine Runner from Races of Stone and Horizon Walker from the DMG. The Peregrine Runner actually eventually is immune to exhaustion as well (cool PrC).

-The Souljourner
 


Yeah, it really probably should be the same... but then again, I like that healing spells can help relieve fatigue... it makes sense in a fantasy fiction type way.

-The Souljourner
 

Well, healing spells can relieve fatigue... lesser restoration ;)

I think the subdual/non-lethal hitpoints system of D&D will see an overhaul in 4th edition :D
 

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