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General Tabletop Discussion
*Pathfinder & Starfinder
Touch of Healing/Hustle/Force March
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<blockquote data-quote="d(sqrt(-1))" data-source="post: 3894253" data-attributes="member: 13587"><p>Here's something interesting that only just occurred to me: A PC in my game has Touch of Healing as a feat (Complete Champion). The characters may soon be in a situation where they need to cover some distance (about 16 miles) to get to safety before some bad guys catch up with them. I was originally thinking that it might be interesting if they had to trade off speed vs problems from hustling or force marching. However, it seems that Touch of Healing means that you can ignore any penalties for either, as it heals hp damage, which also removes an equivalent amount of non-lethal damage.</p><p></p><p>So, for a party of 6 at 5th level, if they hustle for 4 hours, they would normally take 1+2+4 = 7 hp nonlethal damage and be fatigued. To remove the fatigue they would have to rest for a bit (regain 1 hp/level/hour), or use up some healing spells. However, with Touch of Healing, they stop for 6 rounds (= 36 seconds) once per hour, and the guy with ToH heals 9 hp each and they continue on. Ok, the hustling hp damage continues to double for each extra hour (?), but even so, it doesn't take long to remove the nonlethal hp with ToH, and since they haven't actually been reduced by any lethal hp, it could be construed that ToH will always heal you of nonlethal hp, without the limitation of only taking you back to half hp as for normal damage.</p><p></p><p>Any thoughts? It seems useful, but kind of removes any problems with marching for hours non-stop. Of course, if you keep going long enough, the doubling will start racking up, but even if it gets to 128 hp/hour, that's still only 15 rounds of ToH to remove it.</p><p></p><p>Similar applies to force marching, of course.</p><p></p><p>cheers,</p><p></p><p>Mark</p></blockquote><p></p>
[QUOTE="d(sqrt(-1)), post: 3894253, member: 13587"] Here's something interesting that only just occurred to me: A PC in my game has Touch of Healing as a feat (Complete Champion). The characters may soon be in a situation where they need to cover some distance (about 16 miles) to get to safety before some bad guys catch up with them. I was originally thinking that it might be interesting if they had to trade off speed vs problems from hustling or force marching. However, it seems that Touch of Healing means that you can ignore any penalties for either, as it heals hp damage, which also removes an equivalent amount of non-lethal damage. So, for a party of 6 at 5th level, if they hustle for 4 hours, they would normally take 1+2+4 = 7 hp nonlethal damage and be fatigued. To remove the fatigue they would have to rest for a bit (regain 1 hp/level/hour), or use up some healing spells. However, with Touch of Healing, they stop for 6 rounds (= 36 seconds) once per hour, and the guy with ToH heals 9 hp each and they continue on. Ok, the hustling hp damage continues to double for each extra hour (?), but even so, it doesn't take long to remove the nonlethal hp with ToH, and since they haven't actually been reduced by any lethal hp, it could be construed that ToH will always heal you of nonlethal hp, without the limitation of only taking you back to half hp as for normal damage. Any thoughts? It seems useful, but kind of removes any problems with marching for hours non-stop. Of course, if you keep going long enough, the doubling will start racking up, but even if it gets to 128 hp/hour, that's still only 15 rounds of ToH to remove it. Similar applies to force marching, of course. cheers, Mark [/QUOTE]
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Touch of Healing/Hustle/Force March
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