Healer's Hands and clockwork surgeon, or what is half of a full-round action?


Rules Questions


So, the feat Healer's Hands carries with it the ability to treat deadly wounds as a full-round action. The Clockwork Surgeon trait allows the user to as one of its options cut the time required to treat deadly wounds in half. So my question then is this: what is half of a full-round action? My gut says move action, as one can douuble-move as a full round action, but I'm unaware of any precedent on this. The only other example i can think of is time reduction steps in reloading crossbows and firearms, which is never defined as "half" and appears to operate in smaller increments.


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There is no official rule for this type of undefined interaction; expect table variation between GMs' rulings.

Personally, I'd have Clockwork Surgeon reduce it to a standard action. ^_^


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Technically, a full round action cannot be cut in half -- that trait was clearly intended for cases where treating deadly wounds takes a lot longer. However, if I wanted that trait to have an effect on Healer's Hands, I would probably reduce the time to a standard action, a full round action in most cases lets you do more than you can do with two move actions. That would still be worthwhile since you could still use your move action to get to the patient.


Yeah, standard action isnt the end of the world, particularly given that a mintue was the previous minimum before these two. Time to begin my essay on the viability of nonmagical combat healing then.


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Sumutherguy wrote:
Yeah, standard action isnt the end of the world, particularly given that a mintue was the previous minimum before these two. Time to begin my essay on the viability of nonmagical combat healing then.

Your essay should not assume that GMs will rule it that way instead of, for instance, ruling that that Healer's Hands just overwrites the benefit from Clockwork Surgeon, leaving TDW as a full-round action. I'm sure I'm not the only one who'd be tempted to rule it that way.

Silver Crusade

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David knott 242 wrote:
Technically, a full round action cannot be cut in half

You can actually split a full-round action over 2 consecutive rounds, in which case it takes 2 standard actions, one for each round.

Start/Complete Full-Round Action:
The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

Therefore, assuming the feat and trait stack, the closest answer to RAW would be in my opinion "standard action".


Fuzzy-Wuzzy wrote:
...that GMs will rule it that way instead of, for instance, ruling that that Healer's Hands just overwrites the benefit from Clockwork Surgeon, leaving TDW as a full-round action. I'm sure I'm not the only one who'd be tempted to rule it that way.

Indeed. I almost included this in my previous post. ^_^


As stated by Gray Warden, it would be a Standard Action, because of the ability to divide a Full-Round Action over 2 turns as 2 Standard Actions.


I think a standard action is a reasonable GM call.

That said, in my opinion a more RAW answer is that it would still require a full round action. While a full round action is something that is completed in a certain time, it is not in and of itself a measurement of time. So cutting the time in half wouldn't effect the actions required, it would still take a full round worth of actions.

Actions, such as a standard action, a move action or a swift action are completed within the discrete time period of a round, but in and of themselves they don't have an amount of time that they take. It would be incorrect to say that a standard action takes 6 seconds, a move takes 2 and a swift takes 1 second for example.


Where is that trait from can't seem to fine it.


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