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1 person marked this as FAQ candidate. |

Any rules regarding regeneration and fatigue or exhaustion ? I couldn't find any. If not there should be. It is assumed that a monster (or player) can heal a wound (of any kind) for x amount every (round) 6 seconds.
Therefore, I believe that this character would never be tired. Your muscles, assuming they are of a non-magical nature and physiology is all the same, would be able to maintain a constant state of repair and renewal with all tasks.
If a runner was to begin running as fast as possible he would soon succumb to his own ability to shrug off internal damage as he runs. Granted, this internal damage is temporary and on a very, very small level, however it is still "damage". If someone with regeneration started running, he could very well run for eternity.
I believe that if you have regeneration you would never get tired whatsoever. Our own regeneration (although not a supernatural scale) is what causes our bodies to repair from fatigue. While we do our regeneration on a much, much, much longer timetable; it is still what it does and therefore scaling this up to a much more rapid state would cause your body to never lose its ability to perform 100% at all times.
Discuss.

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Your same argument can be applied to ability damage, ability drain, suffocation and almost every other attack form that currently bypasses regeneration. It'd kinda be a can of worms that's better left unopened.
(There are differences between the body repair functions of the immune system, which are largely on a tissue-wide scale, and the fatigue recovery system which is largely an intracellular system. But that's biology, not epic fantasy, so I won't go into it.)

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@Shadowcat Thanks for the response and yes, magical fatigue and exhaustion would certainly still be valid. Its constant effects are not something that even a regenerative body can renew.
@Troubleshooter Thank you for your response, however, I'm failing to see how the Freedom of Movement example you have given is "similar" or relevant at all. To your other point regarding the cure spell: I am saying is that a non-magical condition would simply never occur. Stating "cure spells would remove the condition" assumes that it has already transpired which it never would have.

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@Troubleshooter Thank you for your response, however, I'm failing to see how the Freedom of Movement example you have given is "similar" or relevant at all. To your other point regarding the cure spell: I am saying is that a non-magical condition would simply never occur. Stating "cure spells would remove the condition" assumes that it has already transpired which it never would have.
I think his point is that a cure spell would remove the condition from non-regenerating people.

Khrovin |

Omasu wrote:@Troubleshooter Thank you for your response, however, I'm failing to see how the Freedom of Movement example you have given is "similar" or relevant at all. To your other point regarding the cure spell: I am saying is that a non-magical condition would simply never occur. Stating "cure spells would remove the condition" assumes that it has already transpired which it never would have.I think his point is that a cure spell would remove the condition from non-regenerating people.
Ultimately the reason for the fatigued condition and the like is not due to damage perse, but more that your body can only give you a certain amount of energy before at the cellular level there is simply nothing left to give. Therefore, you end up with the fatigued condition or the exhausted condition until you sleep and rest and such like. Therefore, regeneration would not work to my understanding because it cannot regenerate the energy that you have extracted from food. Therefore, regeneration and similar effects cannot be used to make an eternally running or moving character.

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"Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation."
NINJED: Khrovin states as I do, though a little differently.
By RAW, damage from forced march is healed if one has regeneration for example, but they remain fatigued/exhausted. Fatigue primarily causes a drain of ability, which regeneration does not restore. It heals physical damage, but retains defections- like mental drain, poison damage, etc. Thus, a troll will rest to avoid fatigue and exhaustion.

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"Attack forms that don’t deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation."
NINJED: Khrovin states as I do, though a little differently.
By RAW, damage from forced march is healed if one has regeneration for example, but they remain fatigued/exhausted. Fatigue primarily causes a drain of ability, which regeneration does not restore. It heals physical damage, but retains defections- like mental drain, poison damage, etc. Thus, a troll will rest to avoid fatigue and exhaustion.
Not quite: You lose fatigue if you heal the damage you take from a forced march, so in this one special case the regen would prevent/heal fatigue (by RAW the latter, by logic the former).
However, it is interesting to note that you can drown, starve or suffocate them and they will not regenerate from it (though they still can't die until the regen is shut off). Makes amphibious trolls the tiniest fraction more dangerous.

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So ... to clarify what Stabbity said above
via Forced March
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.
and via Hustle
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. A fatigued character can't run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
If we were to see this theory and rule in practice it would be a never-ending cycle of taking fatigue and non-physical dmg at the same time and then immediately healing it i.e. eliminating the fatigue and therefore a limitless run (assuming he has no needs to stop and take a leak, sleep) Even if the soles of his boots gave out he would continuously heal his burdened feet.
Agreed ?

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So ... to clarify what Stabbity said above
via Forced March
Quote:A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.and via Hustle
Quote: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. A fatigued character can't run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.If we were to see this theory and rule in practice it would be a never-ending cycle of taking fatigue and non-physical dmg at the same time and then immediately healing it i.e. eliminating the fatigue and therefore a limitless run (assuming he has no needs to stop and take a leak, sleep) Even if the soles of his boots gave out he would continuously heal his burdened feet.
Agreed ?
Close. They wouldn't be able to run outright since that isn't based on damage, but rather forces you to stop and rest every CON rounds for 1 minute (for the 10 con case, this is a hustle, though the book says that it is a hustle for all characters). A character with fast-healing is in the same boat as the regen character. As is a person who can at-will heal in some manner (though they do need to slow once every hour for about 6 seconds, which is negligible difference).
Funny enough, they'd mostly have to stop to eat and use the facilities.

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The big thing there is going without sleep. Tried to find any rule regarding how long one can go without sleep before fatigue kicks in, apparently there's no reference to the answer to that in 3.x either. D&D 2e goes with a day before fatigue kicks in, a player who rests in medium/heavy armor awakens fatigued in Pathfinder. Would it make any sense that a player in medium/heavy armor who instead just stays up all night doesn't become fatigued? Trolls do sleep too- they have in published adventures in 3.5, not so sure about Pathfinder. Its safe to say a troll should become fatigued if he goes 24 hrs without sleep.
I haven't found the reference in the actual rules yet... but it's surely there: "The Pathfinder Core Rules clearly indicate that the only types of creatures that do not sleep are constructs, oozes, plants and undead." Look up 'rest'.

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I haven't found the reference in the actual rules yet... but it's surely there: "The Pathfinder Core Rules clearly indicate that the only types of creatures that do not sleep are constructs, oozes, plants and undead." Look up 'rest'.
and any outsiders As seen here