
Ashram |

So, my GM and I were having a discussion about achievement feats a few days ago, namely the Healer's Touch feat, and he and I have two trains of thought:
My understanding is that although you must heal a certain amount (1,000 HP) and doing damage lowers the total (1 point of damage = -2 from total), once you heal the necessary amount the achievement "pops" (Bleep-bloop optional) and you no longer have to worry about keeping track of the total, much like an achievement/trophy on the Xbox 360/PS3.
His understanding is the same as the above save that he feels the total can still fluctuate after you have qualified for the achievement feat and if the total happened to fall below the qualifying number you lose the usage of the feat until the total balances the other way once more.
Are either of these methods correct? If a developer could comment on this (Preferably SKR :P), that'd be great.

Troubleshooter |

Tracking these numbers across your character's entire career is going to be a hassle. I recommend against tracking the numbers until the end of the adventure path, both because of that hassle, and it means that you would be making character decisions for a completely numerical reason -- that doesn't sit well with me.
If letting the cleric attack people and deal damage is really so bad, swap out the deactivation trigger for one that doesn't get 'totally screwed up' if you lose your scratch paper for one that requires a Will save to deal damage or temporarily loses the benefits if you injure someone.
Our playstyle mid-to-late game observes that the Cleric heals so much compared to dealing so little damage, the point would be rendered moot.

Ashram |

Tracking these numbers across your character's entire career is going to be a hassle. I recommend against tracking the numbers until the end of the adventure path, both because of that hassle, and it means that you would be making character decisions for a completely numerical reason -- that doesn't sit well with me.
If letting the cleric attack people and deal damage is really so bad, swap out the deactivation trigger for one that doesn't get 'totally screwed up' if you lose your scratch paper for one that requires a Will save to deal damage or temporarily loses the benefits if you injure someone.
Our playstyle mid-to-late game observes that the Cleric heals so much compared to dealing so little damage, the point would be rendered moot.
Yeah, I was playing a dedicated merciful healer cleric, so I basically intentionally gimped myself by primarily not preparing damage-based spells (I had a few on hand in case of emergencies), but per GM's will I tracked the number up until my cleric had to leave. I was just under 1,000.
Anyway, it feels like he's trying to mechanically restrict my cleric, because although I said "healer" he thinks I'm going to suddenly throw that aside when I get Healer's Touch and start slinging Flame Strikes and Destructions everywhere. =|