Rest in Pathfinder


Rules Questions


The rules are clear for the rest needed for Wizards, but our group is having trouble with rest needed before fatique sets in with the other classes.

Can someone refer me to the right page or enlighten me?

Rest for Sorcerers? Monks? Melee classes?

Thanks!


Gericko wrote:

The rules are clear for the rest needed for Wizards, but our group is having trouble with rest needed before fatique sets in with the other classes.

Can someone refer me to the right page or enlighten me?

Rest for Sorcerers? Monks? Melee classes?

Thanks!

It is introduced in the section for forced marches.

Pathfinder SRD wrote:


Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

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.


Endurance gives you bonus to that, also, but don't waste a feat on it.

As far as rest for other characters, especially casters, is simply "a full night's rest". Depending on your race (and setting) this would be anywhere between 4 and 8 hours. Your standard wilderness/dungeon adventuring party will take watches at night (or should) and will likely not have the full 8 hours of sleep, as a typical watch is 2-4 hours (depending on group size). If you needn't regain spells, then you have little to worry about as long as you get some sleep (or the equivalent).

Other things like the Ring of Sustenance reduce the amount of sleep necessary to be fully rested. I will not touch how this relates to regaining spells, as there is some contention in that regard. But for your monk or fighter or rogue, it lets you take a full night's watch on only 2 hours of sleep.


Mauril wrote:

Endurance gives you bonus to that, also, but don't waste a feat on it.

Endurance can be helpful, but it depends on how closely your DM cleaves to fatigue and travel rules. For example, I once played a game where any combat that came up *after* we made camp was adjudicated using the rules for walking/marching longer than 8 hours. In these instances, endurance helped because it gave you that +20% chance not to be fatigued in the encounter.

Also, there was some interaction (possibly house-ruled) where the feat made it easier to sleep/rest in armor. Otherwise you had to remove armor to avoid taking a fatigue penalty for the following day (which is RAW, iirc).

I suspect that the feats value increases in games that get away from the three encounter day or games that have more of a wilderness element.


That's a stock ability of Endurance, to sleep in armor without being fatigued. However, unless your GM cleaves very closely to the fatigue/travel rules, then you can give the feat a miss. The only reason any of my characters ever get it is if it happens to be a bonus feat from a race or class or a requirement for something.

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