Ajaxis
|
I don't know of any feat or trait regarding less sleep, probably because Pathfinder doesn't have any general rules "requiring" rest or sleep that I know of. Sleep is something done to renew spells and pick up a few hitpoints, ect. A fighter, for example, isn't penalized for not sleeping.
There is an optional rule in AP#44, 6 hours of sleep or DC 15 save to avoid fatigue and -1; with another save the next night increasing to -2. I'f using that optional rule or anything similar, I'd give a +4 for the Endurance feat. Personally I'd just go with the fatigued condition the first night, and exhausted the 2d (with one hour's rest to reduce to fatigue per core rules).
If this is for a spellcaster "If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells." CRB page 218. However, as stated in an above post, a Ring of Sustenance (CRB, p. 418, 2,500 gp) lets you sleep for 2 hours and still prep spells.
A note on elves, Pathfinder removed the elf-trancing introduced in D&D 3.0. So pre CRB materials (like Elves of Golarion) include sleeplessness, but post CRB materials presume elves still need to sleep. Here is an example from the novel line: "She had never needed to sleep as long as most folk, though she’d learned after time among the elves that this was a personal quirk rather than an innate difference between elves and humans." -Plague of Shadows.
| Hakken |
Verdant
Your progenitors infused themselves with raw plant life, binding it into their own tissue and passing it down to their literal seed, giving you innate communion with nature.
Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), barkskin (5th), speak with plants (7th), command plants (9th), wall of thorns (11th), transport via plants (13th), plant shape III (15th), animate plants (17th), shambler (19th).
Bonus Feats: Acrobatic Steps, Craft Staff, Endurance, Extend Spell, Fleet, Nimble Moves, Skill Focus (Knowledge [nature]), Toughness.
Bloodline Arcana: Whenever you cast a spell with a range of personal, your skin toughens, granting you a natural armor bonus equal to the spell's level for 1d4 rounds. This bonus does not stack with any other natural armor bonuses you might have.
Bloodline Powers: The power of living things infuses every aspect of your magic, as you draw power from nature and its life energies flow through you.
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your sorcerer level plus your Charisma modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Charisma modifier.
Photosynthesis (Ex): At 3rd level, you feed upon nature's raw essence. Your need to eat and sleep is reduced as if wearing a ring of sustenance, and you gain a +2 racial bonus on saving throws made against poison and sleep effects. At 9th level, these bonuses increase to +4.
Verdant can be taken as eldrich heritage--taking greater eldrich heritage would give you the photosythesis ability