Restorative Touch & The Never Sleeping Party


Rules Questions


Restorative Touch (Su): You can touch a creature, letting the healing power of your deity flow through you to relieve the creature of a minor condition. Your touch can remove the dazed, fatigued, shaken, sickened, or staggered condition. You choose which condition is removed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

We have a cleric with this domain power, who has can do this more times a day than there are party members. From what everyone can tell, this means the party never needs to sleep unless someone needs to as a restriction on getting class abilities/spells back.

Is there any downside we are missing when it comes to never sleeping?


Are any of the other party members casters who need to prepare spells?


Lamontius wrote:
Are any of the other party members casters who need to prepare spells?
Spahrep wrote:
<SNIP> unless someone needs to as a restriction on getting class abilities/spells back.<END SNIP>


Barbarian Rage needs 8 hours of rest to recharge?


Yes, we are aware that many class features require rest to recharge, I thought that was clear... We are looking for anything other than class spell/abilities recharging.

Lantern Lodge

Pathfinder Adventure, Rulebook Subscriber

Technically, the fatigue is the only real drawback to lack of sleep; if you have a way of negating it, you're golden. Good find on that ability.


None.

Friom a purely mechanical aspect:
It also means the party item crafter(s) can spend 8 hrs per day crating and adventuring.

From an RP perspective, I'd reserve that trick for critical situations where an item is needed ASAP

Dark Archive

darkwarriorkarg wrote:

None.

Friom a purely mechanical aspect:
It also means the party item crafter(s) can spend 8 hrs per day crating and adventuring.

From an RP perspective, I'd reserve that trick for critical situations where an item is needed ASAP

Remember, unless you are forced marching, you travel for 8 hours, sleep for 8 hours, and have about 8 hours of free time in a day (assuming a 24 hour day) spread out during lunch, breaks, etc.

Even if you do not need to sleep, 8 hours of work traveling only nets you 4 hours of creation time:

Quote:
The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Adventure for 8 hours, craft for 8 hours, rest for 2 hours with your ring of sustenance, and still have 6 hours left over for setting up and taking down camp, personal grooming, and other light activities (which, when combined with your two hours, means you get your class abilities back).


a single caster with keep watch can do it too. 2 first level spells a day to not have to sleep

Quote:
The subjects suffer no fatigue and gain all the usual benefits of a full night's rest.

Shadow Lodge

I think the main benefit of not sleeping is that the party can sit around resting but alert in the event of a night attack, rather than having most of the party sleeping (prone at minimum, some out of armor) when the watchman calls. And the more awake PCs you have, the better your odds of spotting something sneaking through the shadows.


I hate every time these threads pop up.

Yes, this is allowable per a strict reading of the RAW, as the makers of the game didn't see fit to put actual sleeping rules and requirements in, because it was so common-sensical that it didn't seem necessary.

If you try this, hopefully your DM either doesn't prefer realism or is very lenient. Good luck.


Brogue The Rogue wrote:

I hate every time these threads pop up.

Yes, this is allowable per a strict reading of the RAW, as the makers of the game didn't see fit to put actual sleeping rules and requirements in, because it was so common-sensical that it didn't seem necessary.

If you try this, hopefully your DM either doesn't prefer realism or is very lenient. Good luck.

Lol. realism doesn't permit dragons or magic wands :)

In this case I am the GM and i see no reason not to allow them to do this. I just wanted to make sure there were no consequences that were not being taken into consideration. The players made conscious choices to take the classes, domains and archetypes that they did, why stop them from using them?


I'll admit, after a few days, I'd probably start giving them hallucinations.

Sure, that effect heals physical fatigue, but mental strain can be worse. I've been awake three continues days before. I didn't feel sluggish or exhausted bodily, but my perceptions of my surroundings did become suspect.


As a GM, I'd rule that failing to sleep regularly might also affect the natural restoration of lost HP, since it's during the sleep cycle that the body heals itself.

RPG Superstar 2012 Top 16

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This works perfectly fine in the same way that using a wand of lesser restoration allows a character to go without sleeping (and has been used for NPC's in Paizo AP's, to boot).

Effectively, all it's doing is allowing the entire party to be awake in case of midnight attack. that's not bad for blowing a feat on. It really shouldn't change much elsewise. Let it ride.

the whole 'hallucination' thing comes from tired brains. Since the ability wipes fatigue, it won't apply, either...they'd be as fresh as if they just woke up.

==Aelryinth

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