Resting
Pathfinder Core Rulebook (Second Edition), page 499
Characters require 8 hours of sleep each day. Though resting typically happens at night, a group gains the same benefits for resting during the day. Either way, they can gain the benefits of resting only once every 24 hours. A character who rests for 8 hours recovers in the following ways:
- The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. If they rest without any shelter or comfort, you might reduce this healing by half (to a minimum of 1 HP).
- The character loses the fatigued condition.
- The character reduces the severity of the doomed and drained conditions by 1.
- Most spellcasters need to rest before they regain their spells for the day.
A group in exploration mode can attempt to rest, but they aren’t entirely safe from danger, and their rest might be interrupted. The 8 hours of rest do not need to be consecutive, however, and after an interruption, characters can go back to sleep.
Sleeping in armor results in poor rest and causes a character to wake up fatigued. If a character would have recovered from fatigue, sleeping in armor prevents it.
If a character goes more than 16 hours without going to sleep, they become fatigued.
Taking long-term rest for faster recovery is part of downtime and can’t be done during exploration. See page 502 for these rules.
Spell durations are approximate values that codify the vagaries and eccentricities of magic into a convenient number. However, that doesn’t mean you can set your watch by a spell with a 1-hour duration. This is one of the reasons the passage of time outside of encounters is in your hands and isn’t as precise as encounter rounds. If a question arises about whether a spell has expired, you make the call. You shouldn’t be punitive, but you also shouldn’t treat characters like they move with clockwork precision and perfect efficiency between encounters. There are two times these durations matter most: when players try to fit multiple encounters within the duration of a spell, and when they want to use a spell before a fight and keep it in effect during the encounter.
Multiple Encounters
A 1-minute spell should last for multiple encounters only if the encounters happen in very close proximity (usually in two adjoining rooms) and if the PCs go directly from one fight to the next without leaving encounter mode. If they want to stop and heal, or if the party debates whether to go on, the process takes enough time that the spell runs out. Be more generous with spells lasting 10 minutes or more. A 10-minute spell easily lasts for one encounter and could continue for another if the locations are close. A 1-hour spell usually lasts for several encounters.
Before a Fight
Casting advantageous spells before a fight (sometimes called “pre-buffing”) gives the characters a big advantage, since they can spend more combat rounds on offensive actions instead of preparatory ones. If the players have the drop on their foes, you usually can let each character cast one spell or prepare in some similar way, then roll initiative. Casting preparatory spells before combat becomes a problem when it feels rote and the players assume it will always work—that sort of planning can’t hold up in every situation! In many cases, the act of casting spells gives away the party’s presence. In cases where the PCs’ preparations could give them away, you might roll for initiative before everyone can complete their preparations.
Watches and Surprise Attacks
Adventuring parties usually put a few people on guard to watch out for danger while the others rest. Spending time on watch also interrupts sleep, so a night’s schedule needs to account for everyone’s time on guard duty. Table 10–3: Watches and Rest on the next page indicates how long the group needs to set aside for rest, assuming everyone gets a rotating watch assignment of equal length.
If a surprise encounter would occur during rest, you can roll a die to randomly determine which character is on watch at the time. All characters roll initiative; sleeping characters typically roll Perception with a –4 status penalty for being unconscious. They don’t automatically wake up when rolling initiative, but they might roll a Perception check to wake up at the start of their turn due to noise. If a savvy enemy waits for a particularly vulnerable character to take watch before attacking, the attack can happen on that character’s watch automatically. However, you might have the ambusher attempt a Stealth check against the Perception DCs of all characters to see if anyone noticed its approach.
Table 10–3: Watches And Rest
| Group Size | Total Time | Duration of Each Watch |
|---|---|---|
| 2 | 16 hours | 8 hours |
| 3 | 12 hours | 4 hours |
| 4 | 10 hours, 40 minutes | 2 hours, 40 minutes |
| 5 | 10 hours | 2 hours |
| 6 | 9 hours, 36 minutes | 1 hour, 36 minutes |
