Additional Rules

Additional rules supplement gameplay elements found in the Pathfinder Roleplaying Game.

Short Rest

When a party is in the midst of an important challenge and cannot afford the time to properly rest and dress their wounds, it may become important to stop and regroup just long enough to keep on fighting. A short rest is differentiated from a full-night's sleep (also known as a long rest) by not replenishing as many resources and often only granting temporary relief. To take a short rest characters may stop to rest for 1 hour. A short rest is interrupted by any strenuous activity (such as fighting, traveling, or crafting). If a character is interrupted while taking a short rest the time spent resting is wasted and they must start over again to gain any benefit. A character may only take one short rest per day.

After a short rest, characters gain a number of temporary hit points equal to 25% of their maximum hit point toal (rounded down), plus 1 additional temporary hit point per point of base attack bonus the character possesses. These temporary hit points represent a second wind and cannot exceed a character's maximum hit points. Temporary hit points gained from a short rest are lost the next time the character would normally rest for 8 hours. Additionally, spellcasters regain a number of spell levels worth of expended spell slots (or spells per day for a spontaneous spellcaster) equal to their primary ability score modifier for their spellcasting class (Intelligence for Wizards, Charisma for sorcerers, etc). For example, a wizard with an Intelligence modifier of +4 may regain up to 4 levels worth of spells. This could be four 1st-level spells, two 2nd-level, one 4th, or whatever combination they prefer. Prepared spellcasters may choose different spells than the ones they originally prepared to fill these regained spell slots.