Rest is essential for healing wounds and recovering from the rigors of adventure.

What is a Rest?

A rest is 4 hours of downtime, also known as a watch. During this time, a character can sleep, tend wounds, study, or engage in light activity.

Recovery Options

At any point, a character can elect to recover. This is a move action that restores HP equal to the character's HD in exchange for one level of fatigue.

After each four hours of rest, you may choose one of the following:

1. Recover HP - Attempt to heal without gaining fatigue 2. Reduce Fatigue - Automatically reduce your fatigue level by one step

You also regain all recoverable rounds of strain after just a few minutes of rest.

Recovering Hit Points

After combat, once you have recovered from strain, you may attempt to recover HP:

  • Make a recovery check after a full rest (4 hours)
  • Success restores HP based on your class and abilities
  • Wounds reduce your Maximum HP and require additional checks to heal
  • Each fatigue level gained through recover can itself be recovered by resting one watch

Magical Healing

Magical healing is the fastest way to recover HP. Zealots often cure HP damage directly, while other classes may use charms, elixirs, potions, or similar magic.

If magical healing is used, the target can attempt to heal wounds instead of normal HP damage:

Wound SeverityHealing Needed Before AttemptCheck
Minor wound4+ healingCaster makes a success roll to heal the wound
Moderate wound8+ healingCaster makes a success roll to heal the wound
Serious wound12+ healingSpecialist magic or care; target makes a CON save
Critical wound16+ healingSpecialist magic or care; target makes a CON save

If the attempt fails, the healing does not cure HP damage.

Interrupted Rest

If your rest is interrupted by:

  • Strenuous activity (combat, running, etc.)
  • Persistent nightmares
  • Other disturbances
You must make a WIL check to count the watch as valid rest time.

Insufficient Sleep

Less than four hours of sleep is unproductive for healing:

  • If you get less than 4 hours of sleep per 24-hour period:
- Make a CON check or your fatigue worsens one step - Take -2 penalty for each consecutive day of sleep deprivation - Critical success: Improve one level of fatigue instead

Pushing Through Fatigue

You can choose to keep going despite fatigue:

  • You may fatigue yourself all the way to useless condition
  • With full rest (24 hours), you can improve up to two fatigue levels
  • Some abilities, racial traits, or items may allow faster recovery

Quick Reference

ActivityDurationEffect
Short restFew minutesRecover strain rounds
Full rest4 hours (1 watch)Recover HP OR reduce fatigue
Extended rest8 hours (2 watches)Recover HP AND reduce fatigue
Full day rest24 hoursImprove up to 2 fatigue levels

Healing Assistance

Other characters can assist with healing:

  • Healer ability: +2 to recovery checks
  • Medical kit: Required for some healing attempts
  • Magical healing: Can restore HP instantly, but wounds still require checks