3.3 Resources
3.3.1 Attunement Points
Many special abilities and magic items only function as long as a creature attunes to them. Attuning to an ability requires investing least one attunement point. For details, see Attuned Abilities.
Your attunement points are defined by your base class. Some classes and abilities can grant additional attunement points.
3.3.2 Fatigue
Thoughout the day, you can become fatigued by your exertions both in and out of combat. While hit points are easy to restore, reducing your fatigue level generally requires a long rest. Fatigue is still easier to recover from than vital wounds.
Fatigue Level
Your fatigue level measures how tired you are. Some abilities increase your fatigue level when used, such as the desperate exertion ability (see ?? ).
Fatigue Tolerance
Becoming slightly fatigued is not immediately detrimental. Your fatigue level can be as high as your fatigue tolerance before you suffer penalties. Your fatigue tolerance is equal to a bonus from your base class + your Constitution. Some abilities can increase your fatigue tolerance.
Fatigue Penalty
You take a penalty to accuracy and checks equal your fatigue level - your fatigue tolerance (minimum 0). This penalty is called your fatigue penalty.
Exhaustion
When your fatigue penalty reaches -5, you fall unconscious until your fatigue penalty is reduced below -5. Generally, this means that you are unconscious for 8 hours.
Recovering From Fatigue
When you finish a long rest, your fatigue level is restored to 0 (see Resting). There are no other ways to reduce your fatigue level.
Paying Fatigue Costs
Some abilities indicate that they cost a certain number of fatigue levels. That means that you increase your fatigue level by the given amount after the ability resolves. This means you do not suffer a fatigue penalty from that extra fatigue while using the ability. You can even use abilities that cause you to drop unconscious from fatigue.
3.3.3 Insight Points
You can spend insight points to gain new special abilities. Your insight points are defined by your base class. Some classes and abilities can also grant insight points. If your base insight point total is negative, it offsets any insight points you would gain from other sources.
Every class has at least one way to spend insight points to learn additional abilities. These options are listed below.
- Barbarian: Combat styles, exotic weapons, and maneuvers
- Cleric: Mystic spheres and spells
- Druid: Mystic spheres, spells, and wild aspects
- Fighter: Battle tactics, combat styles, exotic weapons, and maneuvers
- Monk: Combat styles, exotic weapons, ki manifestations, and maneuvers
- Paladin: Mystic spheres and spells
- Ranger: Combat styles, exotic weapons, hunting styles, know your enemy, and maneuvers
- Rogue: Bardic performances, combat styles, exotic weapons, maneuvers, and trained skills
- Sorcerer: Mystic spheres and spells
- Votive: Combat styles, spells, maneuvers
- Wizard: Alchemical discoveries, metamagic, mystic spheres, portable workshop, scholastic insights, and spells
In addition, you can spend one insight point to become a multiclass character (see Multiclass Characters).
3.3.4 Trained Skills
You are trained in certain skills, which increases your bonus with those skills (see Skills). Your base class grants you a certain number of trained skills from among the class skills for that class. Your Intelligence grants you additional trained skills that do not have to be class skills for you. When you gain trained skills by any other means, you can choose any skill, not just your class skills. Some abilities can also grant additional trained skills.