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 Stamina
Throughout the day, you can lose stamina through your exertions both in and out of combat. While hit points are easy to restore, recovering your stamina generally requires a long rest. Stamina is still easier to recover than vital wounds.
Your current stamina measures your remaining energy. Some abilities cost stamina, such as the recover ability (see ??).
Maximum Stamina
Your maximum stamina represents how much you can exert yourself before you suffer penalties from exhaustion. Your maximum stamina is equal to your Constitution + a bonus from your base class (see Classes). Some abilities can increase your maximum stamina.
Stamina Penalty
You can spend stamina even when you have no stamina remaining. If your stamina becomes negative, you take a penalty to accuracy and checks equal to the amount below 0. This penalty is called your stamina penalty.
When your stamina reaches -5, you fall unconscious until your stamina is restored above -5. Generally, this means that you are unconscious for 8 hours. You can’t spend stamina as a cost if it would cause you to drop unconscious.
Recovering Stamina
When you finish a long rest, your current stamina becomes equal to your maximum stamina (see Resting). There are no other ways to recover stamina.
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.