New and Altered Game Elements

A Word on Changes
This campaign setting is based around the rules of Paizo's Pathfinder d20 gaming system. There are a lot of things covered in this guide, and even certain gameplay aspects are changed to better fit the subject matter. As such it may be confusing at times to know what aspects you refer to the PHB for and what aspects you would refer to this guide for.

This guide provides you the basis to play in the Quest for Glory world. Classes, Races, Spells and Feats should only be acquired from this book. Furthermore, it is very important to read this chapter in full, including the next section (which covers the Stamina gameplay mechanic) before reading the rest of the manual.

No Cross-Classes
You may take cross-class skill ranks, but you may not take more than one character class. The Paladin class is a Prestige class and is the only exception.

Skill Points
You may only assign two ranks to any one skill per level, regardless of how long the skill has been an in-class skill, and regardless of the current max ranks for an in-class skill at your level.

Stamina and Mana
Each character is given two new vital statistics called Stamina and Mana. See the next section, Stamina &amp; Mana, for more information.

Unavailable Skills
The following skills are unavailable: Fly, Knowledge (religion), and Knowledge (the planes). Also, Craft (alchemy) is only available to Warlocks.

Languages
The following are the languages that exist in Gloriana:
 * Regional languages : Arabic, English, French, German, Greek, Hieroglyphics*, Italian, Latin, Slovak, Spanish, and Swahili;
 * Mystic languages : Arcane (a), Fae (a), Runic* (n), and Sylvan (n).

Languages marked with an asterisk (*) are strictly written languages.

Languages marked with an (a) require a rank in Knowledge (arcane), and languages marked with an (n) require a rank in Knowledge (nature); this limitation does not apply to races that have these languages as an automatic second language.

All PC races are fluent in English by default. All languages are available to all races unless otherwise noted.

Off-hand Swap
If your Base Attack Bonus is +1 or greater, you may also carry a Light or One-Handed weapon in the offhand you are using to hold a shield (but not a Tower Shield), which you may not attack with. Doing so disables you from being able to perform a Shield Bash.

When you throw, drop, or otherwise lose the weapon in your primary hand, you may switch to the weapon in your off-hand as a Swift action as if you had Quick Draw for purposes only of switching hands with this weapon. You immediately regain your ability to perform Shield Bashes once you have done this. You may attack with this weapon in the same round as if swapping hands counted as your first attack (therefore if your Base Attack Bonus is +5 or less, you may not attack with this weapon in this round), unless you have the Quick Draw feat in which case you may attack with it normally.

Sneak Attack
You may not make ranged sneak attacks unless you have abilities or feats that allow you to do so, or unless you are using a bow or crossbow within 20’.

Optional Point Buy
All of the encounters in the campaign are based around creatures built around a 25-point buy system for their ability scores, with all ability scores starting at 8. It is not necessary to run the campaign using the point buy system for creating player-characters, but it is recommended. 1:1 to 14, 1:2 to 16, 1:3 for 17 and over.

Natural 20's and Natural 1's
When you roll a die, you are usually going to be adding modifiers to the roll; therefore, the value of your roll is these modifiers added to the number the die lands on. The natural roll of a die is the number that the die actually lands on. When rolling a d20, a natural 1 and a natural 20 are special, depending on what kind of roll you are making.

Grievous Wounds
When a creature takes more than 50 damage from a single attack, they will acquire a grievous wound -- which is a wound that may temporarily or permanently affect a creature. Roll 1d100 to find the grievous wound from the following chart that the character will be inflicted with. Cosmetic damage (such as facial scars) do not affect the creature beyond physical appearance, but others will have descriptions for their detrimental effects on the creature.

Grievous wounds only affect creatures with critical biological functions, such as those susceptible to precision damage including critical hits and sneak attacks; they therefore do not affect creatures such as elementals or oozes. Further if a grievous wound is rolled for a feature that does not exist (or no longer exists) on a creature, then no grievous wound is applied. {| class="article-table article-table-selected" style="width: 600px;" cellpadding="0" cellspacing="0" border="0" ! scope="col" style="text-align: center;" |Range ! scope="col" style="text-align: center;" |Wound ! scope="col" style="text-align: center;" |Effects
 * style="vertical-align: top;" |1-5
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Facial scar

 * style="vertical-align: top;" |The creature receives an injury that leaves a lasting scar on their face.
 * style="vertical-align: top;" |6-10
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Bodily scar

 * style="vertical-align: top;" |The creature receives an injury that leaves a lasting scar on their body.
 * style="vertical-align: top;" |11-15
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Concussion

 * style="vertical-align: top;" |The creature takes a blow to the head that rattles the brain and causes swelling. The creature is stunned for 1d4 rounds, and is considered Fatigued until they receive magical healing or a full night's rest.
 * style="vertical-align: top;" |16-21
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Sprain
The creature overextends or twists a joint causing large amounts of swelling, bruising, and pain. Sprains last for 1 day, or 12 hours if they receive any form of magical healing during that time.
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16-17 is a sprained finger, which disables the use of that hand; this hand may however still be used to wield a shield at a -1 penalty to AC.

18-19 is a sprained wrist, which disables the use of that hand entirely.

20-21 is a sprained ankle, which hobbles the creature. They may not use their Dexterity bonus to AC, the Acrobatics skill, and take a -10' penalty to their movement speed; they also may not run, charge, double-move, or do any other strenuous activity that would require them to have stable footing.
 * style="vertical-align: top;" |22-23
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Deep tissue damage
The creature takes a deep lasceration to their arm, leg, buttocks, or back which bleeds out and damages their muscle. The creature begins to take 2 bleeding damage per round until they receive treatment or magical healing. They also take ability score damage depending on the location of their injury; a roll of 22 for the grievous wound causes 1d3 Strength damage, while a roll of 23 causes 1d3 Dexterity damage.
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 * style="vertical-align: top;" |24-39
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Broken bone(s)
The creature is hit with such force that their bone breaks -- sometimes cleanly, but sometimes not. When the roll for the grievous wound is made and lands in the range for broken bones, if it is an even number then the break is clean. If it is an odd number, then the break is not clean. Any broken bone will be considered "healed" in 2 days with magical healing or 4d6 days with nonmagical healing. A clean break will be completely healed in this time. An unclean break however causes a permanent injury unless it is further healed by a Rememberance spell. Unclean breaks that are not healed this way are considered "unset."
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24-25 is a broken finger. The hand this finger is attached to cannot be used until the bone is healed. An unset finger creates a -1 penalty to all attack rolls made with that hand.

26-27 is a broken hand. This hand cannot be used until the broken bones in the hand are healed. An unset hand can only be used to hold a few things: light objects not being used in combat, wands, and shields. All strength checks, and all Sleight of Hand checks, take a -2 penalty while the bones of the hand are unset.

28-29 is a broken wrist. The hand that is attached to this wrist cannot be used until the broken bone(s) in the wrist are healed. An unset wrist can only be used to hold a few things: light objects not being used in combat, and wands. All strength checks, and all Sleight of Hand checks, take a -4 penalty while the bones of the hand are unset.

30-31 is a broken arm. The that is broken cannot be used until it is healed. An unset arm puts a -1 penalty on any attacks made with that arm, or a -1 penalty to AC for any shield being used. Each round the unset arm is used in combat, the creature must roll 1d10; if it ever lands on 1, their arm gives out on them and they cannot use it for 24 hours.

32-33 is a broken leg. On a biped, this hobbles the creature. They may not use their Dexterity bonus to AC, the Acrobatics skill, and they take a -10' penalty to their movement speed; they also may not run, charge, double-move, or do any other strenuous activity that would require them to have stable footing. On a quadriped, this disables the creature's ability to move altogether save for 5' moves. An unset leg reduces the movement speed of the creature by -5', and puts a -2 penalty on Acrobatics checks. Each round the unset leg is used to run, charge, or double move, or the creature takes damage, they must roll a 1d10; if it ever lands on 1, their leg gives out and is considered broken for 24 hours.

34-35 is a broken foot, which hobbles the creature. They may not use their Dexterity bonus to AC, the Acrobatics skill, and they take a -10' penalty to their movement speed; they also may not run, charge, double-move, or do any other strenguous activity that would require them to have stable footing. An unset foot reduces the movement speed of the creature by -5', and puts a -2 penalty on Acrobatics checks. Once per hour, the creature must make a Fortitude save DC 20. If they fail, the unset foot swells and they are hobbled, as above, for an hour.

36-37 is a broken rib. A broken rib causes the creature to lose 2 points from their Strength and Dexterity scores until it is healed. While broken, if they perform any strenuous activity they must roll 1d10; if it lands on 1, their broken rib punctures a lung whereupon they begin to take 3 bleeding damage per round and are fatigued. There is no penalty for a single unset rib.

38-39 is multiple broken ribs. The ribs puncture the creature's lung, and they take 4 bleeding damage per round and are fatigued; until the ribs are healed, they continue to take this bleeding damage regardless of magical healing spells or potions. A Heal check DC 25 or a Rememberance spell is required to stop the bleeding damage. An unset ribcage places the creature in a constant state of fatigue.
 * style="vertical-align: top;" |40-41
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Throat injury
The creature's throat is crushed or lascerated, disabling its ability to speak or breathe. A Heal check DC 20 (or DC 15 if any healing potion is used in conjunction with the Heal check) must be made within a number of rounds equal to 1/2 the creature's Constitution score; alternatively, magical healing will end this countdown. If the number of rounds left is 0, the creature becomes unconscious; at the start of its next round, the creature dies.
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If the creature is successfully healed in time, they still may not speak or do any strenuous activity for 2d6 days. Further, they continue to be unable to speak unless healed with a Rememberance spell.
 * style="vertical-align: top;" |42-45
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Dislocation
The bone that settles into a joint or socket is thrown out of place in a painful manner. While the joint is dislocated, the creature must pass a DC 20 Fortitude save each round or be limited to only a move action; this is considered a pain effect. A Heal check DC 15 sets the joint back into place; it is then treated as a sprain and requires 1 day before it is fully healed and able to be used again.
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42-43 is a dislocated shoulder. While dislocated or healing, the creature may not use that arm.

44-45 is a dislocated jaw. While dislocated or healing, the creature may not speak or eat normally.
 * style="vertical-align: top;" |46-60
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Lose fingers
One or more of a creature's fingers are severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or become Stunned for 1 round; this is considered a pain effect.
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The hand that has lost the finger bestows a +15% spell failure chance with all spells that utilize that hand for each finger lost. Using this hand to to attack bestows a -1 penalty for all attack rolls made with that hand for each finger lost.

If more than two fingers have been lost on a hand, that hand may not be used to cast spells or make attacks.

If a finger is preserved and able to be reattached within 24 hours, it can become functional again. It requires a DC 25 Heal check, or a Rememberance spell.

46-55: One finger is severed, in order from left to right, pinky to thumb on the left hand and then thumb to pinky on the right, such that a roll of 52 would be the right index finger. If the finger rolled is already gone, the creature does not receive a grievous wound from this attack.

56-60: Two fingers are severed. Roll 2d10 to determine the fingers that are severed.
 * style="vertical-align: top;" |61-75
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Lose toes
One or more of a creature's toes are severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or become Stunned for 1 round; this is considered a pain effect.
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Until healed by a DC 15 Heal check or magical healing, the creature becomes hobbled. They may not use their Dexterity bonus to AC, the Acrobatics skill, and they take a -10' penalty to their movement speed; they also may not run, charge, double-move, or do any other strenuous activity that would require them to have stable footing.

Each toe that a creature loses increases the penalty to that creature's Acrobatics check by -1. Losing more than three toes on one foot disables that creature from running.

If a toe is preserved and able to be reattached within 24 hours, it can become functional again. It requires a DC 25 Heal check, or a Rememberance spell.

61-70: One toe is severed, in order from left to right, pinky to big toe on the left foot and then big toe to pinky on the right, such that a roll of 62 would be the left second-smallest toe. If the toe rolled is already gone, the creature does not receive a grievous wound from this attack.

71-75: Two toes are severed. Roll 2d10 to determine the toes that are severed.
 * style="vertical-align: top;" |76-80
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Lose teeth
The creature is hit in the mouth and their teeth are knocked out. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1 round; this is considered a pain effect.
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For 1 day they may not eat normally, and must receive a Heal check DC 20 + the number of days since the grievous wound + the number of teeth knocked out before they can begin to eat normally.

For every two teeth lost, the creature takes a -1 penalty to all Bluff and Diplomacy checks (but not to Bluff checks made to Feint in combat), and for every four teeth lost the creature gains a +5% spell failure chance on spells that require a verbal component.

76-79: The creature loses 1d4 teeth.

80: The creature loses 2d4 teeth.
 * style="vertical-align: top;" |81-82
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Lose an eye
The creature is hit in the face, either damaging or destroying one of its eyes. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1 round; this is considered a pain effect.
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Upon losing their eye, the creature takes a -6 penalty to Perception and Appraise checks, a -4 penalty to all ranged attacks, and a -2 penalty to all melee attacks.

Losing both (or all) of their eyes leaves the creature blind.
 * style="vertical-align: top;" |83-84
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Lose a hand
A creature's hand is severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1d10 rounds; this is considered a pain effect.
 * style="vertical-align: top;" |

With a missing hand, a creature may not use any bows or two-handed weapons. They take a -6 penalty to Climb checks, a -1 penalty to Sleight of Hand checks, and for the first 4 weeks without this hand gain +20% spell failure chance. An artificial limb may be added to replace the missing limb, either cosmetical or in some way functional.
 * style="vertical-align: top;" |85-86
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Lose an arm
A creature's arm is severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1d10 rounds; this is considered a pain effect.
 * style="vertical-align: top;" |

With a missing arm, a creature may not use any bows or two-handed weapons. They take a -2 penalty to Sleight of Hand checks, a -4 penalty to Acrobatics and Swim checks, and a -1 to all attack rolls. They automatically fail all Climb checks with a DC greater than 10, their strength checks are reduced by half, and their CMB takes a -8 penalty. For the first 4 weeks without this limb, the creature gains +20% spell failure chance. An artificial limb may be added to replace the missing limb, but only cosmetically.
 * style="vertical-align: top;" |87-88
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Lose a foot
A creature's foot is severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1d10 rounds; this is considered a pain effect.
 * style="vertical-align: top;" |

With a missing foot, a creature may not run, double-move, or charge. They take a -6 penalty to Acrobatics, Climb, and Swim checks, and their Movement speeds (besides Fly) are reduced by half. A functional artificial limb may be added to replace the missing limb.
 * style="vertical-align: top;" |89-90
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Lose a leg
A creature's leg is severed. When this grievous wound occurs, the creature must first pass a DC 20 Fortitude save or be Stunned for 1d10 rounds; this is considered a pain effect.
 * style="vertical-align: top;" |

With a missing leg, a creature may not run, double-move, or charge. They take a -8 penalty to Acrobatics checks, and cannot use Climb and Swim checks. Their movement speeds (besides Fly) are reduced to a maximum of 5'. With crutches, a creature may move up to 15' in a round.
 * style="vertical-align: top;" |91-92
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Disembowelment
A creature's abdomen is cut open, and their entrails spill out. While disemboweled, a character falls prone and is helpless, but is still conscious.
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A creature can survive for a number of rounds equal to their Constitution score while disemboweled. It takes 3 successful Heal checks of DC 20 (or 4 of DC 18), with each check being a full round action, to stop the countdown. It takes 2d4 weeks to recover from a disembowelment, even with magical healing, unless the spell used is Rememberance.
 * style="vertical-align: top;" |93
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Chest caved in
A creature is hit so hard that their entire chest cavity collapses. Their lungs cease to function, as does their heart briefly. A creature whose chest is caved in is automatically unconscious for 1d3 days.
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Without a successful Heal checks of DC 20 to clear an airway for the creature within 1 minute, the creature dies.

Without the use of the Rememberance spell, this injury is effectively a career-ender. A person who has not had their injury repaired with Rememberance are consistantly short of breath, reducing their maximum Stamina to 2. The creature's movement speed is reduced to a maximum of 5'. Every standard or move action, and every attempt at casting a spell with a verbal component, must be preceded by a successful Fortitude save against DC 25 or the creature loses its action.
 * style="vertical-align: top;" |94
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Skull fracture
A creature is hit in the head, causing their skull to fracture. Skull fractures usually result in unconsciousness and internal hemmorhage. The creature must pass a Fortitude save whose DC is equal to half the damage they took to receive this grievous wound; failing this save, they automatically fall unconscious. If successful, they are Confused for 2d4 rounds, and then fall unconscious. If left untreated for 5 minutes (50 rounds), the creature dies. Magical healing stops this countdown, as does a successful Heal check of DC 20.
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The creature whose skull is fractured will remain unconscious for 2d10 days, even with the Rememberance spell.
 * style="vertical-align: top;" |95
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Sepsis
The creature is grievously injured in their abdomen, causing bile and bacteria to fester in their abdominal cavity. Sepsis is not an immediate effect, but every minute after the initial grievous wound the creature must make a Fortitude save. The first minute this save's DC is 10, and each minute after it increases by 1. Whenever the creature receives magical healing, the DC stops increasing but they must continue making the save.
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In order to undo the need for the continued saves, the creature must be operated on for 2d4 hours by at least one creature with 8 ranks in Heal (two such creatures reduces the time to 1d4 hours). The Fortitude saves do not continue during this operation.

Failing the Fortitude save the first time Sickens the character until the sepsis is treated. Failing again, the creature begins to succumb to the effects of the sepsis and falls prone and helpless. Failing a third time, they become unconscious. Failing once more, they die.

Sepsis cannot be countered or impeded by the spells Resurgence or Rememberance.
 * style="vertical-align: top;" |96-97
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Brain damage
The creature is hit in the head so hard that their brain is permanently damaged. Two of the creature's ability scores are immediately reduced. Using the Rememberance spell to reverse the damage to the brain within one hour of the injury reverses the effect of the injury.
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96: Lose 2 Charisma and 1d4 Intelligence.

97: Lose 2 Charisma and 1d4 Wisdom.
 * style="vertical-align: top;" |98
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Liver damage

 * style="vertical-align: top;" |The creature is struck in a way that causes the liver to be pierced or ruptured, and falls helpless. If that creature does not receive magical healing within 2 rounds of this injury, the creature dies.
 * style="vertical-align: top;" |99
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Heart damage

 * style="vertical-align: top;" |The creature is struck through the abdomen straight in the heart. When this grievous wound occurs, the creature must pass a Fortitude save whose DC is equal to the damage taken to evoke the grievous wound. Failing the save, the creature dies.
 * style="vertical-align: top;" |100
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Decapitation

 * style="vertical-align: top;" |The creature has its head struck from its body or crushed irrepairably, and dies.
 * }

Magic
An adventurer can expect to gain spells one of three ways: he can be taught, he can buy one, or he can find one. As the FACS field guide says, "It never hurts to simply ask if someone has a scroll." Many an interesting and useful spell is gained in the most peculiar ways...

As opposed to the traditional Pathfinder, spells in Quest for Glory are not specifically split into levels. Each spell instead has an Effective Spell Level (ESL) for use with Spell DC calculations. Instead of gaining access to higher level spells as a character advances, all spells are accessible if the spell can be learned from a source.

You will see the abbreviation "MAMod" in spell descriptions. MAMod refers to a character's m agical a bility mod ifier, which is dependant on the character's class and/or alignment. In any instance that you see MAMod in a spell's description, you use the modifier that applies.

Stamina
Stamina is a measurement of physical endurance in the process of physically demanding activity. There are five things that diminish stamina: sleep deprivation, hunger, strenuous activity (such as fighting, running, climbing, etc.), special abilities (such as magic, spell-like abilities and a few of the Paragon's activated Parables), and certain kinds of attacks against you.

An easy way to track Stamina is with counters, since it is a number that will change often. Two different colors of counters will work best if you are a spellcaster.

Base Stamina Score
All characters regardless of their class start with either  10 + Con or  10 + Str Stamina (whichever is higher).

Each time a character gains a new attack from their Base Attack Bonus (at +6, +11, and +16), they get one more stamina permanently.

Mana
Mages, Warlocks, Spellswords, Polymaths and Paladins are granted bonus stamina for the sole purpose of casting spells or using spell-like abilities, called Mana. Once the character’s mana is worn through, spells begin to wear on the caster’s normal stamina. No character may use spells or spell-like abilities if they have no stamina (unless they have the Magical Fury feat).
 * Mages gain 5 + MAMod + ½ character level mana.
 * Warlocks gain 2 + Int + ½ character level mana.
 * Spellswords and Bards gain 1 + Cha + ¼ character level mana; Spellswords only gain this at level 2.
 * Polymaths who choose Mana through their class abilities gain ½ character level mana.
 * Paladins gain 2 + Cha mana at level 3 (although the Paladin class does not add their Mana to characters that already have Mana from another class, except Polymaths).
 * Paragons and Darkhands may gain mana for their spell-like abilities only through the Spell Vigor feat, which permanently grants 3 extra points of mana.
 * Brigands, Fighters and Sentinels may gain mana in the same way, but it would only become useful if they became Paladins later.

Stamina Loss
The loss of stamina can begin to affect your character’s performance: '''All further stamina drain is taken from Hit Points instead, at a rate of 6 hp per 1 stamina. '''A character who has not been injured in a way that would theoretically leave an open wound but whose Hit Point total drops to or below 0 HP due to hit point drain by Stamina Exhaustion automatically stabilizes. Whether the specific situation applies is at the DM's discretion.
 * At 6 stamina, characters attempting to use spells or spell-like abilities have a 10% failure chance in addition to whatever other spell failure chance they may have already.
 * At 3 stamina, characters get a -1 to all skill checks, spell DC’s, attack rolls and damage rolls.
 * At 0 stamina, characters lose their Dexterity and Wisdom bonuses to AC. They also lose their Shield bonus to AC, but may retain any bonus from a spell providing a Shield bonus as well as a +1 Shield bonus if they are using a tower shield. Characters with 0 stamina may never cast spells or use spell-like abilities without the Magical Fury feat (p100).

Stamina Exhaustion
Stamina can be lost in a number of ways. The following tables show the majority of these ways. The DM has discretion on whether or not certain situations would incur a use of stamina. Any time a die must be rolled and land on 1 to determine whether a stamina is lost in a situation, it is called a Stamina Exhaustion roll. Certain classes (such as Fighters and Sentinels) have the Old Hand of Rigors ability, which allows them to reroll this a certain number of times per day, if they so choose.

NOTE: You will see the abbreviation 1/1dx used throughout the following tables. This abbreviation means that for each roll of 1 on 1dx (e.g. 1d4, 1d6, etc.), you lose 1 stamina.

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