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		<title>imported&gt;Kingfisher SA at 15:54, 22 September 2018</title>
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		<updated>2018-09-22T15:54:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Although many of Norrath&amp;#039;s greatest figures began as sons and&lt;br /&gt;
daughters of simple farmer: or merchants, at some point in their&lt;br /&gt;
lives they were called to a higher purpose. Perhaps they were&lt;br /&gt;
called by king, country, church, or even hy their gods, perhaps the&lt;br /&gt;
harsh reality of defending a homestead against raiding gnolls&lt;br /&gt;
forced their roles upon them, or perhaps a burning desire to he&lt;br /&gt;
more than their simple birthright moved them to leave behind&lt;br /&gt;
their mundane lives. Whatever their reasons, those who seek&lt;br /&gt;
glory, adventure, fame and fortune on dangerous and daring&lt;br /&gt;
quests are no longer tanners or merchants. Such heroes are the&lt;br /&gt;
stuff of legends, able to call upon the aid of the gods, slay giants&lt;br /&gt;
with blows of their bare hands, or conjure up maelstroms of fire&lt;br /&gt;
with arcane incantations. Be they noble saviors, curious seekers of&lt;br /&gt;
truth, or devious villains, all are examples of the heroic classes. If&lt;br /&gt;
they are strong, smart, quick and lucky, they grow in power and&lt;br /&gt;
fame. If they are not, they may end their lives forgotten in the&lt;br /&gt;
depths of a dusty crypt.&lt;br /&gt;
&lt;br /&gt;
A character&amp;#039;s class determines more about her than any other&lt;br /&gt;
single choice her player will make. A class is more than just a&lt;br /&gt;
vocation - it&amp;#039;s a way of life, almost certainly the result of years of&lt;br /&gt;
training and study. Many players are likely to pick a class before&lt;br /&gt;
making any other decisions about a character, and then to arrange&lt;br /&gt;
ability scores and race to suit the chosen class. A character&amp;#039;s class&lt;br /&gt;
determines her ability in combat, her selection of skills and feats,&lt;br /&gt;
and the special abilities that set her apart from others.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Starting Characters:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;Class Rules&amp;quot; section in each character class presented in&lt;br /&gt;
this chapter details the hit points of a lst-level character of that&lt;br /&gt;
class and the skill points such a character has available at lst level.&lt;br /&gt;
Skills are explained further in Skills Link TBD. Also note that&lt;br /&gt;
every character receives five training points and one starting feat&lt;br /&gt;
when they begin play (humans also receive an extra bonus feat as&lt;br /&gt;
a racial ability). Feats are explained further in Feats LINK TBD&lt;br /&gt;
Each class presented also includes discussion of any special abilities&lt;br /&gt;
or bonus feats granted to characters of that class.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;The Classes:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
There are fifteen classes from which players may choose&lt;br /&gt;
to define their character, A class is like a profession,&lt;br /&gt;
outlining the character&amp;#039;s aptitudes and training,&lt;br /&gt;
&lt;br /&gt;
The fifteen available player classes (and their abbreviations) are:&lt;br /&gt;
&lt;br /&gt;
Bard (Brd): Entertainer, perfumer of magical songs,&lt;br /&gt;
and keeper of obscure lore.&lt;br /&gt;
&lt;br /&gt;
Beastlord (Bst): Spiritual warrior aided by animal&lt;br /&gt;
companion, Hybrid of shaman and warrior.&lt;br /&gt;
&lt;br /&gt;
Cleric (Clr): Servant of a god, healer and divine&lt;br /&gt;
spellcaster.&lt;br /&gt;
&lt;br /&gt;
Druid (Dru): Powerful nature priest with spells that&lt;br /&gt;
focus around animals and plants.&lt;br /&gt;
&lt;br /&gt;
Enchanter (Enc): Arcane spellcaster specializing in&lt;br /&gt;
mental influence and enhancements.&lt;br /&gt;
&lt;br /&gt;
Magician (Mag): Arcane spellcaster specializing in&lt;br /&gt;
conjumtions and summoning.&lt;br /&gt;
&lt;br /&gt;
Monk (Mnk): Unarmed combat expert who utilizes&lt;br /&gt;
mind over body&amp;quot; techniques.&lt;br /&gt;
&lt;br /&gt;
Necromancer (Nee): Arcane spellcaster specializing&lt;br /&gt;
in black magics and the undead.&lt;br /&gt;
&lt;br /&gt;
Paladin (Pal): Divine soldier of light and justice,&lt;br /&gt;
Hybrid of cleric and warrior.&lt;br /&gt;
&lt;br /&gt;
Ranger (Rug): Woodsman, tracker and archer, Hybrid&lt;br /&gt;
of druid and warrior.&lt;br /&gt;
&lt;br /&gt;
Rogue (Rog): A sly fighter who depends on agility and&lt;br /&gt;
cunning more than strength and bravery.&lt;br /&gt;
&lt;br /&gt;
Shadow Knight (Shd): Malevolent arcane fighter,&lt;br /&gt;
Hybrid of necromancer and warrior.&lt;br /&gt;
&lt;br /&gt;
Shaman (Shin): Divine priest whose magic deals heavily&lt;br /&gt;
in spirits and animals.&lt;br /&gt;
&lt;br /&gt;
Warrior (War): Dedicated to the ways of war; combat&lt;br /&gt;
specialist using heavy arms and armor.&lt;br /&gt;
&lt;br /&gt;
Wizard (Wiz): Arcane spellcasters who specialize in&lt;br /&gt;
invoking powerful damaging spells.&lt;br /&gt;
&lt;br /&gt;
Each class is described in terms of the role it plays&lt;br /&gt;
within the P99 Offline world, as well as the game rules&lt;br /&gt;
needed to play the class.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class Advancement:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
As a character gains experience, they goes up in level, gaining&lt;br /&gt;
additional skills, feats, and special abilities. Each level requires a&lt;br /&gt;
number of additional experience points (XP) equal to the&lt;br /&gt;
character&amp;#039;s current level multiplied by 1,000. In other words, to go&lt;br /&gt;
from 4th level to 5th level requires 3,000 (4 x 1,000) experience&lt;br /&gt;
points. Table 3-1 shows the total number of experience points&lt;br /&gt;
required at each level of advancement.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 3-1 : Character Advancement:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Level !! XP Need to Gain !! Total EXP at Level&lt;br /&gt;
|-&lt;br /&gt;
| 1 || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 || 1000 || 1000&lt;br /&gt;
|-&lt;br /&gt;
| 3 || 2000 || 3000&lt;br /&gt;
|-&lt;br /&gt;
| 4 || 3000 || 6000&lt;br /&gt;
|-&lt;br /&gt;
| 5 || 4000 || 10000&lt;br /&gt;
|-&lt;br /&gt;
| 6 || 5000 || 15000&lt;br /&gt;
|-&lt;br /&gt;
| 7 || 6000 || 21000&lt;br /&gt;
|-&lt;br /&gt;
| 8 || 7000 || 28000&lt;br /&gt;
|-&lt;br /&gt;
| 9 || 8000 || 36000&lt;br /&gt;
|-&lt;br /&gt;
| 10 || 9000 || 45000&lt;br /&gt;
|-&lt;br /&gt;
| 11 || 10000 || 55000&lt;br /&gt;
|-&lt;br /&gt;
| 12 || 11000 || 66000&lt;br /&gt;
|-&lt;br /&gt;
| 13 || 12000 || 78000&lt;br /&gt;
|-&lt;br /&gt;
| 14 || 13000 || 91000&lt;br /&gt;
|-&lt;br /&gt;
| 15 || 14000 || 105000&lt;br /&gt;
|-&lt;br /&gt;
| 16 || 15000 || 120000&lt;br /&gt;
|-&lt;br /&gt;
| 17 || 16000 || 136000&lt;br /&gt;
|-&lt;br /&gt;
| 18 || 17000 || 153000&lt;br /&gt;
|-&lt;br /&gt;
| 19 || 18000 || 171000&lt;br /&gt;
|-&lt;br /&gt;
| 20 || 19000 || 190000&lt;br /&gt;
|-&lt;br /&gt;
| 21 || 20000 || 210000&lt;br /&gt;
|-&lt;br /&gt;
| 22 || 21000 || 231000&lt;br /&gt;
|-&lt;br /&gt;
| 23 || 22000 || 253000&lt;br /&gt;
|-&lt;br /&gt;
| 24 || 23000 || 276000&lt;br /&gt;
|-&lt;br /&gt;
| 25 || 24000 || 300000&lt;br /&gt;
|-&lt;br /&gt;
| 26 || 25000 || 325000&lt;br /&gt;
|-&lt;br /&gt;
| 27 || 26000 || 351000&lt;br /&gt;
|-&lt;br /&gt;
| 28 || 27000 || 378000&lt;br /&gt;
|-&lt;br /&gt;
| 29 || 28000 || 406000&lt;br /&gt;
|-&lt;br /&gt;
| 30 || 29000 || 435000&lt;br /&gt;
|-&lt;br /&gt;
| 31 || 30000 || 465000&lt;br /&gt;
|-&lt;br /&gt;
| 32 || 31000 || 496000&lt;br /&gt;
|-&lt;br /&gt;
| 33 || 32000 || 528000&lt;br /&gt;
|-&lt;br /&gt;
| 34 || 33000 || 561000&lt;br /&gt;
|-&lt;br /&gt;
| 35 || 34000 || 595000&lt;br /&gt;
|-&lt;br /&gt;
| 36 || 35000 || 630000&lt;br /&gt;
|-&lt;br /&gt;
| 37 || 36000 || 666000&lt;br /&gt;
|-&lt;br /&gt;
| 38 || 37000 || 703000&lt;br /&gt;
|-&lt;br /&gt;
| 39 || 38000 || 741000&lt;br /&gt;
|-&lt;br /&gt;
| 40 || 39000 || 780000&lt;br /&gt;
|-&lt;br /&gt;
| 41 || 40000 || 820000&lt;br /&gt;
|-&lt;br /&gt;
| 42 || 41000 || 861000&lt;br /&gt;
|-&lt;br /&gt;
| 43 || 42000 || 903000&lt;br /&gt;
|-&lt;br /&gt;
| 44 || 43000 || 946000&lt;br /&gt;
|-&lt;br /&gt;
| 45 || 44000 || 990000&lt;br /&gt;
|-&lt;br /&gt;
| 46 || 45000 || 1035000&lt;br /&gt;
|-&lt;br /&gt;
| 47 || 46000 || 1081000&lt;br /&gt;
|-&lt;br /&gt;
| 48 || 47000 || 1128000&lt;br /&gt;
|-&lt;br /&gt;
| 49 || 48000 || 1176000&lt;br /&gt;
|-&lt;br /&gt;
| 50 || 49000 || 1225000&lt;br /&gt;
|-&lt;br /&gt;
| 51 || 50000 || 1275000&lt;br /&gt;
|-&lt;br /&gt;
| 52 || 51000 || 1326000&lt;br /&gt;
|-&lt;br /&gt;
| 53 || 52000 || 1378000&lt;br /&gt;
|-&lt;br /&gt;
| 54 || 53000 || 1431000&lt;br /&gt;
|-&lt;br /&gt;
| 55 || 54000 || 1485000&lt;br /&gt;
|-&lt;br /&gt;
| 56 || 55000 || 1540000&lt;br /&gt;
|-&lt;br /&gt;
| 57 || 56000 || 1596000&lt;br /&gt;
|-&lt;br /&gt;
| 58 || 57000 || 1653000&lt;br /&gt;
|-&lt;br /&gt;
| 59 || 58000 || 1711000&lt;br /&gt;
|-&lt;br /&gt;
| 60 || 59000 || 1770000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Upon gaining a new level, a character receives additional skill&lt;br /&gt;
points, hit points, and other class abilities (detailed in the description of each class). &lt;br /&gt;
Each class description specifies a type of hit dice&lt;br /&gt;
(d4, d8, d10 or (112) that the player rolls at each level; the player&lt;br /&gt;
then adds the character&amp;#039;s Constitution modifier to that level&amp;#039;s&lt;br /&gt;
dice result to determine how many additional hit points the&lt;br /&gt;
character receives for reaching the new level. Characters with&lt;br /&gt;
negative Constitution modifiers still gain at least 1 hit point upon&lt;br /&gt;
reaching a new level. For example, an enchanter with a 7&lt;br /&gt;
Constitution (-2 modifier) reaches a new level and her player&lt;br /&gt;
rolls ld4 for additional hit points, getting a &amp;quot;1&amp;quot; on the roll. Despite&lt;br /&gt;
the Constitution modifier of -2, the enchanter still gains 1 hit&lt;br /&gt;
point for the new level.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Training Points:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
At 1st level and each time the character gains a new level she&lt;br /&gt;
receives 5 training points to spend on new feats or skills, to&lt;br /&gt;
improve her ability scores or resistances, or to add additional ranks&lt;br /&gt;
to existing skills. Normally, characters must have access to a guild&lt;br /&gt;
or order or to some mentor in order to spend these training points,&lt;br /&gt;
The &amp;#039;&amp;#039;P99 OffLine: Game Master&amp;#039;s Guide&amp;#039;&amp;#039; has more information on&lt;br /&gt;
role-playing through the use of training points.&lt;br /&gt;
&lt;br /&gt;
Characters may &amp;quot;save up&amp;quot; [mining points level after level if they&lt;br /&gt;
desire, and may spend them any time they have access to a mentor.&lt;br /&gt;
Table 3-2: Training Benefits shows both the number of training&lt;br /&gt;
points required to purchase various benefits and any limitations&lt;br /&gt;
on the expenditure of those points. All bonuses purchased with&lt;br /&gt;
training points are cumulative. A character who trains in fire&lt;br /&gt;
resistance upon reaching 2nd level and who later trains in fire&lt;br /&gt;
resistance again will have a total bonus of fire resistance (2) from&lt;br /&gt;
her training.&lt;br /&gt;
&lt;br /&gt;
Feats cannot be purchased with training points more frequently&lt;br /&gt;
than once for every two levels beyond lst. Thus, a 3rd-level.&lt;br /&gt;
character can have no more than one trained feat (note that certain&lt;br /&gt;
races and classes grant bonus feats at lst level, however), with no&lt;br /&gt;
more than two trained feats at 5th, three at 7th, four at 9th, etc. If&lt;br /&gt;
a character does not buy feats with training points over many levels,&lt;br /&gt;
she can later catch up to the maximum number of trained feats&lt;br /&gt;
allowed, even if that involves buying feats more frequently than&lt;br /&gt;
once every two levels -- or even all at once. For example, a paladin&lt;br /&gt;
reaches 10th level without having spent any training points on feats,&lt;br /&gt;
and decides that he would now like to dedicate training points&lt;br /&gt;
toward feats, He can purchase up to four trained feats immediately,&lt;br /&gt;
if he has the training points available (four being the maximum&lt;br /&gt;
number of trained feats allowed for a 10th-level-character); he could&lt;br /&gt;
also choose to purchase feats more often than one every two levels&lt;br /&gt;
over the next several levels, up to the maximum number of feats&lt;br /&gt;
allowed for his current level (i,e,, five trained feats by 11th level, six&lt;br /&gt;
by 13th level, etc,).&lt;br /&gt;
&lt;br /&gt;
Skill rank purchases using training points are separate from those&lt;br /&gt;
gained through standard class level advancement, For example, a&lt;br /&gt;
1st level rogue who accumulates 2,000 XP reaches 2nd level, As&lt;br /&gt;
given in the rogue character class description, rogues gain 6 +Int&lt;br /&gt;
modifier skill points per level to spend on either class or cross-class&lt;br /&gt;
skills. In addition, the character gains 5 training points for reaching&lt;br /&gt;
her 2nd character level, She could spend 3 of these training points&lt;br /&gt;
to increase a rogue class skill by 1 rank, or spend all 5 to gain a cross-class skill rank. &lt;br /&gt;
Multiclass characters may spend training points on&lt;br /&gt;
class skills or cross-class skills for any of their character classes. In any&lt;br /&gt;
case, however, no character can purchase skill ranks beyond their&lt;br /&gt;
normal skill rank caps, even with ranks purchased through training&lt;br /&gt;
points (see &amp;quot;Multiclass Characters&amp;quot; in this chapter and also Skills LINK TBD for details on skill caps),&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Table 3-2: Training Benefits:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Benefit !!  Training  Point Cost !! Limitations&lt;br /&gt;
|-&lt;br /&gt;
| +1  to any ability score  || 12 || No ability may be trained more than 6 times&lt;br /&gt;
|-&lt;br /&gt;
| +1 rank to any class skill || 3 || Skills may not be increased beyond normal skill caps&lt;br /&gt;
|-&lt;br /&gt;
| +1 rank to any cross-class skill || 5 || Skills may not be increased beyond normal skill caps&lt;br /&gt;
|-&lt;br /&gt;
| +1 to any resistance || 1 || Each resistance type may be trained a number of times equal  to the characters level&lt;br /&gt;
|-&lt;br /&gt;
| Bonus (trained) feat || 7 || A character may not have more trained feats than one for every  odd-numbered character level attained.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Class Description Format:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
The following format is used to describe all the classes,&lt;br /&gt;
&lt;br /&gt;
Name: Although some warriors might consider themselves&lt;br /&gt;
simple guardsmen and some rogues may prefer to be known as&lt;br /&gt;
&amp;quot;scouts,&amp;quot; each class&amp;#039;s standard name is the first indication of the&lt;br /&gt;
areas at which the class excels. After the class name, a brief&lt;br /&gt;
description is given of a typical member of the class.&lt;br /&gt;
&lt;br /&gt;
Attributes:This section outlines the strengths and weaknesses&lt;br /&gt;
of the class and gives some suggestions regarding how best to use&lt;br /&gt;
those strengths and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Questing: Not everyone spends time on quests, but this section&lt;br /&gt;
outlines some common reasons why members of the class might do so.&lt;br /&gt;
&lt;br /&gt;
Religion: This section discusses the view a typical member of&lt;br /&gt;
the class might have with regard to her religion and her relationship &lt;br /&gt;
to her church, as well as what religions are most likely to cater&lt;br /&gt;
to members of her class.&lt;br /&gt;
&lt;br /&gt;
Culture and Training: In this section you will find some&lt;br /&gt;
typical backgrounds for members of the class, As with all the&lt;br /&gt;
information in these sections, these ideas are intended only as a&lt;br /&gt;
model for a given character&amp;#039;s background, not a set of inflexible rules.&lt;br /&gt;
&lt;br /&gt;
Interaction: Here some ideas are given about the ways in which&lt;br /&gt;
members of this class tend to interact with the community around&lt;br /&gt;
them, with questing groups, and with individuals of other classes.&lt;br /&gt;
&lt;br /&gt;
Alignment: Alignment is detailed more fully in &lt;br /&gt;
Description LINK TBD, but this section gives some guidelines for the class, as&lt;br /&gt;
well as any alignment restrictions the class may have.&lt;br /&gt;
&lt;br /&gt;
Level Progression: Each class&amp;#039;s level progression table shows&lt;br /&gt;
its base attack bonuses and Fortitude, Reflex, and Will saving&lt;br /&gt;
throw bonuses at each level.These bonuses are not cumulative&lt;br /&gt;
a 3rd-level character gets the bonuses listed at 3rd level, not the&lt;br /&gt;
sum of lst, 2nd,, and 3rd-level bonuses. Any special abilities of&lt;br /&gt;
the class are also listed at the appropriate level, Descriptions of&lt;br /&gt;
these special abilities are given in the &amp;quot;Class Rules&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
Class Rules: The class rules section provides everything you&lt;br /&gt;
need to create and advance a character of the given class, The&lt;br /&gt;
section includes information on ability scores, race, Hit Dice and&lt;br /&gt;
hit points, skill points and class skills, starting proficiencies, and&lt;br /&gt;
any special abilities the class receives at various levels, The&lt;br /&gt;
majority of the information presented here constitutes the game&lt;br /&gt;
rules required to play the class.&lt;br /&gt;
&lt;br /&gt;
Starting Package: For players who do not want to take the time&lt;br /&gt;
to custom pick equipment, one or two starting packages of gear&lt;br /&gt;
have been provided at the end of each class, For more information&lt;br /&gt;
on equipment see Equipment LINK TBD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Spellcasting:&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
open. the caster must select a spell already prepared and remove it&lt;br /&gt;
instantly. asafree action. beforeattemptingto fill the slot with a new&lt;br /&gt;
spell choice. He must then make a Meditation check (see Chapter&lt;br /&gt;
4: Skills) with a DC of 10  the spell&amp;#039;s level. A successful check&lt;br /&gt;
means the spell is placed into the newly open prepared spell slot.&lt;br /&gt;
The base amount of time required to prepare a spell is a number&lt;br /&gt;
of fullaround actions equal to the spell&amp;#039;s level minus the caster&amp;#039;s&lt;br /&gt;
number of skill ranks in Meditation. to a minimum of 1 fuII-round&lt;br /&gt;
action. Preparing a spell provokes attacks of opportunity (see&lt;br /&gt;
âAttacks of Opportunity&amp;quot; in Chapter 12: Combat for more&lt;br /&gt;
information), and if the caster is injured by such an attack. then&lt;br /&gt;
the attempt to prepare the new spell is interrupted and fails. 1fthe&lt;br /&gt;
caster was replacing an already prepared spell with a new one. and&lt;br /&gt;
the preparation attempt fails. then the old spell is still removed&lt;br /&gt;
from its slot (as it has to be removed before the caster begins to&lt;br /&gt;
prepare a new spell). Newly prepared spells may not be available&lt;br /&gt;
for immediate use (see &amp;quot;Recast&amp;quot; in Chapter 8: Using Magic)&lt;br /&gt;
Mana: A11 spellcasters have a magical energy known as mana.&lt;br /&gt;
The amount of mana a caster currently has available is referred to as&lt;br /&gt;
his mana pool. Each spell a caster casts takes an amount of mana. as&lt;br /&gt;
detailed in the spellâs description. temporarily reducing the size of&lt;br /&gt;
his mana pool. A casterâs mana pool has a maximum capacity equal&lt;br /&gt;
to double his appropriate ability modifier per level: arcane casters&lt;br /&gt;
use Intelligence. divine casters use Wisdom. and bards use Cha-&lt;br /&gt;
risma. Thus a 4th-level cleric with a Wisdom modifier of  has a&lt;br /&gt;
mana pool of (3 x 2) x 4. or 24 maria; a lOthâlevcl hard with a&lt;br /&gt;
Charisma modifier of  has a mana pool of (4 x 2) x 10. or 80 mana.&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
- A caster recovers an amount of mana equal to his spellcasting stat&lt;br /&gt;
6â&amp;quot; modifier plus his total ranks in Meditation for each hour of rest.&lt;br /&gt;
fl: .i Thus. if the 10th-leve1bardabove has 13 ranks in Meditation. she&lt;br /&gt;
&lt;br /&gt;
would recover 17 mana with 1 hour of rest.&lt;br /&gt;
&lt;br /&gt;
Gaining Spells: Most dedicated spellcasters begin play with 4&lt;br /&gt;
spells of lst level known to them and recorded in their spellbook.&lt;br /&gt;
Bards are the exception to this rule: they begin with only 2 songs&lt;br /&gt;
known to them. These spells (or songs) are selected by the player&lt;br /&gt;
during character creation from among those available by class. It is&lt;br /&gt;
also possible for a caster to gain new spells by copying them from&lt;br /&gt;
scrolls he may find; by trading with other spellcasters (always those&lt;br /&gt;
from his own class. and usually only those from the same religious&lt;br /&gt;
order. arcane society. etc. ); by recovering them from the spellhooks&lt;br /&gt;
of similarly classed opponents he defeats. or even by purchasing&lt;br /&gt;
them from a temple. guild. or spell (or song) vendor. For more&lt;/div&gt;</summary>
		<author><name>imported&gt;Kingfisher SA</name></author>
	</entry>
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