Character Advancement

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Here is a quick outline for leveling up your character, or beginning a character at a level other than 1st. Note that each class also has specific abilities and traits which should be referenced during the leveling up process. Refer to the page for your class for details.

Hit Points

Each level after 1st, characters roll a die, the size of which is determined by their character class, to determine the hit points they gain at that new level. The character's Constitution modifier is then added to this die result. The favored class bonus may also be used to add 1 additional hit point to this total (see Favored Class bonus, below).

If multiclassing is allowed, use the hit die of the character class being selected for the new level.

Class Hit Die
Alchemist d4
Barbarian d6
Bard d6
Brawler d8
Cleric d8
Druid d6
Fighter d10
Monk d8
Paladin d10
Prowler d6
Ranger d8
Rogue d6
Sorcerer d4
Warlord d10
Wizard d4
  • Class hit die + CON modifier + (optional) Favored Class bonus hit point

Skill Points

Characters receive a number of skill points each level, based on their character class, plus their Intelligence modifier. These skill points may be allocated as 'skill ranks' in any skill the character has access to learn, or into any skill the character already has learned. No character may have more ranks allocated to a skill than he has character levels. Note that skill ranks are not the same as a character's skill bonus or skill total, which is the sum of his ranks, his ability modifier for that skill, any natural talent bonus, trait bonuses, magic item bonuses or other miscellaneous bonuses. Ranks are simply the number of skill points which have been dedicated to that skill.

If multiclassing is allowed, use the skill points of the character class being selected for the new level.

In addition, the character may choose to apply his Favored Class bonus to skills, which grants him 1 additional skill point. See Favored Class bonus below for details.

Class Skill Ranks
Alchemist 3 + Int modifier
Barbarian 6 + Int modifier
Bard 7 + Int modifier
Brawler 6 + Int modifier
Cleric 7 + Int modifier
Druid 6 + Int modifier
Fighter 6 + Int modifier
Monk 6 + Int modifier
Paladin 7 + Int modifier
Prowler 6 + Int modifier
Ranger 7 + Int modifier
Rogue 8 + Int modifier
Sorcerer 7 + Int modifier
Warlord 7 + Int modifier
Wizard 3 + Int modifier
  • Skill points by class + INT modifier + (optional) Favored Class bonus skill point

Favored Class Bonus

At character creation, the character should select his favored class. This is the "primary" class of the character, and cannot be changed, once selected. Any other character classes the character selected in his career are considered "secondary" classes, and do not gain a Favored Class bonus when selected.

Each level that the character advances in his favored class, he gets a Favored Class bonus for sticking with his chosen primary class. The Favored Class bonus may be used to either gain 1 additional hit point or 1 additional skill point. This bonus only gained if the character chooses to take his favored class for the new level he is attaining.

Note that in games where multi-classing is not allowed, this Favored Class bonus is always gained every level, since you are forced to level up in your favored class.

Pathfinder rules provide options for alternative favored class bonuses, which are not allowed in Epic Path. GMs who wish to use these optional rules are encouraged to review them carefully before allowing them.

  • Either 1 bonus hit point or 1 bonus skill point, per level, when the favored class is chosen at a new level.

Base Attack Bonus

Your base attack bonus (BAB) may have increased, depending on your character class. Refer to the table for your character class to see if it increased.

Maneuver Offense and Maneuver Defense

Maneuver Offense increases by 1 each time you gain a level. Maneuver Defense increases by 1 at every even-numbered level (i.e. 2nd, 4th, 6th, 8th, etc.).

Note that if your STR or DEX increase, this will also increase your Maneuver Defense and possibly your Maneuver Offense.

Weapon Damage

Beginning at 8th level, base weapon dice damage is doubled. This does not double STR, feat, precision or other modifiers to the base weapon damage, just the base damage of the weapon. This applies to melee, ranged, and thrown weapons alike. This does not apply to classes with fixed damage, such as the monk or brawler unarmed damage. For example, a longsword deals 2d8 base weapon damage after 8th level. This bonus increases to triple weapon dice damage at 15th level, quadruple at 22nd level and quintuple at 29th level and above.

These adjustments DO get factored into a weapon's critical hit damage. For example, an 1st level character wielding a longsword who critically hits (longswords deal double damage on a crit) would deal 2d8 + double their strength modifier. The same character at 8th level would deal 4d8 + double their strength modifier.


Example – Longsword
Character Level Base Weapon Damage
1 – 7 1d8
8 – 14 2d8
15 – 21 3d8
22 – 28 4d8
29+ 5d8

Saving Throws

Upon leveling up, you should review your character class' page to see if any of your saving throws improved. While this does not happen every level, it does happen for at least one of your saves nearly every level. Forgetting this step can lead to hair loss and death (for your character; you'll probably be okay).

New Class Abilities

Most character classes get at least one new class ability every level. Refer to your character class' page for details.

Feats

At every odd-numbered level (i.e. 1st, 3rd, 5th, 7th, etc.), characters gain a new feat. A list of all feats is available here, and can also be found by clicking on "Feats" in the sidebar, from anywhere on this website.

Characters must meet any prerequisites for the feat they wish to select at the time the feat is selected. Once selected, a feat may not be changed, except through the Character Retraining rules.

Ability Points

Every four levels (i.e. at 4th, 8th, 12th, 16th, etc.) you may permanently increase one of your ability scores by +1. This increase stacks with any bonuses, magic items, or other increases to the ability score.

Additional Hit Points

If a character improves their Constitution through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their CON modifier, they gain an additional +1 hit point per level, including all previously gained levels (retroactive). Remember that level 1 hit points are calculated using the Constitution score, rather than the CON modifier, though level 1 hit points are also retroactively adjusted when a character's Constitution is increased via a permanent source.

Additional Languages

If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional bonus language, chosen from the same list of their chosen race. If a character's INT modifier increases to the point where they could gain more bonus languages than those offered by their race, they no longer gain bonus languages for increasing their Intelligence (though they still gain additional skill ranks each level; see below).

Additional Skill Ranks

If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional +1 skill rank per level, including all previously gained levels (retroactive).

Retraining

Most Character Retraining is handled during downtime between adventures. As an option, GM's may allow one free retraining action (and ONLY retraining, not self-improvement or single-use boons) once, each time a character gains a level. This gives players a chance to undo choices they've made that didn't pan out the way they'd hoped, without absorbing lots of their downtime.

A player may not use the retraining rules to swap out an ability or feat taken at an earlier level for a feat or ability that they only qualify for now, but wouldn't have qualified for when they originally took the feat or ability. For example, upon reaching 21st level, a character gains access to Epic feats, but may not use retraining to swap out an earlier non-epic feat for an epic feat. Similarly, a high-level rogue may never retrain to have fewer than 4 basic rogue talents, even after she qualifies for advanced or epic rogue talents.

If you train out of a skill, ability or feat which is a prerequisite for another ability, you lose the use of the other ability until you can once more meet its requirements. Backing down a feat tree can be done via retraining, but takes several re-training actions.

Basic Level Advancement

Level High BAB Medium BAB Low BAB Strong Save Weak Save Base Weapon Damage Starting Wealth Wealth This Level Feats Bonus Stats Max Skill Ranks XP Required
1st +1 +0 +0 +2 +0 x1 250 1,750 1 - 1 0
2nd +2 +1 +1 +3 +0 x1 2,000 4,000 - - 2 3,200
3rd +3 +2 +1 +3 +1 x1 6,000 6,500 1 - 3 8,000
4th +4 +3 +2 +4 +1 x1 12,500 9,500 - +1 4 14,400
5th +5 +3 +2 +4 +1 x1 22,000 13,000 1 - 5 24,000
6th +6/+1 +4 +3 +5 +2 x1 35,000 17,000 - - 6 36,800
7th +7/+2 +5 +3 +5 +2 x1 52,000 23,000 1 - 7 56,000
8th +8/+3 +6/+1 +4 +6 +2 x2 75,000 31,000 - +1 8 81,600
9th +9/+4 +6/+1 +4 +6 +3 x2 106,000 41,000 1 - 9 120,000
10th +10/+5 +7/+2 +5 +7 +3 x2 147,000 55,000 - - 10 171,000
11th +11/+6/+1 +8/+3 +5 +7 +3 x2 202,000 75,000 1 - 11 248,000
12th +12/+7/+2 +9/+4 +6/+1 +8 +4 x2 277,000 103,000 - +1 12 350,000
13th +13/+8/+3 +9/+4 +6/+1 +8 +4 x2 380,000 141,000 1 - 13 504,000
14th +14/+9/+4 +10/+5 +7/+2 +9 +4 x2 521,000 189,000 - - 14 710,000
15th +15/+10/+5 +11/+6/+1 +7/+2 +9 +5 x3 710,000 257,000 1 - 15 1,000,000
16th +16/+11/+6/+1 +12/+7/+2 +8/+3 +10 +5 x3 967,000 345,000 - +1 16 1,425,000
17th +17/+12/+7/+2 +12/+7/+2 +8/+3 +10 +5 x3 1,312,000 463,000 1 - 17 2,000,000
18th +18/+13/+8/+3 +13/+8/+3 +9/+4 +11 +6 x3 1,775,000 611,000 - - 18 3,000,000
19th +19/+14/+9/+4 +14/+9/+4 +9/+4 +11 +6 x3 2,386,000 809,000 1 - 19 4,400,000
20th +20/+15/+10/+5 +15/+10/+5 +10/+5 +12 +6 x3 3,195,000 1,077,000 - +1 20 6,000,000

Epic Level Advancement

Level High BAB Medium BAB Low BAB Strong Save Weak Save Base Weapon Damage Starting Wealth Wealth This Level Feats Bonus Stats Max Skill Ranks XP Required
21st +21/+16/+11/+6 +16/+11/+6 +11/+6 +13 +7 x3 4,272,000 1,415,000 1 - 21 9,000,000
22nd +21/+16/+11/+6 +16/+11/+6 +11/+6 +13 +7 x4 5,687,000 1,853,000 - - 22 13,000,000
23rd +22/+17/+12/+7 +17/+12/+7 +12/+7 +14 +8 x4 7,540,000 2,441,000 1 - 23 19,000,000
24th +22/+17/+12/+7 +17/+12/+7 +12/+7 +14 +8 x4 9,981,000 3,229,000 - +1 24 28,000,000
25th +23/+18/+13/+8 +18/+13/+8 +13/+8 +15 +9 x4 13,210,000 4,217,000 1 - 25 41,000,000
26th +23/+18/+13/+8 +18/+13/+8 +13/+8 +15 +9 x4 17,427,000 5,705,000 - - 26 61,500,000
27th +24/+19/+14/+9 +19/+14/+9 +14/+9 +16 +10 x4 23,132,000 7,693,000 1 - 27 91,000,000
28th +24/+19/+14/+9 +19/+14/+9 +14/+9 +16 +10 x4 30,825,000 10,181,000 - +1 28 134,000,000
29th +25/+20/+15/+10 +20/+15/+10 +15/+10 +17 +11 x5 41,006,000 13,369,000 1 - 29 198,000,000
30th +25/+20/+15/+10 +20/+15/+10 +15/+10 +17 +11 x5 54,375,000 17,457,000 - - 30 290,000,000
31st +26/+21/+16/+11 +21/+16/+11 +16/+11 +18 +12 x5 71,832,000 22,845,000 1 - 31 425,000,000
32nd +26/+21/+16/+11 +21/+16/+11 +16/+11 +18 +12 x5 94,677,000 30,233,000 - +1 32 625,000,000
33rd +27/+22/+17/+12 +22/+17/+12 +17/+12 +19 +13 x5 124,910,000 40,621,000 1 - 33 900,000,000
34th +27/+22/+17/+12 +22/+17/+12 +17/+12 +19 +13 x5 165,531,000 55,009,000 - - 34 1,400,000,000
35th +28/+23/+18/+13 +23/+18/+13 +18/+13 +20 +14 x5 220,540,000 69,397,000 1 - 35 2,000,000,000
36+ - - - +1/2 +1/2 Unch. +80,000,000 +80,000,000 Odds +1/4 +1 +800,000,000