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.

Changing Classes

Much work was expended to make all the classes balanced and interesting to play at all levels. However, some players may wish to play a character which is not purely one class or another, but is, instead, a combination of one or more classes. Two methods exist to accomplish this: multi-classing and dual-classing.

Broadly speaking, multi-classing and dual-classing allows you to enjoy the synergies of more than one character class, at the expense of gaining action points, fewer preferred class bonuses, and lower class levels, compared to your peers. Multi- and dual-classed characters will also find that more of their ability scores are important, forcing them to spread their scores out a bit more than a character focused on a single class. However, such combinations can be very powerful indeed, making such a decision quite attractive, despite the aforementioned drawbacks.

Multi-Classing

Multi-classing is the most easily understood form of changing classes. Multi-classing means you stop advancing in levels in your current class, in exchange for gaining levels in a completely different class of your choosing. GM's may decide that some combinations are disallowed, either due to personal preference, or due to campaign/story-based justifications.
In order to multi-class, you must possess 5 or more levels in your most recent character class, and you must meet any requirements of the new character class you wish to begin advancing in (such as alignment restrictions).
Once you have chosen a new character class, you begin advancing in that class from level 1, and you must commit to advancing at least 5 levels in that class before you can multi-class again. You may, of course, advance as many levels beyond 5 as you wish in that class. You may also multi-class back into a class you had already gained levels in, in which case, you continue gaining levels from where you left off.
Due to the level requirements, you can multi-class a maximum of seven times by level 31, which should provide enough class diversity for even the most exotic character concepts, or whimsical indecisiveness.
Experience points required to advance in a new class is always based on your total character level, NOT your current character class' level.
Your 'preferred class' bonus is (nearly always) based on the first character class you choose at character creation. If it is not, you must inform your GM what your preferred class is, at character creation, and the GM may always disallow this, if they so decide. Once a preferred class is selected, it cannot ever be changed, even through character retraining.
If any of the classes you choose offer a choice of paths at class level 1, such as the fighter's Technique, the rogue's Path, or the barbarian's Mein, you may only ever select this path when you gain your first level in that class. That is, if you change classes, and then come back and take new levels in the first class which offered a choice of paths, your additional levels in this class make use of the same path. You can't take more than one path in a class (unless the class specifically allows that), nor can you change it, once selected, without use of the Character Retraining rules.
You always gain base attack bonus, save bonuses, and class features, based only on the new character class, not your previous character class(es).
You no longer gain a free action point at the start of each combat. You may still use action points you acquire through some other means, such as the downtime system.
Example 1: A paladin reaches character level 6, and chooses to stop gaining levels in paladin (stopping at 5th level), in order to gain levels in fighter, instead. At level 11, the player chooses to revert back to being a paladin, stopping at fighter level 5. At level 11, they become a sixth level paladin, and continue advancing as before. Such a combination allows the character to become an expert at wearing heavy armor, and gain some new tricks with their weapon, while primarily focusing on their paladin's class features.
Example 2: A player chooses to make a fighter at level 1. At level 6, she changes to cleric, and then at level 11, changes to a rogue. Thus, at level 11, she is a fighter 5, cleric 5, rogue 1, with a total character level of 11. Such a character is very self-sufficient, with a wide range of modest capabilities that work well together.
Example 3: A player creates a rogue at character creation, and changes to a prowler at level 7. At level 12, they change to a brawler, and then at 17th character level, they change to a monk. At this point, they are character level 17, with 6 levels in rogue, 5 levels in prowler and brawler, and 1 level in monk. This character is a monster in melee combat, with great mobility and powerful attacks, whether armed or unarmed.

Dual-Classing

A dual-class character chooses two character classes at character creation. Only one of these classes is their preferred class, and once selected, the player is committed to those two classes for the remainder of that character's career. A character that dual-classes can never multi-class. Similarly, dual-classing can only be declared at character creation (meaning you cannot play a single class for a while and then decide to dual-class). Dual-classing requires a commitment.
The advantage of dual-classing is that you alternate between the two chosen classes every other level, meaning that you gain the benefits of both classes as early as 2nd level. Thus, at level 4, you have two levels in each class.
The class you choose at 1st level is your preferred class, granting you this bonus every odd-numbered level.
You always gain base attack bonus, save bonuses, and class features, based only on the character class you are advancing in your current level.
You no longer gain a free action point at the start of each combat. You may still use action points you acquire through some other means, such as the downtime system.
Some fun examples of character classes which synergize well are Sorcerer/Prowler, Fighter/Rogue, Cleric/Monk. There are numerous other powerful and entertaining combinations that players are encouraged to explore.

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
Partisan d12
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
Partisan 6 + 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 player should select the Favored Class of their character. This is the "primary" class of the character, and cannot be changed, once selected. Any other character classes the player selects the career of their character are considered "secondary" classes.

Each time a character gains a level and chooses to advance their favored class (rather than advancing a secondary class), they get a Favored Class bonus for sticking with their chosen primary class. The Favored Class bonus may be used to either gain 1 additional hit point or 1 additional skill rank. Note that skill ranks can never exceed character level, even if they are bonus skill ranks.

In games where multi-classing is not allowed, this Favored Class bonus is always gained every level, since characters may only level up in their favored class.

  • Either 1 bonus hit point or 1 bonus skill rank, 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 Defense

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.

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

Base 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.

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 Max Skill Ranks Natural Talent Feat Bonus Stat Starting Wealth Wealth This Level XP Required
1st +1 +0 +0 2 0 x1 1 +1 +1 250 1,750 0
2nd +2 +1 +1 3 0 x1 2 2,000 4,000 3,200
3rd +3 +2 +1 3 1 x1 3 +1 6,000 6,500 8,000
4th +4 +3 +2 4 1 x1 4 +1 12,500 9,500 14,400
5th +5 +3 +2 4 1 x1 5 +1 22,000 13,000 24,000
6th +6/+1 +4 +3 5 2 x1 6 35,000 17,000 36,800
7th +7/+2 +5 +3 5 2 x1 7 +1 52,000 23,000 56,000
8th +8/+3 +6/+1 +4 6 2 x2 8 +1 75,000 31,000 81,600
9th +9/+4 +6/+1 +4 6 3 x2 9 +1 106,000 41,000 120,000
10th +10/+5 +7/+2 +5 7 3 x2 10 147,000 55,000 171,000
11th +11/+6/+1 +8/+3 +5 7 3 x2 11 +1 +1 202,000 75,000 248,000
12th +12/+7/+2 +9/+4 +6/+1 8 4 x2 12 +1 277,000 103,000 350,000
13th +13/+8/+3 +9/+4 +6/+1 8 4 x2 13 +1 380,000 141,000 504,000
14th +14/+9/+4 +10/+5 +7/+2 9 4 x2 14 521,000 189,000 710,000
15th +15/+10/+5 +11/+6/+1 +7/+2 9 5 x3 15 +1 710,000 257,000 1,000,000
16th +16/+11/+6/+1 +12/+7/+2 +8/+3 10 5 x3 16 +1 967,000 345,000 1,425,000
17th +17/+12/+7/+2 +12/+7/+2 +8/+3 10 5 x3 17 +1 1,312,000 463,000 2,000,000
18th +18/+13/+8/+3 +13/+8/+3 +9/+4 11 6 x3 18 1,775,000 611,000 3,000,000
19th +19/+14/+9/+4 +14/+9/+4 +9/+4 11 6 x3 19 +1 2,386,000 809,000 4,400,000
20th +20/+15/+10/+5 +15/+10/+5 +10/+5 12 6 x3 20 +1 3,195,000 1,077,000 6,000,000
Level High BAB Medium BAB Low BAB Strong Save Weak Save Base Weapon Damage Max Skill Ranks Natural Talent Feat Bonus Stat Starting Wealth Wealth This Level XP Required
21st +21/+16/+11/+6 +16/+11/+6 +11/+6 13 7 x3 21 +1 +1 4,272,000 1,415,000 9,000,000
22nd +21/+16/+11/+6 +16/+11/+6 +11/+6 13 7 x4 22 5,687,000 1,853,000 13,000,000
23rd +22/+17/+12/+7 +17/+12/+7 +12/+7 14 8 x4 23 +1 7,540,000 2,441,000 19,000,000
24th +22/+17/+12/+7 +17/+12/+7 +12/+7 14 8 x4 24 +1 9,981,000 3,229,000 28,000,000
25th +23/+18/+13/+8 +18/+13/+8 +13/+8 15 9 x4 25 +1 13,210,000 4,217,000 41,000,000
26th +23/+18/+13/+8 +18/+13/+8 +13/+8 15 9 x4 26 17,427,000 5,705,000 61,500,000
27th +24/+19/+14/+9 +19/+14/+9 +14/+9 16 10 x4 27 +1 23,132,000 7,693,000 91,000,000
28th +24/+19/+14/+9 +19/+14/+9 +14/+9 16 10 x4 28 +1 30,825,000 10,181,000 134,000,000
29th +25/+20/+15/+10 +20/+15/+10 +15/+10 17 11 x5 29 +1 41,006,000 13,369,000 198,000,000
30th +25/+20/+15/+10 +20/+15/+10 +15/+10 17 11 x5 30 54,375,000 17,457,000 290,000,000
31st +26/+21/+16/+11 +21/+16/+11 +16/+11 18 12 x5 31 +1 +1 71,832,000 22,845,000 425,000,000
32nd +26/+21/+16/+11 +21/+16/+11 +16/+11 18 12 x5 32 +1 94,677,000 30,233,000 625,000,000
33rd +27/+22/+17/+12 +22/+17/+12 +17/+12 19 13 x5 33 +1 124,910,000 40,621,000 900,000,000
34th +27/+22/+17/+12 +22/+17/+12 +17/+12 19 13 x5 34 165,531,000 55,009,000 1,400,000,000
35th +28/+23/+18/+13 +23/+18/+13 +18/+13 20 14 x5 35 +1 220,540,000 69,397,000 2,000,000,000
36+ Unch. Unch. Unch. +1 per 2 lvls +1 per 2 lvls Unch. +1 per lvl Unch. +1 per odd lvls +1 per 4 lvls +80,000,000 +80,000,000 +800,000,000