Character Advancement

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Revision as of 05:49, 14 March 2017 by Tbolling (talk | contribs) (Text replacement - "Resilience" to "Maneuver Defense")
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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 d12
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

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 Check and Maneuver Defense

Maneuver Check 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 Check.

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.

Template:Base Weapon Damage

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.

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 150 1,850 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 6,000 1 - 3 8,000
4th +4 +3 +2 +4 +1 x1 12,000 9,000 - +1 4 14,400
5th +5 +3 +2 +4 +1 x1 21,000 11,000 1 - 5 24,000
6th +6/+1 +4 +3 +5 +2 x1 32,000 15,000 - - 6 36,800
7th +7/+2 +5 +3 +5 +2 x1 47,000 19,000 1 - 7 56,000
8th +8/+3 +6/+1 +4 +6 +2 x2 66,000 26,000 - +1 8 81,600
9th +9/+4 +6/+1 +4 +6 +3 x2 92,000 32,000 1 - 9 120,000
10th +10/+5 +7/+2 +5 +7 +3 x2 124,000 40,000 - - 10 171,000
11th +11/+6/+1 +8/+3 +5 +7 +3 x2 164,000 52,000 1 - 11 248,000
12th +12/+7/+2 +9/+4 +6/+1 +8 +4 x2 216,000 64,000 - +1 12 350,000
13th +13/+8/+3 +9/+4 +6/+1 +8 +4 x2 280,000 90,000 1 - 13 504,000
14th +14/+9/+4 +10/+5 +7/+2 +9 +4 x2 370,000 110,000 - - 14 710,000
15th +15/+10/+5 +11/+6/+1 +7/+2 +9 +5 x3 480,000 150,000 1 - 15 1,000,000
16th +16/+11/+6/+1 +12/+7/+2 +8/+3 +10 +5 x3 630,000 190,000 - +1 16 1,425,000
17th +17/+12/+7/+2 +12/+7/+2 +8/+3 +10 +5 x3 820,000 240,000 1 - 17 2,000,000
18th +18/+13/+8/+3 +13/+8/+3 +9/+4 +11 +6 x3 1,060,000 310,000 - - 18 3,000,000
19th +19/+14/+9/+4 +14/+9/+4 +9/+4 +11 +6 x3 1,370,000 390,000 1 - 19 4,400,000
20th +20/+15/+10/+5 +15/+10/+5 +10/+5 +12 +6 x3 1,760,000 880,000 - +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 2,640,000 1.360,000 1 - 21 9,000,000
22nd +21/+16/+11/+6 +16/+11/+6 +11/+6 +13 +7 x4 4,000,000 2,000,000 - - 22 13,000,000
23rd +22/+17/+12/+7 +17/+12/+7 +12/+7 +14 +8 x4 6,000,000 3,000,000 1 - 23 19,000,000
24th +22/+17/+12/+7 +17/+12/+7 +12/+7 +14 +8 x4 9,000,000 4,500,000 - +1 24 28,000,000
25th +23/+18/+13/+8 +18/+13/+8 +13/+8 +15 +9 x4 13,500,000 6,500,000 1 - 25 41,000,000
26th +23/+18/+13/+8 +18/+13/+8 +13/+8 +15 +9 x4 20,000,000 10,000,000 - - 26 61,500,000
27th +24/+19/+14/+9 +19/+14/+9 +14/+9 +16 +10 x4 30,000,000 15,000,000 1 - 27 91,000,000
28th +24/+19/+14/+9 +19/+14/+9 +14/+9 +16 +10 x4 45,000,000 22,600,000 - +1 28 134,000,000
29th +25/+20/+15/+10 +20/+15/+10 +15/+10 +17 +11 x5 67,600,000 34,400,000 1 - 29 198,000,000
30th +25/+20/+15/+10 +20/+15/+10 +15/+10 +17 +11 x5 102,000,000 50,000,000 - - 30 290,000,000
31st +26/+21/+16/+11 +21/+16/+11 +16/+11 +18 +12 x5 152,000,000 76,000,000 1 - 31 425,000,000
32nd +26/+21/+16/+11 +21/+16/+11 +16/+11 +18 +12 x5 228,000,000 114,000,000 - +1 32 625,000,000
33rd +27/+22/+17/+12 +22/+17/+12 +17/+12 +19 +13 x5 342,000,000 172,000,000 1 - 33 900,000,000
34th +27/+22/+17/+12 +22/+17/+12 +17/+12 +19 +13 x5 514,000,000 256,000,000 - - 34 1,400,000,000
35th +28/+23/+18/+13 +23/+18/+13 +18/+13 +20 +14 x5 770,000,000 300,000,000 1 - 35 2,000,000,000
36+ - - - +1/2 +1/2 Unch. +300,000,000 +300,000,000 Odds +1/4 +1 +800,000,000