Advancement & Training

Experience points will be awarded by the DM after each adventure. An adventure is defined as the completion of one story arc, or the overcoming (or abandoning) of the main challenge of a module. For some very long adventures, the DM may award XP during some downtime in the midst of the adventure/arc - though usually training is not available during these cases for full advancement.

Experience points are awarded in the form of a ticket recording the award, the character's previous total and the new total. In addition, the ticket lists any of the improvable skills and the available feats accesible to the character without any training, and any other awards like action dice or hero points the character may be getting. It also lists any special abilities the character gains automatically, and a note of those he now has to train for. Finally, it will tell you which stat raise if any the character gains.

Below is an example of an XP ticket:
Improvable Skills: This are skill the player may add points to from those gained with a new level. The DM chooses these from skills the character used to some degree during the last adventure. Players are always welcome to make a case for a skill that was not listed.

Available Feats: The list of available feats details which feats the character may take immediately upon advancement (though limited by whatever type of feat is available at that level, i.e. special fighter feats (every 2nd level), wizards' meta-magic feats (every 5th level) or monks' martial arts feats (every 4th level)). The feats are chosen from among the possible ones the character has been practicing and emulating during the last couple of adventures. Often, players will specifically say something like, "Kazrack will be practicing on his trip manuever whenever he gets a chance to spar, or do his drills" as a means to advance gaining such a feat without paying for actual training. Typically, trying for a feat this way takes 2 to 3 adventures, and requires that the player actually make an effort to occasionally mention the activity during downtime.

Banking Feats: If a feat is not available on the list, there is no time to train, or there is a feat you want that you do not qualify for yet, you may 'bank' the feat. This means, it may be saved until such time the training is available, or it becomes available at the next time XP is awarded. The Leadership feat may not be banked. It can only be gained with a feat slot gained at 6th level or above.

A player need not improve the skills or gain the feats listed on the ticket by the DM. Instead, in-game the PC may seek out someone with a feat or skill they would like to learn (or improve) to train them in this area. Player characters may train player characters. In addition, some class abilties are "trained only", which means they require training from a person who has has the ability, or must undergo self-training, which takes more time.

The following abilities require training: new spell level, new bard song ability, most new priestly class abilities, wildshape, most monk class abilities, turn undead, remove disease (or other equivalent paladin ability), combat style, camouflage, and rogue special abilities.

Training Times: (These assume having the access to a teacher and proper materials needed for training. Self-training time is tripled).
  • Class skill: 3 days + 1 day per point spent
  • Cross-Class Skill: 6 days + 1 day per point spent
  • Feat: 10 days
  • Item Creation Feat: Time to create one item + 10 days
  • Spell Level: 4 days + 3 days / spell level
  • Other Class Ability: 5 days + 1 day per level ability is gained at (or as feat if the same as an existing feat)

All training times are modified by a number of days equal to the requisite ability score of the ability (using Intelligence as the default). Positive modifiers are subtracted and negative modifiers are added. Thus, a 9th level wizard with an intelligence score of 16 learning 4th level spells would need to train for 13 days.

One day of training is considered a full 8 hour day of work. Sometimes, trainers will be willing to work 12 hours a day, shortening training time by 1/4, but often they charge 2 to 3 times more per day (see training cost below). On the other hand, they are sometimes willing to limit it to 4 or 6 hours a day, though cost per day is not always proportionately lowered.

Training time cannot be interrupted by more than 1/2 the number of days you have already trained (rounded down). Thus if you trained 10 days out of 20 required days and then stopped, you would have to resume training again within the next 5 days (one-half of 10), or have to start all over.

Training Cost: Training costs are negotiable, but are always at least enough to cover the cost of whatever tools and equipment and space are needed to learn the skill/feat/ability. For example, a character learning a new craft is going to ruin some stuff before learning to get it right, so a DM might rule that the minimum cost is 5 times the cost of making one object with that craft. Training costs for characters belonging to a church or other divine order, or that belong to a guild of some kind may be mitigated by work done, or tithes/dues paid.

Here are some cost guidelines:
  • Arcane Spell Level: 15 sps per spell level per day (this price includes 2 spells available to the caster of the appropriate level)
  • Divine Spell Level: 10 sps per spell level per day
  • Feat: 10 sps / day
  • Item Creation Feat: Cost of Item + 50% cost of item or 10 sps/day (whichever is more).
  • Trained Skill: 8 sps per day
  • Untrained Skill: 5 sps per day
  • Other Class Ability: 10 sps/day

The cost for self-training is significantly less than that for being trained someone else, and in some cases may not cost anything.

See also: Action Dice, Hero Points, Stat Draft, Feat - Well-Rounded