Character Advancement

At the noted levels, characters gain a feat. Feats are abilities that can help the character perform new actions or improve their current abilities. The list of available feats can be found on p. ??? . A character can take any feat that they meet the prerequisites for. For the purposes of meeting prerequisites for a feat, a character can use the level they are gaining to qualify. For instance, a level 3 brigand has CB 2, and so can select a feat that requires CB 2 as their level 3 feat.

**Traits**:

At the listed levels, characters gain a trait. Traits are small tweaks to the character’s personality, background, or physicality. They inform a bit about the character and usually give them small advantages in certain situations. At 1st, 6th, and 14th level, they may choose to take a drawback in order to gain a second trait at these levels.

**Ability Score Increase**:

At the listed levels, characters can increase an ability score by the amount listed. At levels where multiple Ability Score Increases are given, they cannot spend more than one on the same ability score.

**Hit Die:**

At each level, a character gains HP. Each class has a certain die that represents how many they gain at each level. For example, a warrior gains 1d12 + their Vitality modifier + half their Stature modifier for each level, while a wizard gains 1d4 + their Vitality modifier + half their Stature modifier. These increases to HP are rolled every time a character gains a level, including at 1st level. A character cannot gain less than 1 HP when they gain a level.

**Skill Points**:

Each level, a character gains a number of skill points as given by their class + their Intellect modifier. No creature can gain less than 1 skill point per level. At 1st level, a character gains twice as many points as they would at any other level. A character can have a number of skill ranks in any skill up to half their level, rounding down, plus 2. Putting a skill rank into a class skill takes one skill point, but putting a skill rank into a non-class skill takes 2 points. Class skills are given by class.

**Resistances**:

Effects that may harm creatures can often be lessened if the creature is able to resist the primary effect. For example, the spell *Fireball* creates a spherical explosion that damages the creatures within based on the caster’s level. In the entry for *Fireball*, under Resistance it reads “GR/.5” This means with a successful Grace resistance, the affected creature only takes one half of the damage rolled for the spell.

A resistance is made by rolling 1dW + your base resistance and your ability modifier for that ability score. Each class has various resistances that they are better at, noted as “good” resistances. It also follows that each class has various resistances that they are bad at making, noted as “bad” resistances.  “Good” progressing resistances are detailed in the class description. A good resistance has a base of ½ level + 1, rounded down, while a poor resistance has a base of ¼ level + ½ , rounded down, as shown in the character advancement table on p. ??? .

**Multiclassing:**

Some characters may choose to take levels in multiple classes, either in pursuit of the optimal build or to create a well-rounded character. This creates a dynamic and multifaceted character, but makes creating them slightly more complicated. Below are the simplified and comprehensive multiclassing rules. Characters that multiclass only once, or are less concerned with balance, are encouraged to use the simplified rules for ease. Characters that multiclass frequently, wish to gain power at an even progression, or are not afraid of a little math are encouraged to use the comprehensive rules.

**Simplified Rules:**

To determine CB, MB, and base resistances, simply add the values together and subtract 1. To find the character’s full attack bonus, use the lowest full attack bonus associated with your character’s CB, i.e. a creature with 4 levels in soldier and 3 levels in brigand adds the 3 CB from soldier and their 2 CB from brigand, minus 1, for a total of CB 4. From the Full attack bonus table on page ???, we can see that a CB of 4 can either make a full attack at 4/1 or 4/2, so we take the lower value finding a full attack of +4/+1. Make sure to note that the character’s class skills have changed with the addition of a new class, and the character may no longer treat some skills as class skills.

**Comprehensive Rules:**

CB - Combat Bonus. Each class progresses its CB at either a slow, medium, or fast rate. A Character’s CB will be equal to 1 + ½ the levels spent in fast CB classes, + ⅜ the levels spent in medium CB classes, and +¼ the levels spent in slow CB classes.

This result will likely not be a whole number. To find the character’s CB, round this number down to the nearest whole number. If this number is 3.5 or greater, they will have a full attack bonus as well. Subtract 2.5 from this value to determine the value of their next attack, and continue to do this until the value does not exceed 3.5 to find the character’s full attack bonus.

For instance, if a character were to add the values of their various levels to find that their total CB was 6.125, they would round this down to find a CB of 6. Since this exceeds 3.5, the next attack in their full attack bonus would be found by subtracting 2.5, so 3.625, which also exceeds 3.5, giving a third attack at 1.125. Each of these numbers is rounded down to find a full attack bonus of 6/3/1.

MB - Each class either progresses MB at a fast or slow rate. To find a creature’s MB, add 1/2 their level from classes with a high MB rate and ⅓ their level in classes with a slow MB rate. This is then rounded down to the nearest whole number. Full round casting is determined by subtracting 4 from this number. If the result is 1 or higher, the character may cast another spell when full round casting.

Resistances - Each class either progresses resistances at a good or bad rate. The total base resistance is equal to 1 + ½ the levels in classes with a good rate + ¼ the levels in classes with a bad rate. If the character has no levels in any classes with a good rate, this value is decreased by ½. This value is then rounded down to find the total base resistance.

Class Abilities - Many class features reference the character’s level to determine its effect. This refers only to  the character levels in that class. Multiclassing does not increase the effects of class features which are determined by level. Multiclassing increases feats and other non-class features which are determined by level.