Level-Dependent Benefits - XP Table

In addition to attack bonuses and saving throw bonuses, all characters gain other benefits from advancing in level. Table 3–2: Experience and Level-Dependent Benefits summarizes these additional benefits.

XP: This column on Table 3–2 shows the experience point total needed to attain a given character level—that is, the total of all the character’s level in classes. (A character’s level in a class is called his or her class level.) For any character (including a multiclass one), XP determines overall character level, not individual class levels.

Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his or her character level + 3. A class skill is a skill frequently associated with a particular class—for example, Spellcraft is a class skill for wizards. Class skills are given in each class description in this chapter (see also Table 4–2: Skills, page 63, for more information on skills).

Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a character’s class), the maximum number of ranks a character can have is one-half the maximum for a class skill. For example, at 1st level a wizard could have 2 ranks in Move Silently (typically associated with rogues, and on that class’s list of class skills), but no more. These 2 ranks in a cross-class skill would cost the wizard 4 skill points, whereas the same 4 points would buy 4 ranks in a wizard class skill, such as Spellcraft. The half ranks (1/2) indicated on Table 3–2 don’t improve skill checks. They simply represent partial purchase of the next skill rank and indicate the character is training to improve that skill.

Feats: Every character gains one feat at 1st level and another at every level divisible by three (3rd, 6th, 9th, 12th, 15th, and 18th level). These feats are in addition to any bonus feats granted as class features (see the class descriptions later in this chapter) and the bonus feat granted to all humans. See Chapter 5: Feats for more information about feats.

Ability Increases: Upon attaining any level divisible by four (4th, 8th, 12th, 16th, and 20th level), a character increases one of his or her ability scores by 1 point. The player chooses which ability score to improve. For example, a sorcerer with a starting Charisma of 16 might increase this to 17 at 4th level. At 8th level, the same character might increase his Charisma score again (from 17 to 18) or could choose to improve some other ability instead. The ability improvement is permanent.

Table 3-2: Experience and Level-Dependent Benefits

 
Character Level XP Class Skill Max Ranks Cross Class Skill Max Ranks Feats Ability Score Increases
1st 0 4 2 1st -
2nd 1,000 5 2-1/2 - -
3rd 3,000 6 3 2nd -
4th 6,000 7 3-1/2 - 1st
5th 10,000 8 4 - -
6th 15,000 9 4-1/2 3rd -
7th 21,000 10 5 - -
8th 28,000 11 5-1/2 - 2nd
9th 36,000 12 6 4th -
10th 45,000 13 6-1/2 - -
11th 55,000 14 7 - -
12th 66,000 15 7-1/2 5th 3rd
13th 78,000 16 8 - -
14th 91,000 17 8-1/2 - -
15th 105,000 18 9 6th -
16th 120,000 19 9-1/2 - 4th
17th 136,000 20 10 - -
18th 153,000 21 10-1/2 7th -
19th 171,000 22 11 - -
20th 190,000 23 11-1/2 - 5th

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