Leveling Up

Character development generally follows the rules on DF3 pp. 42-43 – earned points can be spent on improved attributes or secondary characteristics (up to normal human limits, plus any bonuses from a racial template), or on advantages, skills, and Power-Ups (see below) from the character’s template(s). Additionally, most mundane physical and mental advantages (those that aren’t cinematic, exotic, or supernatural) can be bought with earned points, even if they’re not listed among the character’s template traits, given a suitable in-game justification (e.g. Combat Reflexes for anyone who survives a lot of battles, Fit for anyone getting lots of exercise, etc). Any skills that see use during adventuring, or practice/study during downtime, can be improved normally (see p. B292).

Most advancement doesn’t incur Training Expenses (DF3, p. 43), but learning new skills or spells does, representing hiring suitable teachers and purchasing training materials. Purchase of out-of-template cinematic, exotic, or supernatural traits might involve monetary expenditures, and will almost certainly entail in-game actions (e.g. quests).

Social traits always require in-game actions and circumstances to obtain. They’re granted by the GM based on the PC’s interactions with the appropriate NPCs.

PCs may purchase any optional traits that they didn’t take from their professional or racial templates. They may also buy traits designated Professional or Racial Power-Ups for their templates, as well as any General Power-Ups they qualify for. The bulk of these are listed in DF11: Power-Ups. Additional perks are available in Power-Ups 2: Perks and Thaumatology: Magical Styles.

A character may buy the Professional Power-Ups of a template that he didn’t start play with, but only by essentially purchasing the template in play. He does so by buying all mandatory advantages, disadvantages, and primary skills (i.e. Lens Omissions), and buying up all attributes and secondary characteristics to the levels in the template. In effect, a character may only purchase the Professional Power-Ups of a template whose full characteristics he possesses. This does apply to PCs created without an adventurer template, who may only take General (and Racial, if applicable) Power-Ups until they qualify for a given template’s Professional Power-Ups.

“Multi-Class” Lenses
With GM approval (and sufficient in-game justification), a character may also purchase the “Mixing Professions” lenses from DF3 (and subsequent volumes) with earned points, using the rules for Adding Lenses in Play on p. 17 of that book. A new lens need not be bought all at once; the character learns (and uses) each individual advantage and skill until he has all elements of the lens. Learning cinematic, exotic, or supernatural advantages or skills requires suitably exceptional circumstances – acquiring Magery will often involve some kind of magical initiatory experience; acquiring Trained by a Master involves finding and studying under a genuine master of the martial arts; acquiring Power Investiture involves taking religious vows and establishing a connection with one’s chosen deity(-ies).

Once a character has purchased all elements of a lens, he may purchase other traits from that template, including “Lens Omissions” (DF3, p. 43 — traits that are mandatory in the template but not included in the lens) and optional traits and skills from the template — but not the template’s Power-Ups, until he qualifies (see above).

Pyramid Power-Ups

The Justiciar, from Pyramid 3.10 – Crime and Grime, and the Mystic Knight, from Pyramid 3.13 – Thaumatology, don’t have Profession Power-Ups listed in DF11: Power-Ups. Use the following lists:

• Per up to 25 (5/level).
• Combat Reflexes (15).
• Craftiness (up to 4), talent as for thieves (DF11, p. 35).
• Extra Attack 1 (25).
• Extraordinary or Ridiculous Luck (30 or 60).
• Higher Purpose up to 3 (5/level).
• Street-Smart (up to 4), talent as for thieves (DF11, p. 35).
• Silence 1 or 2 (5 or 10).
• Telescopic Vision 1 or 2 (5 or 10).
• Trap Sense (up to 4), talent as for thieves (DF11, p. 36).
• Weapon Master (Entangling Weapons) (30).

Mystic Knight
• Born War Leader up to 4 (5/level).
• Eldritch Talent up to 6 (5/level).
• Energy Reserve (Magical), up to 20 (3/level).
• Enhanced Block up to 3 (5/level).
• Enhanced Parry up to 3 (One Melee Weapon skill) (5/level) or (All) (10/level).
• Enhanced Parry up to 3 (Imbuement Skills) (5/level).
• Extra Attack up to 2 (25/level).
• Extraordinary or Ridiculous Luck (30 or 60).
• Imbuement skill improvement whenever points are available, even in combat.
• Weapon Master (any) (20 to 45).

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Leveling Up

Forgotten Realms: Splendors & Shadow Lex