Resources>> XP, Leveling, Multiclassing
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XP & Leveling
Gaining Levels with Experience Points (XP)
Improving your Character:
Improving Your Character - XP and Gaining Levels
As you play through your campaign, you gain Experience Points (XP) by completing challenges, defeating foes, and making progress through your GM’s story. Experience Points are used to determine your Character Level, which indicates your total progress and training in your selected discipline.
Benefits Gained from Levels – All Classes: These benefits are granted to all players & creatures as they gain levels.
+1 Feat every 3 Levels. You must meet any Feat Prerequisites to gain a Feat in this manner.
+1 Ability Score Bonus every 4 Levels. You gain a permanent +1 Innate Bonus to any one Ability Score.
Attacks Per Turn: (See Ch9.4 for more details)
At Character Level 0-4: You may use 1 Big Action per Turn to make an Attack. (1 Attacks/Turn)
At Character Level 5-9: You may use 2 Big Actions per Turn to make an Attack (2 Attacks/Turn)
At Character Level 10-14: Once per Turn, you may make 2 Attacks as a single Big Action. (3 Attacks/Turn)
At Character Level 15+: You may make 2 Attacks as part of a single Big Action. (4 Attacks/Turn)
Benefits Gained from Character Classes:
Hit Points: You gain a set number of HP each character level as indicated by your character class, plus or minus an amount of HP equal to your CONMod. (Ex: A Fighter with a 14 CON gains 8+2con = +10 HP each new level)
Skill Ranks: You gain a set number of Skill Ranks whenever you gain a level in a class, plus a number of bonus Ranks equal to your INTMod. (Ex: A Ranger with a 13 INT gains 12+1int = 13 Ranks each new level)
*You always gain at LEAST +1 HP and +1 Skill Rank per level, even with a negative Ability Mod.
At Character Level 0-4: You may place up to 5 Ranks in a Skill. (Max 5 Ranks)
At Character Level 5-9: You may place up to 10 Ranks in a Skill. (Max 10 Ranks)
At Character Level 10-14: You may place up to 15 Ranks in a Skill. (Max 15 Ranks)
At Character Level 15+: You may place up to 20 Ranks in a Skill. (Max 20 Ranks)
Your class indicates the rate at which your Hit Rating (HR), Initiative, and your Save Ratings for FORT, REF, and WILL Saves increase as you gain levels. You may also gain unique social, combat, and magic capabilities depending on your selected class. All these statistics can be found on your selected Class Table.
Note: Your character race may also provide special abilities that activate or improve as you gain levels.
When you gain a level, you can choose to increase your total level in a single character class, or you may gain a level in a different character class. Gaining levels in a different class requires a slight modification to the rules. If you wish to gain levels in another class, see the Multiclass Guidelines below.
How much XP do we get per game?
-Each player in LFG is awarded the same amount of XP after each gaming session.
-Players can expect 1-3XP per game session, with 1XP being awarded for basic story progression, 2XP for a quest completion or exciting encounter, and 3XP for a major story arc completion or truly excellent session with high-quality role-play and dynamic combat (at GM Discretion).
GM Info - Granting XP and Levels through Story Progress, Combat, and Role-Playing
(All Subject to GM Discretion)
Basic Encounter, Mission, Or Successful Reconnaissance: 1 XP
An encounter that uses a moderate level of resources, with an amount of effort and challenge expected to make a “decent fight.” In a combat encounter, expect a couple characters to be wounded or injured. Some characters may escape unscathed through use of proper tactics.
-A quality roleplay session or a well-planned stealth infiltration mission in which the players used their skills and abilities to overcome a challenge or obstacle, even if no actual combat occurred.
Ex: Level 4 Party takes out a scouting party of 5 enemy Gnolls (level 2 Monster).
Ex: A Level 11 Party talks their way into a dinner at the governor’s mansion and distracts their hosts with conversation and gambling while the rogue sneaks into the bedroom and acquires the governor’s official seal.
Boss Battle / Very Challenging Encounter: 2 XP
An encounter that uses a high level of resources, with a great deal of effort required in what should be a “tough fight.” Expect at least a few characters could be injured or killed in one of these encounters. No characters should escape unscathed unless they were very skillful with their use of tactics.
*Note: Characters who plan poorly and turn what should be an easy fight into a “very challenging battle” do not deserve this extra XP!
Minor Quest Complete or Major Quest Progressed: 1 XP
Major Quest or Story Arc Complete: 2 XP
GM Reward for Awesomeness: 1 XP (Granted to the party as a reward for above-and-beyond quality roleplay, excellent strategy, or supremely creative problem solving.)
Minor Quest Complete: 1 XP
10 Morality Points Spent: 1 XP
Too Easy: 0 XP
Encounter was too easy to be worthy of reward. If your opponents are all 25% of your level or less and they do not vastly outnumber you (2-to-1 or more), the encounter is probably too easy.
Ex: A Level 6 Party defeats a small ambush of 4 level 0.25 goblins. (Too Easy)
Poorly Executed Encounter: -1 XP*
Encounter was made massively more difficult through poor planning, bad strategy, or awful role-play and lack of creativity.
Meaningless Slaughter: -1 XP*
Hunting down and killing large swaths of creatures for little to no purpose.
*This means to grant 1 less XP than you normally would have for this gaming session (minimum +0) due to senseless slaughter and lack of purposeful story progression.
-Each player in the party is granted the same amount of XP after each gaming session. Characters officially level up after completing a Long Rest. Players may be awarded XP after a session, but their characters may still have to wait to get to a safe place to rest before they officially gain the level.
-Full details on granting XP and other rewards to players are provided in the Game Master’s Guide. (LFG Rulebook #3)

Multiclassing: Gaining a Level in a different character class.
What is “Multiclassing?” Multiclassing is when you gain levels in more than 1 Character Class.
While an immense variety of character customization is available within one character class using Feats, traits, and selectable class abilities, some players still want the extra “flavor” of another character class.
Ex: A Rogue thief who desires to be more skilled with a blade may takes a level or two in the Fighter class.
-Multiclass Characters are more difficult to build and require a better understanding of the game as a whole. It is suggested that new players stick with a single character class to learn the mechanics of the game.
-To build a multiclass character, just gain a level in a different character class. When you gain a level, you may choose to continue gaining levels in your current class, or gain a level in a new class.
Ex: If you are a level 3 Fighter and you gain a level, you could add a level in Barbarian. Your total Character Level is 4, and you possess all the abilities of “Fighter levels 1,2,3” as well as all of the abilities listed under “Barbarian level 1.”
-Multiclass character levels are denoted as Total Level #(Class Level #/Class Level #).
Ex: The character above would be described as Level 4 (Fighter 3/Barbarian 1)
-Some character classes have certain requirements or restrictions associated with them (such as morality restrictions, meditation times, armor penalties, etc.). Your character must meet all requirements for all classes in which you wish to gain levels. A character may never have levels in multiple variants of the same class.
-A character may never have levels in more than 3 character classes.
Quick Multiclass Info - Multiclassing:
Hit Points: Hit Points for multiple classes are simply added together as normal.
Weapon Proficiency: You gain all weapon proficiencies of any class in which you have levels.
Armor & Shield Proficiency: If your current class has only Simple Armor proficiency, you do not gain Medium or Heavy Armor proficiency until you have gained at least 2 levels in a class that grants these proficiencies.
If your current class has only Simple & Light Armor proficiency, you do not gain Heavy Armor proficiency until you have gained at least 2 levels in a class granting Heavy Armor proficiency.
Otherwise, you gain all armor & shield proficiencies of any class in which you have levels.
Special Abilities: You gain all special abilities displayed in the Class Table for each level you possess in each character class.
Ability Scores: You may only gain the Ability Score Class Bonuses from one single Character Class. -Ex: If you are a level 3 Wizard/1 Rogue and you gain a new Rogue level, you would not gain the “+1 INT or +1 DEX” provided at Rogue Level 2 because you already got a level 2 Ability Score Class Bonus from Wizard.)
Initiative & Levels: Classes with the same Initiative Rating combine their levels before tallying your total. If you have classes with different Initiative Ratings, tally it for each class separately, then add these values together.
Ex: A Level 6(Fighter 4/Ranger 2) gains +2 Initiative; both classes have Fast Initiative (+1 per 3 levels = +2 for 6 levels).
Ex: A Level 6(Fighter 4/Priest 2) gains +1 Initiative; +1 from Fighter levels, but +0 from Priest levels.
Skill Ranks: You gain Skill Ranks as normal for each level you have in a class.
Hit Rating (HR):
-If the classes you multiclass in all have the same HR progression (Such as Rogue and Bard, or Fighter and Ranger) then combine your levels in both classes and match your HR to the HR for one of those classes at your corresponding total character level.
Ex: Level 3 (Rogue 2/Bard 1) would have the same HR as a Level 3 Rogue, which is HR1.
-If the classes you are taking do not have matching HR progression, you simply add the Hit Ratings of your different class levels together. Ex: Level 10 (Wizard 3/Rogue 5/Ranger 2)
Level 3 Wizard = HR1, Level 5 Rogue = HR3, Level 2 Ranger = HR2. 1+3+2 = HR6 at total character level 10
Saving Throws (Saves):
-If the classes you multiclass in have the same Save Rating progression for a particular Saving Throw, then combine your levels in both classes and match your Save Rating to the Save Rating for one of those classes at your corresponding total character level.
Ex: Both Fighter and Sorcerer have poor REF Saves, so a Level 5 (Fighter 3/Sorcerer 2) uses the Save Rating of either class at Level 5, which is a +1 REF Save Rating.
-If the classes you are taking do not have matching Save Rating progression: You simply add the Save Ratings of your different class levels together. Ex: The same Level 5 (Fighter 3/Sorcerer 2) from above would take the +3 FORT and +1 WILL from 3 fighter levels and add it to the +3 WILL and +0 FORT from 2 Sorcerer levels. When complete, the Level 5 (Fighter 3/Sorcerer 2) has the following Save Ratings: FORT+3/REF+1/WILL+4
Meditation, Prayer, Sleep, Commune & Spells/Class Abilities: Any class that requires some sort of time spent in preparation to regain certain abilities or spells always requires that full amount of time for that particular class. These times may never overlap with one another.