Post by Darth Kairos on Mar 10, 2019 12:07:06 GMT
As you adventure through the galaxy you will develop new skills, learn new Force Powers, acquire new items and unlock potent and unique abilities. Your overall progression is primarily tracked through your character's Experience Points (XP). Once you accumulate a certain amount of total XP, your level increases; 'Character Level', 'Heroic Level' and 'Overall Level' all refer to the same thing, the total number of levels your character possesses. The XP required to reach each level is given below:
How much XP a character receives is determined by the Challenge Level (CL) of the obstacle or encounter they overcome and is awarded by the GM. For Missions and Adventures, GMs may choose to award additional XP as they see fit; for Encounters (which do not require a GM) the amount of XP awarded is determined entirely by the CL of the obstacle surmounted in the Encounter. Rules, suggestions, and guidelines are largely found in the Gamemastering Section of the SWSE rulebook, transcribed here.
Leveling up provides every character one distinct benefit: they may increase their maximum total HP by rolling a designated die, adding their Constitution Modifier to the result, and adding this number to their previous maximum HP. The die that they roll is noted in each Class/Path. Note that, for characters on a Path, their HP die does not increase when they enter their Master Path; they use the same die as their Advanced Path. This also applies to their Force Well (see below). Leveling up also grants characters new and unique Special Abilities based on their Class or Path.
Leveling up may also provide each character with one or more free Proficiency Points. Each Class/Path contains a list of the free Proficiency Points a character on that Class/Path receives, by level. Not every level provides a free Proficiency Point.
Finally, Force-sensitive characters increase their Force Well on each level up. Characters who are on a Path (and thus have received formal Force training from the Sith) increase their Force Well by a Path-dependent amount each turn; this is tabuluated below. Force-sensitive characters not on a Path instead add their Spirit Modifier to their Force Well each level.
Additional Force Well per level up, by Path (add your Spirit Modifier):
Basic Path
Dark Force Warrior/Dark Jedi Guardian: 4
Dark Force Hunter/Dark Jedi Sentinel/Dark Force Adept: 6
Dark Force Devotee/Dark Jedi Guardian: 8
Advanced Path:
Sith Marauder: 6
Sith Assassin: 8
Sith Lord: 10
Sith Acolyte: 12
Krath Enchanter: 10
Knight of Zakuul: 10
Other Rewards
In addition to XP, roleplaying will usually confer at least one of several additional bonuses:
* Credits, the basic currency of the universe. These are spent to acquire new or repair existing gear and equipment and on assorted goods and services. While every character receives a small stipend from the Union sufficient to feed them, fuel their starships, pay for any medical treatment, and ensure they have basic equipment, the majority of a character's credits will come from mission rewards. A general guideline for Credit rewards is Heroic Level * 1000 for completing a Mission or Adventure; however, this can and should be tweaked as the GM desires.
* Equipment, potentially including rare items such as custom or powerful weapons and armor.
* Miscellaneous physical rewards such as artwork or information. These can usually be sold for credits or used for other purposes.
However, the most mechanically important reward is Proficiency Points (sometimes called Ability Points). Proficiency Points confer additional Proficiency in Combat Proficiencies, Skills, Force Powers, and Perks by purchasing Ranks in these at a rate of one Rank per point. Some general guidelines for awarding Proficiency Points are as follows:
* One point for completion of the mission.
* One point if the mission is longer than ten pages.
* One point if the character’s objective (not goal) in the mission was accomplished (such as ‘steal the security codes to the New Republic battle station around Kashyyyk’).
* One point if the character met a minor goal during the mission.
* One point for exceptional roleplaying.
These are general guidelines and may be tweaked at each GM's discretion.
Path and Class Progression
As characters gain levels they become more skilled at their professions and unlock new abilities. At every level, a character receives a new Special Ability unique to their Class or Path and detailed on the respective Class/Path page.
Eventually, characters progress to a point where they enter a much more advanced and specialised variant of their Class or Path and gain access to a host of distinct and unique abilities.
For characters on a Path, this occurs twice: first at level 5, and again at level 13. When a character on a Path reaches level 5 they enter their Advanced Path; a character may enter any Advanced Path regardless of their Basic Path. When a character reaches level 13, they enter their Master Path, and receive a choice of three different Master Paths depending on which Advanced Path they selected. Advanced Paths are the classical archetypes of the Sith and focus on areas such as combat, leadership, or Force Powers; Master Paths are further specialisations of Advanced Paths and take their abilities to the absolute limit.
The available Advanced Paths and their associated Master Paths are as follows:
Sith Marauder
Sith Assassin
Sith Lord
Sith Acolyte
Knight of Zakuul
Krath Enchanter
Characters in a Class follow a different progression. They are restricted to their Starting Class until they reach level 7, whereupon they may begin taking levels in a Prestige Class. Each Starting Class has access to a number of Prestige Classes; on each level up, you may choose to take a level either your Starting Class or any of your available Prestige Classes. The available Prestige Classes are sorted by Class Exit (available Prestige Classes by Starting Class) and by Class Entry (which Starting Classes access each Prestige Class) below:
Class Exits
Agent
Class Entries
Ace Pilot
Whatever their Path or Class selections, a character ceases receiving Class or Path benefits at level 17+. Paths are designed to give a character a complete suite of abilities by this time; however, the mix-and-match nature of Classes and their number of levels means that a character can only fully complete one Class (Starting or Prestige), if any, so they must choose which abilities are most important to them.
However, a character's progression does not halt entirely after level 16. At every level from 17-20 inclusive a character receives one additional Core Stat point to allocate and one of each type of Proficiency Point (Combat, Skill, Force Power, Perk). They also continue to increase their HP total and, if Force-sensitive, their Force Well.
Finally, a character's starting Core Stats are not static and grow as the character evolves. A character receives an additional 3 Core Stat Points to allocate at level 5, and 3 more at level 13.
Character Level | XP |
1st | 0 |
2nd | 1000 |
3rd | 3000 |
4th | 6000 |
5th | 10000 |
6th | 15000 |
7th | 21000 |
8th | 28000 |
9th | 36000 |
10th | 45000 |
11th | 55000 |
12th | 66000 |
13th | 78000 |
14th | 91000 |
15th | 105000 |
16th | 120000 |
17th | 136000 |
18th | 153000 |
19th | 171000 |
20th | 190000 |
How much XP a character receives is determined by the Challenge Level (CL) of the obstacle or encounter they overcome and is awarded by the GM. For Missions and Adventures, GMs may choose to award additional XP as they see fit; for Encounters (which do not require a GM) the amount of XP awarded is determined entirely by the CL of the obstacle surmounted in the Encounter. Rules, suggestions, and guidelines are largely found in the Gamemastering Section of the SWSE rulebook, transcribed here.
Leveling up provides every character one distinct benefit: they may increase their maximum total HP by rolling a designated die, adding their Constitution Modifier to the result, and adding this number to their previous maximum HP. The die that they roll is noted in each Class/Path. Note that, for characters on a Path, their HP die does not increase when they enter their Master Path; they use the same die as their Advanced Path. This also applies to their Force Well (see below). Leveling up also grants characters new and unique Special Abilities based on their Class or Path.
Leveling up may also provide each character with one or more free Proficiency Points. Each Class/Path contains a list of the free Proficiency Points a character on that Class/Path receives, by level. Not every level provides a free Proficiency Point.
Finally, Force-sensitive characters increase their Force Well on each level up. Characters who are on a Path (and thus have received formal Force training from the Sith) increase their Force Well by a Path-dependent amount each turn; this is tabuluated below. Force-sensitive characters not on a Path instead add their Spirit Modifier to their Force Well each level.
Additional Force Well per level up, by Path (add your Spirit Modifier):
Basic Path
Dark Force Warrior/Dark Jedi Guardian: 4
Dark Force Hunter/Dark Jedi Sentinel/Dark Force Adept: 6
Dark Force Devotee/Dark Jedi Guardian: 8
Advanced Path:
Sith Marauder: 6
Sith Assassin: 8
Sith Lord: 10
Sith Acolyte: 12
Krath Enchanter: 10
Knight of Zakuul: 10
Other Rewards
In addition to XP, roleplaying will usually confer at least one of several additional bonuses:
* Credits, the basic currency of the universe. These are spent to acquire new or repair existing gear and equipment and on assorted goods and services. While every character receives a small stipend from the Union sufficient to feed them, fuel their starships, pay for any medical treatment, and ensure they have basic equipment, the majority of a character's credits will come from mission rewards. A general guideline for Credit rewards is Heroic Level * 1000 for completing a Mission or Adventure; however, this can and should be tweaked as the GM desires.
* Equipment, potentially including rare items such as custom or powerful weapons and armor.
* Miscellaneous physical rewards such as artwork or information. These can usually be sold for credits or used for other purposes.
However, the most mechanically important reward is Proficiency Points (sometimes called Ability Points). Proficiency Points confer additional Proficiency in Combat Proficiencies, Skills, Force Powers, and Perks by purchasing Ranks in these at a rate of one Rank per point. Some general guidelines for awarding Proficiency Points are as follows:
* One point for completion of the mission.
* One point if the mission is longer than ten pages.
* One point if the character’s objective (not goal) in the mission was accomplished (such as ‘steal the security codes to the New Republic battle station around Kashyyyk’).
* One point if the character met a minor goal during the mission.
* One point for exceptional roleplaying.
These are general guidelines and may be tweaked at each GM's discretion.
Path and Class Progression
As characters gain levels they become more skilled at their professions and unlock new abilities. At every level, a character receives a new Special Ability unique to their Class or Path and detailed on the respective Class/Path page.
Eventually, characters progress to a point where they enter a much more advanced and specialised variant of their Class or Path and gain access to a host of distinct and unique abilities.
For characters on a Path, this occurs twice: first at level 5, and again at level 13. When a character on a Path reaches level 5 they enter their Advanced Path; a character may enter any Advanced Path regardless of their Basic Path. When a character reaches level 13, they enter their Master Path, and receive a choice of three different Master Paths depending on which Advanced Path they selected. Advanced Paths are the classical archetypes of the Sith and focus on areas such as combat, leadership, or Force Powers; Master Paths are further specialisations of Advanced Paths and take their abilities to the absolute limit.
The available Advanced Paths and their associated Master Paths are as follows:
Sith Marauder
Sith Assassin
Sith Lord
Sith Acolyte
Knight of Zakuul
Krath Enchanter
Characters in a Class follow a different progression. They are restricted to their Starting Class until they reach level 7, whereupon they may begin taking levels in a Prestige Class. Each Starting Class has access to a number of Prestige Classes; on each level up, you may choose to take a level either your Starting Class or any of your available Prestige Classes. The available Prestige Classes are sorted by Class Exit (available Prestige Classes by Starting Class) and by Class Entry (which Starting Classes access each Prestige Class) below:
Class Exits
Agent
Class Entries
Ace Pilot
Whatever their Path or Class selections, a character ceases receiving Class or Path benefits at level 17+. Paths are designed to give a character a complete suite of abilities by this time; however, the mix-and-match nature of Classes and their number of levels means that a character can only fully complete one Class (Starting or Prestige), if any, so they must choose which abilities are most important to them.
However, a character's progression does not halt entirely after level 16. At every level from 17-20 inclusive a character receives one additional Core Stat point to allocate and one of each type of Proficiency Point (Combat, Skill, Force Power, Perk). They also continue to increase their HP total and, if Force-sensitive, their Force Well.
Finally, a character's starting Core Stats are not static and grow as the character evolves. A character receives an additional 3 Core Stat Points to allocate at level 5, and 3 more at level 13.