Leveling Up
Character advancement in The Skeld follows a pursuit-based system where you choose what to improve each level.
Experience Points
XP Required: 10 × target level (not cumulative)
- Level 1: 10 XP total
- Level 2: 20 XP (30 total)
- Level 3: 30 XP (60 total)
- Level 4: 40 XP (100 total)
Earning Experience
- Combat: 1 XP per Average Party Level
- Major Quests: 5-15 XP depending on difficulty
- Discoveries: 2-5 XP for significant finds
- Roleplay: 1-3 XP for excellent character moments
Level Benefits
Each level grants:
- Hit Points: +1 minimum (more with high Constitution)
- Reputation: +1 (equals new level)
- Pursuit: Choose one advancement option
Pursuit Options
Hit Dice (Odd Levels Only)
Gain +1 hit die starting at level 3. Re-roll entire pool when gaining new die - use higher result or add 1.
Feat Training
Advance one rank in a feat. Higher ranks require trainers.
Skill Training
Advance one rank in a skill. Specialized skills and higher ranks require trainers.
Ability Score Improvement
+1 to any ability score (maximum 20). Available every 4th level.
Training Requirements
Most pursuits require training time:
- Hit Dice: No trainer required
- Feats (Rank 1-2): Self-training possible
- Feats (Rank 3+): Trainer required
- Skills (General): Trainer required for rank 3+
- Skills (Specialized): Trainer required for all ranks
Training Time
Training takes 1 week per rank achieved:
- Rank 1: 1 week
- Rank 2: 2 weeks
- Rank 3: 3 weeks
- Rank 4: 4 weeks
Downtime Training
The campaign provides frequent opportunities for downtime between adventures. Use this time to train new abilities, research mysteries, or strengthen clan relationships.
Choose Wisely
Unlike traditional D&D, you don't automatically gain class features. Every advancement is a choice that shapes your character's development. Plan ahead and consider what trainers might be available.