As the players defeat monsters, figure out traps and puzzles, and explore and discover new hidden mysteries of the world they gain experience.
Often, XP is equal to the Hit Dice of defeated monsters. Add + 1 for each doubling of the number of foes: for example, 1 kobold = 1XP. 2 kobolds = 2XP. 4 kobolds = 3XP, etc.
For traps and other situations, assign an appropriate amount of XP for the difficulty of the trap. Usually it will be in the same ballpark as the average type of monster in the dungeon.
When the total equals 10x the character’s current level, they’ve advanced to the next level. Reset the total to 0 after advancing.
Each level adds the following:
- +3 HP, +1d6 HP, or +1 to a Stat.
- Increase any 10 Skills by 1 point.
- Distribute 2 points to Fortitude, Reflex, and/or Will Saves.
- Any Level-Dependent Class Ability.
- Learn a new Proficiency.
- Gain an additional Action Die.
For every two levels beyond 1st (Level 3, 5, 7, 9, etc.) you gain a new Feat.
A character can begin advancing in another class when they level up. Class level refers to their level in a single class (Fighter, Mage, Rogue). Character level refers to the total of all their classes (Fighter 2 / Rogue 1 is a Level 3 character).
When a character earns the right to go up a level, the player chooses which class to advance or, if the character is single-classed, the player may choose a second class, which begins at level 1.