Treasure, Experience & Advancement

Characters advance in experience and expertise by fighting monsters, overcoming obstacles, and bringing lost treasures back to civilization. The following are in addition to the rules in ToA, pp. 114 – 115.

Monster XP are determined by the HD & any special abilities they might have.

Treasure XP is earned at a rate of 1 XP per 25 GP/250 SP value of treasure brought into a settlement and spent on any of the following activities:

  1. Any gold spent on pursuing Downtime activities (ex, seeking out rumors and corroboration; creating scrolls, potions, or magic items; learning new skill or language), or earned from Downtime activities (ex, invested 1,000 gp in a caravan, received 250 SP in profits, would earn 1 XP). See Spears of Sojenka for full details (“Downtime Activities, p. 22)
  2. Research/study (learn a language, a new skill, a new spell)
  3. Building structures for PC or Faction use (a house, a stronghold, a shrine, a library, an alchemical lab) (Spears of Sojenka, Homesteads and Domains, p. 12)
  4. Recruiting Henchmen and Hirelings (Faction-building)
  5. Attending social events (that you don’t need to play in-session) (Dances, horse races, circuses, gladiatorial matches)
  6. Evangelizing for your patron deity (Faction-building, Up to 500 SP per calendar month)
  7. Any gold spent on resources to advance a PC’s stated Personal Objective. (“500 SP to build a shrine” = 2 XP)
  8. Any gold donated to the temple of your character’s patron deity. Up to 500 SP per calendar month.
  9. Any gold spent toward Guild membership, or other “professional association”, such as a Fighting Man’s Training Yard. Up to 500 SP per calendar month.
  10. Any gold spent on Level Training

XP Limits

An adventurer may gain enough experience during an adventure to advance to the next level, or more. A PC that gains experience in excess of the amount needed for the next level will not be able to accumulate any more until they train up to the appropriate level.

Level Training, p 114

PCs must have a Mentor or Guild where they train until reaching fourth level. 

For example, a Fighter needs 10 XP to be eligible for second level. Once this threshold has been passed, a PC cannot gain any more XP until they have completed their training for second level.

Training times & costs:

Level 1 – 2: 1 week + 400 SP

Level 2 – 3: 2 weeks + 800 SP

Level 3 – 4: 3 weeks + 1200 SP

Level 4+: d3+2 weeks + (# of Weeks x 400) SP

Living Expenses

Each PC will spend money each month for basic living expenses, food, shelter, carousing, etc. Comfortable standard of living will cost 10% of the PC’s XP total.

A PC may spend more or less on this, with a proportional effect on their relations with others. Spending less will create a penalty to Reaction Rolls and other checks involving Charisma, Persuasion, Loyalty, or Personal Presence.

XP MultiplierQuality of LifeModifier
5%Meager-2
7.5%Adequate-1
10%Comfortable0
20%Prosperous+1
30%Lavish+2

Quality of Life modifiers apply to Henchmen and Hirelings as well.

Lifestyle, p 57

Use Lifestyle expense divided by 250 SP/XP for XP gained.

Injury & Death, p 83

Each time a character is hit in combat, or loses HP from any other type of event, it is tracked as a Wound for Disease and Healing purposes.