CR3R-CHL

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Character Growth up to 15th Level

The following is a table showing the experience points both Major and Minor classes require in order to advance up to the maximum of 15th level. The parenthetical number is the total accumulated experience needed, assuming the character did not have any levels in the class to begin with.

Experience Points and Classes up to 15th Level
Level Major Class Minor Class
1 1000 500
2 1000 (2000) 1000 (1500)
3 1500 (3500) 1000 (2500)
4 1500 (5000) 1500 (4000)
5 2000 (7000) 1500 (5500)
6 2500 (9500) 2000 (7500)
7 3000 (12500) 2500 (10000)
8 4000 (16500) 3000 (13000)
9 5000 (21500) 4000 (17000)
10 6000 (27500) 5000 (22000)
11 7500 (35000) 6000 (28000)
12 9000 (44000) 7500 (35500)
13 10500 (54500) 9000 (44500)
14 12000 (66500) 10500 (55000)
15 13500 (80000) 12000 (67000)

Guidelines for Creating a High-Level Character

When creating a higher level character, the first thing that should be done is to figure out the Adventurer Level for the character to be created. Once this is determined, the following chart gives a number of statistics important to the character, such as Growth Points to spend on Ability Scores, Experience Points and Money to spend on Classes and Items, and Total Reputation. These are all added to the starting character's statistics, as rolled from their specific race's Background tables.

High-Level Character Creation
Avg. Adventurer Level Growth Points Add'l Experience Add'l Money Total Reputation
7 - 8 15 17000 30,000 300
8 - 9 18 23000 40,000 400
9 - 10 23 31000 55,000 550
10 - 11 30 41000 75,000 750
11 - 12 39 53000 100,000 1,000

Determining Ability Scores and Spending Growth Points

As with creating a starting character, creating a high-level character requires the player to roll for their race's Ability Scores, and add them to the starting Skill, Body and Mind scores as determines by the character's Background. After, they then have a number of Growth Points, which are added to their stats as Growth Points normally are, which is to roll 2d and choose one of the stats shown by the dice.

However, as high-level characters have a great number of Growth Points, and not everyone wants to sit around rolling 2d some 20, 30 or more times in a row, the table below splits up the number of Growth Points into six average results. This way, the player can just choose which of their six ABility Scores get which Growth Points added to them, and it will save a lot of time and rolling on everyone's part.

Growth Rate Average Table
Growth Points Score 1 Score 2 Score 3 Score 4 Score 5 Score 6
15 5 4 2 2 1 1
18 6 5 3 2 1 1
23 8 6 3 3 2 1
30 10 7 4 4 3 2
39 12 9 6 5 4 3

Learning Classes

Creating a high-level character begins the same way as creating a starting character, as mentioned previously. When it comes to the character's classes, determine the starting classes as per the character's Background, add the Experience Points given to the character at that point to the additional Experience Points as per the chart above, and then proceed to buy levels in both Major and Minor classes.

However, in order to save time, there are also charts below that spend those Experience Points for you, whether to expedite a character being created on the fly, to aid in doing what may be seen as difficult math, or to help a player make a choice when they might be overwhelmed by their options. Along with each class shows how many Experience Points are being spent on levels in those classes, so that can be tracked appropriately.

These tables assume each class is bought using Experience Points without having a level already. If you wish to advance in a class that you already have a level in from your Background, you can add the Experience Points that that level would have cost back to your Experience Points. For example, starting with a level in a Major Class would refund 1000 Experience Points, while each level in a Minor Class refunds 500 Experience per level. Additionally, these samples are just that, and may be changed so long as the Experience Point totals remain the same.

Classes for Level 7-8 Characters (20,000 Exp. Pts.)
Sample Class 1 Class 2 Class 3 Remaining Exp. Pts.
1 Major 8 (16500) Minor 3 (2500) - 1000
2 Major 7 (12500) Major 5 (7000) - 500
3 Major 7 (12500) Major 4 (5000) Minor 3 (2500) 0
4 Major 7 (12500) Minor 5 (5500) Minor 2 (1500) 500
5 Minor 8 (13000) Minor 5 (5500) - 1500
6 Minor 7 (10000) Major 6 (9500) - 500
7 Minor 7 (10000) Major 5 (7000) Minor 3 (2500) 500
8 Minor 7 (10000) Minor 5 (5500) Minor 4 (4000) 500

For example: Fighter 8/Ranger 3, or Grappler 7/Priest 5, etc.

Classes for Level 8-9 Characters (26,000 Exp. Pts.)
Sample Class 1 Class 2 Class 3 Remaining Exp. Pts.
1 Major 9 (21500) Minor 4 (4000) - 500
2 Major 8 (16500) Major 6 (9500) - 0
3 Major 8 (16500) Major 5 (7000) Minor 3 (2500) 0
4 Major 8 (16500) Minor 5 (5500) Minor 4 (4000) 0
5 Minor 9 (17000) Minor 6 (7500) - 1500
6 Minor 8 (13000) Major 7 (12500) - 500
7 Minor 8 (13000) Major 6 (9500) Minor 3 (2500) 1000
8 Minor 8 (13000) Minor 6 (7500) Minor 5 (5500) 0
Classes for Level 9-10 Characters (34,000 Exp. Pts.)
Sample Class 1 Class 2 Class 3 Remaining Exp. Pts.
1 Major 10 (27500) Minor 5 (5500) - 1000
2 Major 9 (21500) Major 7 (12500) - 0
3 Major 9 (21500) Major 6 (9500) Minor 3 (2500) 500
4 Major 9 (21500) Minor 6 (7500) Minor 4 (4000) 1000
5 Minor 10 (22000) Minor 7 (10000) - 2000
6 Minor 9 (17000) Major 8 (16500) - 500
7 Minor 9 (17000) Major 7 (12500) Minor 4 (4000) 500
8 Minor 9 (17000) Minor 7 (10000) Minor 5 (5500) 1500
Classes for Level 10-11 Characters (44,000 Exp. Pts.)
Sample Class 1 Class 2 Class 3 Remaining Exp. Pts.
1 Major 11 (35000) Minor 6 (7500) - 1500
2 Major 10 (27500) Major 8 (16500) - 0
3 Major 10 (27500) Major 7 (12500) Minor 4 (4000) 0
4 Major 10 (27500) Minor 7 (10000) Minor 5 (5500) 1000
5 Minor 11 (28000) Minor 8 (13000) - 3000
6 Minor 10 (22000) Major 9 (21500) - 500
7 Minor 10 (22000) Major 8 (16500) Minor 5 (5500) 0
8 Minor 10 (22000) Minor 8 (13000) Minor 6 (7000) 1500
Classes for Level 11-12 Characters (56,000 Exp. Pts.)
Sample Class 1 Class 2 Class 3 Remaining Exp. Pts.
1 Major 12 (44000) Minor 7 (10000) - 2000
2 Major 11 (35000) Major 8 (16500) - 4500
3 Major 11 (35000) Major 8 (16500) Minor 4 (4000) 500
4 Major 11 (35000) Minor 8 (13000) Minor 6 (7500) 500
5 Minor 12 (35500) Minor 9 (17000) - 3500
6 Minor 11 (28000) Major 10 (27500) - 500
7 Minor 11 (28000) Major 9 (21500) Minor 5 (5500) 1000
8 Minor 11 (28000) Minor 9 (17000) Minor 7 (10000) 1000
Important Note! Classes to Learn!

When creating characters, it is important that someone in the adventuring party has mastered the Scout and Sage classes (though it doesn't have to be the same character with both classes).

Without Scouts, the party will have trouble navigating their way through cities and dungeons, and will almost certainly be on the backfoot when it comes to monsters and combat initiative. Without Sages, it's difficult to figure out what kind of monsters you may be fighting, and the party can be taken advantage of by attacks and defenses that remain unknown. Additionally, searching through ruins and labyrinths becomes significantly more difficult without the knowledge of a Sage handy.

Please consult with the other players when creating characters, in order to make sure your adventuring party has all of the appropriate classes covered!

Language Acquisition

Learning languages as high-level characters is the same as learning languages as a starting character. However, if a character ends up taking levels in either the Sage or Bard classes, these classes offer the chance to learn additional languages. Exactly which languages the character learns through these classes is up to the player.

Determining Adventurer Level, HP and MP

At this point, enough information should be available to determine the character's Adventurer Level, HP and MP. Remember, Adventurer Level is the highest level of all classes the character has levels in, while HP is the character's total Vitality plus three times their Adventurer Level, and MP is still the character's Spirit added to three times the combined levels of all spellcasting classes the character has.

Learning Combat Feats

A high-level character's Combat Feats begin with those learned as a starting character. Once the starting COmbat Feats are determined, new Combat Feats are picked, up to a maximum based upon the character's Adventurer Level as shown in the table below. However, this does not take into account those Combat Feats learned automatically (such as 《Chain Attack》 and 《Throw Attack》 when a level in Grappler is taken). Don't forget to list those Combat Feats as well.

Combat Feats by Adventurer Level
Adventurer Level Number of Combat Feats
1 - 2 1
3 - 4 2
5 - 6 3
7 - 8 4
9 - 10 5
11 - 12 6
13 - 14 7
15 8
Automatically Acquired Combat Feats
Class Level Combat Feat
Fighter 7 Toughness
13 Battle Master
Grappler 1 Chain Attack
1 Throw Attack
7 Counter
13 Battle Master
Scout 5 Treasure Hunt
7 Fast Action
9 Shadow Sneak
12 Treasure Master
15 Skill Master
Ranger 5 Healing Aptitude
7 Indomitable
9 Potion Master
12 Fleet Footed
15 Shukuchi
Sage 5 Keen Eyes
7 Weakness Exploit
9 Mana Save
12 Mana Resistance
15 Sage's Wisdom

Purchasing Equipment and Spending Reputation

Equipment can be freely purchased for high-level characters by using the large amount of money and Reputation. These stores of wealth can be used to purchase a lot of higher rank magical items and equipment, but don't forget to purchase the equipment needed for your classes. When purchasing Accessories, it's helpful to not only copy the name, but also the effect of the accessory (if any) onto the character sheet as well. When running low on money, it's not a bad idea to pick up some healing items and consumables, such as potions and Mako Stones, all at once.

Finishing Up

At this point, once the character is outfitted with equipment, they should be ready to begin play. Unlike starting characters, high-level characters are able to tackle much more difficult challenges, whether it be combat against a fierce dragon or arguing in the court of a king. Go out and enjoy the adventures that await!