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Advancement

Experience makes a character eligible to advance; it does not grant a level immediately. When your experience meets the threshold for your next level on your class table, you may begin Level Training during downtime. You gain the new level only after completing that training and paying its cost.

Characters advance only through the levels shown on their class table. The current classes advance through 14th level. ITD&TD does not use tiers of play.

Level Training represents practice, study, reflection, and the work needed to turn experience into lasting skill. It must be a Downtime Event. The training weeks need not be consecutive, but a week spent on another Downtime Event does not count toward Level Training.

Use the row for the level you are gaining. Pay the cost when you begin training. Once the required time is complete, immediately gain the level and all benefits listed for it on your class table.

New LevelTraining TimeCost
21 week50 silver
32 weeks1 gold
42 weeks10 gold
53 weeks25 gold
63 weeks40 gold
74 weeks50 gold
84 weeks60 gold
95 weeks70 gold
105 weeks80 gold
116 weeks100 gold
126 weeks150 gold
137 weeks200 gold
147 weeks250 gold

If you train with a willing instructor of the same class who is at least two levels higher than the level you are gaining, halve the required training time, rounded up. The instructor must be available for the whole training period. The GM may waive this requirement when a character’s class has no plausible instructor, such as when they are developing a new discipline or learning from an unusual patron.

Weapon Training improves one weapon group’s proficiency by one rank. It must be a Downtime Event, and you must meet the Combat Bonus requirement for the rank you are seeking. You cannot train past the maximum proficiency rank allowed by your current Combat Bonus.

You need a willing instructor who has at least the rank you are seeking in that weapon group. Pay the cost when training begins. At the end of the listed time, make a Weapon Training Check to determine whether the training takes hold.

Current Rank → New RankTimeCost
Non-Proficient → Familiar1 week5 gold
Familiar → Proficient1 week10 gold
Proficient → Skilled2 weeks25 gold
Skilled → Expert4 weeks50 gold
Expert → Master8 weeks100 gold
Master → Grand Master12 weeks200 gold

To make a Weapon Training Check, roll d100. Your base chance is 70%. Apply the following modifiers, then treat any result above 95% as 95%.

ModifierReason
+5%For each proficiency rank your instructor exceeds the rank you are seeking.
+2%For each point of your Logic or Reason above 10; use the higher score.
+5%For each previous failed check for this rank.
+15%If a feature, such as the Fighter’s Weapon Master feature, grants this bonus.

On a success, your proficiency increases to the new rank. On a failure, you may continue training with the same instructor. Each additional attempt requires one additional week and costs half the original training cost, rounded up. Make another check at the end of that week, including the bonus for the previous failure. If you stop training, you lose the time and cost already spent, but retain the bonus from previous failures when you later train for the same rank.

The GM may allow a different instructor, exceptional equipment, a renowned school, or an appropriate background to grant a modest situational bonus. Such bonuses should not raise the final chance above 95%.

Level Training and Weapon Training are Downtime Events. See Downtime for how downtime is scheduled and resolved alongside projects such as research, work, language study, and equipment maintenance.