Character Enhancement Guide

Over the course of an adventurer's campaigning life they will develop a plethora of skills, talents and for the purposes of this section: increasingly advanced combat maneuvers and military strategy. This training goes beyond the standard features earned by leveling up.

Getting Schooled 101
Characters will have the opportunity to train at various military schools, martial arts centers and caster schools to name a few. Some classes may choose to expand their list of combat maneuvers. Others may spend time to learn new spells or how to more quickly recharge their pool of magical reserves. Regardless, characters will need to actively search for such facilities, but at times they may simply stumble upon them. Now let's get training!

Locating a Training Facility
Any character interested in increasing their combat readiness will need to:


 * Locate an association willing to train your character.
 * Use accumulated honor to become a member of the association.
 * Pay the appropriate amount of gold.
 * Pass the required test. The test will be based on the new feature more so than your current class.
 * In the event that you fail it will be necessary to pay half the original fee before reattempting the test.
 * At any point during the test, rolling a critical fumble will result in the cancellation of your training session. It will be necessary to come back another day, pay full price and start the training over.
 * After successfully passing the check the character will be able to add the new ability to their arsenal.

Testing Your New Abilities
There are a variety of different types of combat training that characters can complete. Depending on the character's class, race, background, etc. they may qualify to train at one or more different types of facilities. Here are the available options:

Caster Dueling
Characters with at least one level of spellcasting capabilities may be interested in expanding their combat readiness.


 * This training can focus on either offensive or defensive casting, but never both during the same training session.
 * Prices will vary depending on the nature of the training.
 * Pass the skill check and/or defeat the opponent in combat.
 * Earn a new ability.

CQC Training
Characters who have proficiencies with melee weapons may be interested in close quarter combat (CQC) training. This training will allow them to increase their total number of melee combat maneuvers.


 * Pay Combat Dice squared x 3,000 GP per maneuver.
 * Pass the skill check and/or defeat the opponent in combat.
 * Earn a new ability.
 * Note: In the event the character does not use combat superiority dice this maneuver will be treated as a 1x per short rest feature.

Monastic Training
Monks can increase their total number of Ki abilities.


 * Pay Ki Point squared x 3,000 GP per ability.
 * Pass the skill check and/or defeat the opponent in combat.
 * Pass the Skill Check: DC 12 for a 1 Ki Point Ability. The DC will go up by 2 for each additional Ki Point required to complete the new Ki Ability.
 * Example: DC 14 = 2 Ki Point Ability

Ranged Weapon Training
Characters who have proficiencies with ranged weapons may be interested in advanced target practice. This training will allow them to increase their total number of ranged combat techniques.


 * Pay Combat Dice squared x 3,000 GP per maneuver.
 * Pass the skill check and/or defeat the opponent in combat.
 * Earn a new ability.
 * Note: In the event the character does not use combat superiority dice this maneuver will be treated as a 1x per short rest feature.

Wildshape School
Druids can learn additional wildshapes.


 * Locate CR animal handler of a CR appropriate beast.
 * Pay 1,000 x CR# squared GP.
 * Pass skill check and/or defeat the beast(s) in combat.
 * Earn a new wildshape.

Trials of Affirmation
With the approval of their master, a character will be able to conduct an individual "trial of affirmation" to further expand their powers. The greater the risk the greater the potential reward. This test will push individual characters to extreme limits and cannot be repeated. Failure may result in death. Potential Reward: The rewards will vary based on the character class, race, background, etc. Specific desires can be made prior to organizing a trial. Rewards will have direct relationships with the trial completed. This may include: unlocking magical spells, magic items, abilities, etc.