XP Limits: Franz: In a single session of game play, XP should not be awarded in such an amount as to advance the character more than one level of experience. If, for example, a magician were to earn 6,000 XP during his first adventure, he should not graduate to 3rd level; rather, his XP should be capped at 4,999 (1 XP below 3rd level). However, such a character is not allowed to go out and, say, kill a rat to gain a level—he must adventure, do something of significance.
Upon reaching the XP amount to advance to the next level the character must switch into Downtime and train either with or without a trainer as mentioned below. Other characters may not be up to their next level so they can switch into Downtime Activities/Training* whilst the other character does their training for the next level. *see LORE, DOWNTIME.
The PC briefly excuses himself from the adventuring life to seek a master and train. The master is an NPC of like class who is of higher level than the PC, though at least 6th level in any case. If a PC is a member of a guild, he may have more than one master. Training with a master requires a number of weeks equal to the level gained, at a cost of 100gp per week; e.g., a thief working to gain 3rd level needs 3 weeks of training and 300gp. The gold cost may be reasoned as the trainer’s fee, guild dues, materials, and similar expenses.
The PC briefly excuses himself from the adventuring life to engage in solitary training. Sometimes the PC is in no position to train with a master due to his location, finances, or other circumstances. He can opt instead to train on his own. Training alone requires no master’s presence and costs no gold; however, the time of training is doubled, requiring two weeks per level; e.g., a fighter training for 4th level needs eight weeks of solitary training.
Adventuring is difficult and dangerous work, with not a lot of chance for self-improvement. Sometimes, you just want a moment to relax and focus on your hobbies like picking up a new language, skill, tool, armor or weapon to keep your mind off the ancient evil hurtling towards the planet, who is intent on destroying all life. Downtime can be meant for the purpose of learning additional proficiencies as you journey across the world and visit exotic locales and try new things. Just because the life of an adventurer is filled with danger, doesn't mean you can't pick up a tool for retirement.
You can only learn an additional number of proficiencies equal to double your Intelligence modifier (minimum 2 including for those with no modifier unless a negative one).
Skill Proficiency/ Artisan's Tool Proficiency/ Language Proficiency/ Martial Weapon Proficiency/ Armor Proficiency/ Vehicle Proficiency. Each of the these takes different amounts of time in order to fully train and a different ability check attribute to confirm the knowledge.
First seek a trainer (if there is one) and learn the new Proficiency. This can take up 10 workweeks (roughly 8 hours per day) reduced by your Intelligence modifier and costs 25gp per week (this is pretty standard although if you seek training in something very rare or obscure it may differ according to Franz). For example, Ceril's Intelligence of 14 (+2) means that it only takes him 5 weeks of Downtime activity to gain the Old Norse spoken language. Increasing the amount of gold spent which represents a better teacher, teaching techniques, possible use of magic etc. etc. will further decrease the amount of weeks required. A factor of x10 reduces it by 1 week or a factor of 100 reduces it by 2 weeks. There is always a minimum of 1 week training. At the end of the training period the character makes the indicated check at the DC listed. A failure means they haven't quite got the hang of it yet and will have to do more training (half the listed time). They still have the basics so can use the skill/proficiency but don't get to add the PB to their rolls.
Some abilities require proficiencies in other abilities before being able to train them. Becoming proficient in Heavy Armor requires proficiency in Medium Armor, which in turn requires proficiency in Light Armor. Learning how to read and write a language requires proficiency in speaking it etc.
Proficiencies and their training times in weeks are as follows below.
Light Armor- 5 weeks- DC10 Ability DEX/STR; Medium Armor- 7weeks- DC12 Ability DEX/STR; Heavy Armor- 10 weeks- DC13 Ability STR; Shield- 10 weeks- DC10 Ability STR.
All- 7 weeks- DC15 Ability INT.
Speaking Regional Language- 5 weeks- DC10 Ability INT; Reading and Writing Regional Language- 3 weeks- DC13 Ability INT; Speaking Other Language- 7 weeks- DC13 Ability INT; Reading and Writing Other Language- 4 weeks- DC15 Ability INT.
Musical Instrument- 5 weeks- DC10 Ability INT; Gaming Sets- 2 weeks- DC8 Ability INT; Vehicle- 5 weeks- DC13 Ability DEX/STR; Martial Melee Weapon- 8 weeks- DC10 Ability STR; Martial Ranged Weapon- 8 weeks- DC10 Ability DEX; Siege Weapon (Artillerist)- 6 weeks- DC10 Ability DEX/STR.
(ALL 8 WEEKS AND DC15) Acrobatics- DEX; Athletics- STR; Animal Handling- WIS; Arcana- INT; Deception- CHA; History- INT; Insight- WIS; Intimidation- CHA; Investigation- INT; Medicine- WIS; Nature- INT; Perception- WIS; Performance- CHA; Persuasion- CHA; Religion- WIS; Sleight of Hand- DEX; Stealth- DEX; Survival- WIS.