Bubble 2.6  ·  House Rules

Alternate
Experience System

Characters advance by meeting each level's requirements: accumulating Experience Points and completing narrative milestones that track who they're actually becoming.

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Alternate Experience SystemChapter I · Advancement Requirements
Chapter I

Advancement Requirements

Each level requires a set amount of XP plus the narrative criteria from the chart below.

Minor Goals.
Smaller personal accomplishments the character plans and completes: learning a new skill, solving a puzzle, aiding an ally in a small way that matters.
Time.
The minimum in-game duration at the current level before advancing, measured from the moment the level was gained. Time passed in a narrated time-skip counts in full.
Self-Reflection.
A period where the character evaluates their growth, decisions, and relationships. Downtime works, so does a narrative beat where they take stock.
Major Goals.
Larger objectives that take planning and usually help: building a lasting alliance, recovering a powerful artifact, resolving a significant arc.
Quests.
Predefined challenges set by the GM, tied to the main story or subplots.
Moment of Failure.
The character attempts something important and fails, and the failure has to matter.
Meeting New People.
Meaningful interaction with NPCs: deepening relationships or forming new ones.
Growth.
Measurable progress in personal development: a major flaw overcome, a difficult skill mastered, a narrative goal closed out. A single accomplishment satisfies Minor Goals or Growth, never both.
Achievement.
A success surpassing any the character has managed before: defeating a legendary foe, or reaching a goal they have held since play began. A single accomplishment satisfies Major Goals or Achievement, never both.
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Alternate Experience SystemChapter II · Advancement Chart
Chapter II

Advancement Chart

Table I · Advancement Chart
LevelXP RequiredMinor GoalsTimeSelf-ReflectionMajor GoalsQuestsMoment of FailureMeeting New PeopleGrowthAchievement
100————————
22002—1——————
33003——————1—
44004—11——1——
55005———1——1—
66006—1——1———
770071 month—1———1—
880083 months1———2——
990096 months—————1—
101000109 months123———1
1111001112 months—————1—
1212001215 months1——13——
1313001318 months—2———1—
1414001421 months1——————
151500152 years——6——1—
161600163 years13——4——
171700175 years—————1—
181800188 years1——1———
1919001912 years—4———1—
2020002020 years11121511
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Alternate Experience SystemChapter III · Uses for Experience Points
Chapter III

Uses for Experience Points

Level Advancement

Covered above under Advancement Requirements.

Feats and Traits

Spend XP for additional feats and traits. Costs scale with the number purchased during the current level.

Table II · Feats and Traits
TypeCost FormulaNotes
General Feat250 XP + (100 XP × feats purchased)A general feat, not tied to combat or mythic systems.
Combat Feat300 XP + (100 XP × feats purchased)A feat that provides direct combat benefits.
Other Feat300 XP + (100 XP × feats purchased)Teamwork, crafting, or metamagic feats.
Trait50 XP + (50 XP × traits purchased)An additional trait, per GM approval.
Overpowered Feat2000 XP + (1000 XP × feats purchased)Reserved for extremely powerful or custom feats. Magic User, Gestalt, Prestigious, Mental Paragon, and Physical Paragon may not be purchased this way.
Mythic Feat Upgrade500 XP + (250 XP × upgrades)Enhances an existing mythic feat. Each upgrade requires its own completed and confirmed Mythic Trial.
Sphere Talent200 XP + (100 XP × talents purchased)Sphere of Might or Sphere of Power talents.
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Alternate Experience SystemChapter III · Uses for Experience Points

Uses for Experience Points, continued

Monstrous Hit Dice

Characters with natural HD (monstrous humanoids, dragons, and the like) may spend XP to increase their total HD. HD bought this way are natural HD.

Cost: new total HD × 100 XP.

Force NPC Level-Up

Spend XP to raise an NPC's level. NPCs can't exceed the average party level this way.

Cost: (the NPC's new total levels × 100 XP) + (50 XP × levels raised).

Example: raising an NPC from level 5 to level 7 costs 800 XP (7 × 100 + 2 × 50).

Extra Hit Points

Purchasable once per level.

Table III · Extra Hit Points
Hit Die SizeCost
1d450 XP
1d660 XP
1d870 XP
1d1080 XP
1d1290 XP

Extra Skill Points

Cost: 10 XP per skill point. You can't buy more skill points per level than your Intelligence modifier allows.

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Alternate Experience SystemChapter III · Uses for Experience Points

Uses for Experience Points, continued

Limit Breaker

Cost: 200 XP.

Benefit: Treat the character as 1 HD higher for feat prerequisites, Ethos abilities, magic item requirements, and maximum skill ranks. Doesn't increase actual HD, class levels, or hit points. You may not hold more Limit Breakers than your Tier.

Ethos Enhancements

For characters using the Ethos system.

+1 maximum Ethos Points: 100 XP. Points purchased this way may not exceed your Depth.

Racial Evolution

Gain an additional optional racial feature, per GM approval.

Cost: 100 XP. You may hold a number of Racial Evolutions no greater than your Tier + 1.

Ability Score Increases

Cost: 100 XP × current ability score bonus (minimum ×1). The increase is an inherent bonus.

Example: increasing a score with a +3 bonus costs 300 XP.

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Alternate Experience SystemChapter IV · Martial Arts Training
Chapter IV

Martial Arts Training

Spend XP to train in martial arts, in the tiers below.

Entry Level Martial Arts

Cost: 500 XP.

Base abilities:

Kata Resource.
You can now earn Kata, the resource that buys martial arts abilities. You gain 1 Kata at the end of any combat with a worthy foe in which you landed at least one attack using your martial specialty; the GM may award 1 more for a climactic fight.
Martial Die.
Add 1d4 damage to attacks made with your martial specialty. The die is multiplied on critical hits. With unarmed strikes or two-handed weapons, increase the die by one step. Your Martial Die may not exceed d10 from any combination of sources.
Martial Specialty.
Choose one specialty from the list below.

Training requirements: a practice day is eight hours, and there's no compressing more than one day's practice into a day. You may instead train one hour a day at half speed. Practice days accumulate. A worthy foe is a creature whose HD equal or exceed your own.

Entry abilities. Each may be acquired once, unless stated otherwise.

Table IV · Entry Abilities
AbilityRequirementsBenefit
Style Feats500 XP, 5 Kata, 3 weeks practiceChoose a style or technique chain that works with your specialty; gain its feats as bonus feats as you meet their prerequisites.
Focus Feats250 XP, 1 Kata, 1 week practiceGain Weapon Focus, Weapon Specialization, or their greater versions, ignoring fighter prerequisites (may take multiple times).
Improved Martial Dice100 XP, 1 Kata, 2 weeks practiceIncrease your Martial Die by one step (may take twice).
Expanded Martial Arts300 XP, 2 Kata, 1 week practiceAdd another martial specialty.
Special Attack Expertise300 XP, 1 Kata, 3 weeks practiceAdd a bonus Martial Die per 4 BAB when using attack actions.
Vital Striker400 XP, 2 Kata, 1 week practiceYour base Martial Die is multiplied on vital strikes.
Combat Talent200 XP, 1 Kata, 1 week practiceGain a Spheres of Might combat talent.
Basic Strike100 XP, 1 Kata, 1 week practiceGain a 1st-level Strike Maneuver usable once per day.
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Alternate Experience SystemChapter IV · Moderate Level Martial Arts

Martial Arts Training, continued

Moderate Level Martial Arts

Cost: 2000 XP, 10 Kata, 10 weeks practice, defeat 5 worthy foes.

Base ability:

Martial Accuracy.
Roll your Martial Die when you make your first attack each round and add the result as an Insight bonus on that attack.

Moderate abilities. Each may be acquired once, unless stated otherwise.

Table V · Moderate Abilities
AbilityRequirementsBenefit
Improved Martial Dice, Greater100 XP, 1 Kata, 2 weeks practiceIncrease your Martial Die by one step.
Weapon Training300 XP, 3 Kata, 2 weeks practice, Weapon SpecializationGain the fighter's weapon training feature, or increase its bonus by one step.
Advanced Weapon Training200 XP, 3 Kata, 1 week practice, Greater Weapon Focus, 1 worthy foeGain an advanced weapon training option.
Combat Training200 XP, 2 Kata, 2 weeks practiceGain a combat feat with Weapon Focus prerequisites, ignoring requirements.
Precision200 XP, 2 Kata, 1 week practiceGain 1d6 sneak attack damage (may take multiple times). Sneak attack dice from this ability cannot exceed half your base attack bonus, rounded up.
Talented Precision100 XP, 3 Kata, 1 week practice, sneak attackGain a rogue, slayer, or investigator talent that modifies sneak attack.
Combat Striker500 XP, 5 Kata, 3 weeks practice, Basic Strike, 1 worthy foeGain a Strike Point pool equal to your BAB; initiate Strikes by spending points. Spent points return after 8 hours of rest.
Learn Strike100 XP, 1 Kata per level, 1 week practiceLearn a Strike Maneuver up to one level higher than your highest known (may take multiple times). You may not learn Strike Maneuvers above 5th level from any combination of sources.
Extra Strike100 XP, 2 Kata, 1 week practice, Combat Striker, Vital StrikeGain an additional Strike Point.
Vital Strike Expert300 XP, 5 Kata, 3 weeks practiceSpend Strike Points to apply Vital Strike to Strike Maneuvers.
Martial Magic200 XP, 5 Kata, 3 weeks practice, 1 worthy foeGain a ki pool equal to half your BAB, with the standard ki benefits.
Magic Talent100 XP, 1 Kata, 1 week practice, Martial MagicGain a ki power or ninja talent that uses ki.
Martial Boost200 XP, 1 Kata, 1 week practice, Martial MagicSpend ki to activate Boosts; gain a 1st-level Boost.
Extra Boost100 XP, 1 Kata per level, 1 week practiceGain a Boost up to one level higher than your highest known (may take multiple times). You may not learn Boosts above 4th level from any combination of sources.
Weapon Domination300 XP, 4 Kata, 3 weeks practice, Martial Magic, Combat Striker, Advanced Weapon TrainingSpend a ki point to gain Mythic Power Attack when performing a Strike.
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Alternate Experience SystemChapter IV · Martial Mastery

Martial Arts Training, continued

Martial Mastery

Cost: 6000 XP, 60 Kata, 20 worthy foes, 1 year of practice.

Base abilities:

Perfect Die.
Your Martial Dice always deal maximum damage. This does not apply to Martial Accuracy, which is still rolled.
Living Weapon.
Attacks with your martial specialty count as epic and aligned (alignment chosen when you gain this tier) for overcoming damage reduction.

Mastery abilities. Each may be acquired once, unless stated otherwise.

Table VI · Mastery Abilities
AbilityRequirementsBenefit
Improved Martial Dice, Perfected100 XP, 1 Kata, 2 weeks practiceIncrease your Martial Die by one step (may take twice).
Twin Specialties400 XP, 5 Kata, 4 weeks practice, Expanded Martial ArtsThe benefits of two specialties you know apply simultaneously.
Flowing Accuracy500 XP, 8 Kata, 6 weeks practiceMartial Accuracy applies to every attack in your full attacks, instead of only the first attack each round.
Grand Strikes300 XP, 5 Kata, 4 weeks practice, Combat StrikerYour Strike Point pool increases by half your BAB, and you may learn Strike Maneuvers up to two levels higher than your highest known.
Deep Ki300 XP, 5 Kata, 3 weeks practice, Martial MagicYour ki pool increases to your full BAB.
Worthy Rival200 XP, 3 Kata, 1 worthy foeOnce per combat, reroll one failed attack roll against a creature whose HD equal or exceed your own.
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Alternate Experience SystemChapter IV · Martial Specialties

Martial Arts Training, continued

Martial Specialties

Each specialty provides a benefit tied to its weapon type:

Table VII · Martial Specialties
SpecialtyBenefit
AxesEach successful Cleave adds +1 damage to your next attack (max = BAB)
Blades+1 to critical confirmation rolls per half BAB
BowsGain an extra range increment per 4 BAB
CloseGain 1d3 precision damage; improves at BAB 3 and every 3 after
CrossbowsGain an extra range increment per 4 BAB
DoubleAlternating strikes add +1 to hit on the other end (max 1 + 1 per 4 BAB)
FirearmsGain an extra range increment per 4 BAB
FlailsIgnore 1 point of shield bonus per 4 BAB
HammersIgnore 1 point of hardness per 2 BAB
MonkAdd +1 to CMD per 4 BAB
NaturalGain 1d4 bonus damage on critical hits per 4 BAB
PolearmsIgnore 1 point of DR per 2 BAB
Siege EnginesIgnore 1 point of hardness per 1 BAB
SpearsIgnore 1 point of DR per 2 BAB
ThrownGain an extra range increment per 4 BAB
TribalIgnore 1 point of hardness per 2 BAB
UnarmedUnarmed strikes scale as a monk's, using BAB as monk level
Alternate Experience System Bubble 2.6 · House Rules
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