Training

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Multiclassing

Multiclassing is handled a little differently than in the standard 3rd edition D&D rules. In order for a character to multiclass, they must first find a suitable tutor. A suitable tutor is assumed to be anyone who is currently a member of the class that the multiclassing character desires (i.e. this includes PCs) and is willing to teach the PC. The PC must then train with the tutor for a certain number of days before they can pick up the new class. The base number of days that the PC must train for his new class is 60. If the PC has a positive Attribute Modifier in the main Attribute of the class he is electing to join (as shown below), then divide those 60 days by the Attribute Modifier. If the PC has a negative modifier in the main Attribute of that class, multiply the absolute value of the Attribute Modifier (i.e. turn the negative into a positive) by 60 to determine the number of days it takes to train for the new class. Furthermore, if the trainer is of sufficient level in the class that the character is being trained in, the time to train the character reduces even further. In no case can the time to train for a new class drop below ten days.

Classes and Their Main Attributes Table
Class Attribute
Arcane Archer Dexterity
Assassin Dexterity
Barbarian Strength
Bard Charisma
Blackguard Strength
Cleric Wisdom
Druid Wisdom
Dwarven Defender Strength
Fighter Strength
Loremaster Intelligence
Paladin Strength
Ranger Strength
Rogue Dexterity
Shadowdancer Dexterity
Sorceror Charisma
Wizard Intelligence
Time Reduction for High Level Trainers
Level of Trainer in Specific Class Time Reduction
1-5 x1
6-10 x 3/4
11-15 x 1/2
16-20 x 1/4

The cost for materials and equipment needed in training is 10 gold pieces per day. NPCs will often charge at least that much again, times their level, for their time and effort. Particularly prestigious trainers may charge even more yet.

Marissa's Training Time
Base Time 60 Days
Dex 16 Divided by 3 20 Days
6th-level trainer Multiplied by 3/4 15 Days
Marissa's Training Costs
Equipment 10gp/day 150gp
6th-level trainer 60gp/day +900gp
Total Cost 1050gp

Example 1: For example, Marissa, who is a Fighter and has a Dexterity of 16, wishes to multiclass as a Rogue, because there are no Rogues in her party. She eventually finds a 6th level Rogue to train her. Her base time for training is sixty days. This is divided by 3, her positive Ability Modifier for Dexterity, the Main Attribute for Rogues; in other words, twenty days. The time is further multiplied by three-quarters because her trainer has six levels in the class she is being trained for, taking the time down to 15 days. Her trainer isn't particularly famous, so he'll charge the normal price for training. It costs 10 gp per day for the equipment, resulting in 150 gp (15 days multiplied by 10 gp). The trainer is 6th level, so he adds another 60 gp per day to the cost for his time, bringing the total cost up to 1,050 gp (150 gp for equipment, 900 gp for the trainer's time). If she'd had a Dexterity of 7, which has a -2 modifier, the time would have been ninety days (60 days, multiplied by two, multiplied by three-quarters), costing a total of 6,300 gp.

Wulfgar's Training Time
Base Time 60 Days
Str 18 Divided by 4 15 Days
2nd-level trainer Multiplied by 1 15 Days
Wulfgar's Training Costs
Equipment 10gp/day 150gp
2nd-level trainer Waived +0gp
Total Cost 150gp

Example 2: Wulfgar the Barbarian wants to train as a fighter and has a Strength of 18. Fortunately, Bertram is a 2nd-level fighter in the group who is willing to train Wulfgar for free. The base training time is 60 days. Wulfgar's positive Ability Modifier of +4 gives him a reduction in this time; 60 divided by 4 (the Ability Modifier) is 15. Because Bertram is only 2nd-level, there is no further modifier to the number of days it takes to train Wulfgar. The cost for training is 10gp/day, or 150gp. Because Bertram and Wulfgar are friends, Bertram does not charge for his time and services.

Dick's Training Time
Base Time width="125" 60 Days
Str 8 Multiplied by 2 120 Days
1st-level trainer Multiplied by 1 120 Days
Dick's Training Costs
Equipment 10gp/day 1,200gp
2nd-level trainer 20gp/day +2,400gp
Total Cost 3,600gp

Example 3: Dick, a Sorceror with a Strength of 8, wants to become a Paladin. Unfortunately, there are no paladins in the party and the only person he is able to find to train him is Gunderick, who is 1st-level. The base training time is 60 days. Because Dick has a -2 Strength Modifier, this time is multiplied by 2, for a total of 120 days. Because Gunderick is only 1st-level, there is no reduction to that time. The standard cost for supplies at 10gp/day is 1,200 gp. Gunderick, who is the son of a nobleman and doesn't particularly think Dick should be interested in a career as a paladin, decides to charge him double the normal cost for his time. Thus, he charges 20gp/day, for a total of 2,400gp. For Dick to become a paladin, it will take 120 days and cost him 3,600gp!

Skills and Feats

To learn a new skill or feat requires training with someone who has the skill or feat as well as the facilities to do so. It takes two weeks to learn a new skill or feat and costs around 50 gp per week for a professional trainer. If the person wishes to learn a new skill from a friend who is willing to forgo the 50 gp, the training cost for materials and such can be reduced to 25 gp per week. If you wish to improve a skill that you have not used since you gained your previous level, you may only improve the skill through training.

Some feats do not require training, as shown on the table below. These are considered to be knacks or unconscious in nature and aren't really something that can be "taught."

Untrainable Feats

Name Location
Alertness PHB 80
Extra Slot TaB 40
Extra Spell TaB 40
Eyes in the Back of Your Head SF 6
Great Fortitude PHB 82
Improved Familiar TaB 40-41
Improved Initiative PHB 83
Innate Spell TaB 41
Iron Will PHB 83
Leadership PHB 83
Lightning Reflexes PHB 83
Magical Artisan FR 36
Remain Conscious SF 9
Spellcasting Prodigy FR 38
Toughness ** PHB 85
All Divine Feats

Banking

A character can bank (or save) skill points, feat slots, spell slots, training, and levels for the purposes of training. You can bank as many skill points, feat slots and spell slots as you want, but you can only bank 1 level at a time. If you receive enough XP to raise your level while you are banking a level (presumably with the expectation of multiclassing), your must use that banked level (though you may choose to bank the new level you've just received). You can also receive training for a new skill, feat or class before you are actually eligible to receive them; in this case, you receive no bonuses from training until you have the skill points, feat slots or levels you need to actualize that training. If you bank training for the purposes of multi-classing in this way, you must take the class at the next available level or the time and money spent on training is wasted and you will have to re-train. Generally, only Sorcerors and Bards need to bank spell slots.

Learning New Spells

Wizards

Wizards must learn new spells from books or scrolls, taking one day per spell level to learn a new spell. PCs should maintain a list of spells that they know and can learn how to cast a spell that is of a higher level than they could normally cast. In such a case, the Wizard cannot actually cast the spell until he is of sufficient level, but need not take the time to perform this initial study again.

Sorcerors and Bards

Sorcerors and Bards do not need to study books to learn new spells, but they must spend the same amount of time as wizards on learning a new spell from someone who already knows that spell. The cost for such services vary.

Psionic Powers

Psionic powers are learned in a similar manner, though the training is much more intense. It takes two days per power level to learn a new psionic power and training must be obtained.

 
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