When a character gains enough Experience Points to advance in Level, he or she also gets a number of Skill Points and possibly Feats.
Skill Points and Feats must be allocated when character advances a Level; they cannot be saved for use later.
Required steps:
For detailed information on training, see the following:
Class training is required when choosing a new Class, i.e. gaining the first Class Level. This kind of training can only be given by anyone with at least 4 Class Levels. Some Classes, for example Sorcerer and Barbarian, might have additional requirements for learning the first Class Level.
Similar training, although longer, is assumed for starting characters.
Difficulty of learning the required skills and abilities for a new Class are reflected in different training times for Classes. Other relevant factors are the capabilities of the trainer and the student.
Training time (tendays) = (Base - Trainer's WIS Modifier - Student's INT Modifier)
| Class | Base | Minimum | |
| Fighter | 4 | 2 | Class Skills, Bonus Feat, Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Heavy Armour, Shield |
| Rogue | 4 | 2 | Class Skills, Sneak Attack, Rogue Weapons, Light Armour |
| Sorcerer | 4 | 2 | Class Skills, Arcane Spells, Familiar, Simple Weapons |
| Cleric | 6 | 3 | Class Skills, Turn/Rebuke Undead, Divine Spells, Simple Weapons, Light Armour, Medium Armour, Heavy Armour, Shield |
| Druid | 6 | 3 | Class Skills, Nature Sense, Animal Companion, Divine Spells, Druidic Weapons, Light Armour, Medium Armour, Shield |
| Paladin | 6 | 3 | Class Skills, Detect Evil, Divine Grace, Divine Health, Lay on Hands, Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Heavy Armour, Shield, Code of Conduct |
| Ranger | 6 | 3 | Class Skills, Track, Favored Enemy, Ambidexterity, Two-weapon Fighting, Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Shield |
| Barbarian | 9 | 4 | Class Skills, Rage, Fast Movement, Simple Weapons, Martial Weapons, Light Armour, Medium Armour, Shield |
| Bard | 9 | 4 | Class Skills, Bardic Music, Bardic Knowledge, Simple Weapons, Bard Weapons, Light Armour, Medium Armour, Shield |
| Monk | 10 | 5 | Class Skills, Unarmed Strike, Stunning Attack, Evasion, Flurry of Blows, Monk Weapons |
| Wizard | 10 | 5 | Class Skills, Arcane Spells, Scribe Scroll, Familiar, Wizard Weapons |
Some price, some price...
If a character simply wishes to improve a Skill they already possess (e.g., to go from 4 Skill Ranks in Listen to 5 Skill Ranks), then no additional training is required and the new Skill Rank is effective at once. The character is assumed to have done enough "on-the-job" training to be able to learn the new Skill Rank.
Note: Increasing Skill Rank in this manner requires successful Skill usage. This method of training allows only one Skill Rank increase per level.
If the Skill isn't a direct improvement on one already posessed by the character, then he gets no benefit from it until such time as he has received some training in it from a skilled practitioner.
In order to provide effective training in a Skill, the teacher must fulfil at least one of the following criteria:
An untrained teacher can train a Skill up to half their own Skill Ranks.
A trained teacher can train a Skill up to their own Skill Rank minus 2.
Skills that can be used untrained:
Skills that can't be used untrained:
Training times assume relatively uninterrupted study - at least six hours a day. If training is erratic, then it will take longer to achieve the new skill level.
Self-study assumes that the character has sufficient learning material at hand.
The cost to train in a new skill varies depending on the rarity (or legality) of the desired skill, and of course, on the skill level and fame of the teacher.
Spork the Unwashed, a 4th-Level Rogue, wishes to learn how to forge documents. His brainy pal, Hoek the Sanitary, has 6 ranks in the skill and an INT modifier of +3. He can teach Spork up to 3 ranks in Forgery (half his own skill rank of 6). In just 7 days, Spork can start to produce quality forgeries.
Spork wants to be a better forger than that, so instead he goes to see Bj�nk the Unscrupulous, Professor of Forgery at the Clearwater Academy of Naughtiness. Bj�nk also has 6 ranks in the skill, but because he has a Profession (Teacher), he can teach Spork up to 4 ranks in Forgery (His own 6 ranks, minus 2).
If the character simply wishes to progress on a Feat path they already possess (e.g., to take Great Cleave when they already have Cleave), then no additional training is required and the new Feat can be added at once. The character is assumed to have done enough "on-the-job" training to be able to use the new Feat.
Note: Gaining a Feat in this manner requires having had fulfilled the requirements for the Feat for the duration of at least one level.
The following feats do not require any study, because of their nature. Characters still are required to have all the prerequisites fullfilled before the level change where they are gaining one of the following Feats.
Alertness, Ambidexterity, Combat Reflexes, Dodge, Endurance, Extra Turning, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Leadership, Lightning Reflexes, Power Attack, Quick Draw, Run, Spell Focus (for sorcerer and bard), Spell Penetration and Toughness
Blindsight (5' Radius), Eyes in the Back of Your Head and Remain Conscious
Empower Turning, Extra Smiting, Heighted Turning and Quicken Turning
Note: Divine Feats can be acquired with meditation and being favored by one's deity.
Arcane Defense, Augment Summoning, Greater Spell Focus (for sorcerer and bard), Greater Spell Penetration, Improved Familiar (for sorcerer) and Innate Spell (for sorcerer)
Artist, Bullheaded, Discipline, Forester, Greater Spell Penetration, Improved Counterspell, Improved Familiar (for sorcerer), Luck of Heroes and Magical Artisan
Note: This list should exclude all "background" and "only at 1st level" Feats. The "background" feats are available without training only if your character comes from such family or culture, such as Horse Nomad Feat.
In general, all available Metamagic Feats are allowed without training, provided that the character has a spell slot available to use the Feat. For example, Maximize Spell requires that the character has access to 3rd level slot (to prepare or cast at least a metamagicked orison).
Self-study assumes that the character has sufficient learning material at hand.
The cost to train a new Feat varies depending on the rarity of the Feat, and of course, on the skill and fame of the teacher.