Character Creation and Advancement

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Below are the instructions on how to create a Character as well as basic rules for advancing the Character in levels. If you have never played a Pen and Paper game before you may wish to review the Getting Started page.

Below you will see instructions on how to edit the Character sheet manually. Instructions on manually editing a character sheet are boxed. For example:

Anything in this box-like format will be instructions for editing the Character sheet. 

What you need

Great! You made it. Time to take the character from your imagination and put it to paper! A few things you will need first:

  1. Dice! You need to get a d20 Dice set. Here is a URL to help get you started Google Search for "d20 Dice Set"
  2. A Character Sheet. We have one for free here!

A Character Idea

Often overlooked, but also important is the simple idea of what you want to role play. If role-playing is new to you or just not your thing, you can roll play yourself or an "ideal" or "ridiculous" version of you.

There is no pressure to flesh out your character all at once. Some people love to talk about their character ideas: backstories, history, family history, and that one time when they ran into that one guy on that one planet and shins ensued. You can start your character off with as much or as little detail as you like provided the essential parts of the Character sheet get filled out.

It's nice to ask a few questions.

  1. What is your Character's alignment? Is he good or evil? More on this on the Alignment page.
  2. What is your Character's dream, big objective, or end game?
  3. What is your Character's name?
  4. What is your Character's sex?

You can go as deeply into these questions as you like. Or provide a simple answer and move on. Either is fine. But Alignment/Name/Sex are things that need to be recorded on your Character sheet for it to be complete.

Editing Character Sheet (Alignment/Name/Sex): At the top of the Character sheet to the right of the "Future Path" title is a series of blanks with the titles directly below each blank. Fill in the first few blanks now. "Character Name" "Alignment" and "Player Name" (That's your name in case you lose your sheet at a group event or something). There are also spaces for you to fill in "Sex", "Weight", and "Height". 

If you feel stuck here that is okay. If you already know what Class you want to play as go ahead with the rest of the steps and come back to this one when you are done.

Choose A Species

Visit the Species page for a list of available playable Species. The GM may also have made up new species to play as. Feel free to create your own if you want. Just make sure to ask the GM know if its ok to play alternative Species.

Species can affect the Character in two ways. They have Character Traits. These are things that are mostly just for RP and are about the Species appearance. The more import effect is in the Bonus Traits. These directly affect the Characters stats or provide special abilities only available too that Species.

Editing Character Sheet: You can write your Species choice on your character sheet below the 'Character Class and Levels' section which is directly below the 'Character Name' at the top right corner of the first page.

Species can also provide a Homeworld but this is just a suggestion. The Player can choose there Character's homeworld and even make one up.

Proficiency Levels

This goes over the default starting values of the Character's Proficiency Tree.

Tech Proficiency
While choosing a Species, you will notice that there is a 'Tech Level' Character Trait. This is the starting Tech Proficiency Level for a Character. To learn about how Tech Level effects a Character and how to utilize it go here. To learn what each Tech Level represents for characters and their civilizations go to here.
Editing Character Sheet: This is located on the first page near the top just below the 'SPEED' section and 'Character Descript and Background' box. There are 4 square boxes that are underlined. Fill in all the boxes under and before the Character's Tech Level provided by the Species. All other Proficiency levels are located further down the page in different sections close to what they're associated with.
Melee and Ranged Proficiency Levels
By now you probably know if you want your character to be better at Range or Melee weapons. You can choose to not focus on any one and gain 2 Levels in both Ranged and Melee. Or you can choose 3 levels in Ranged and 1 Level in Melee or 3 levels in Melee and 1 Level in Ranged as your starting weapon Proficiency levels. Feel free to change this while planning out your character.
Armor Proficiency Levels
This starts out as two. It is always two unless a Species or Advance Classes changes it.
Power Armor Levels
This will always start out as zero. Power armor requires a Feat called Power Armor Expert to start putting levels into it.
Item Use Proficiency Levels
This always starts out at zero.

Note: What happens if my Character does not have the proficiency to use a weapon or armor or whatever? Well, the rules differ between items. With Weapons, the Character gets a disadvantage for each Weapon level higher then the Character weapon proficiency is. Remember that once the Character has more than 3 disadvantages stacked for whatever reason they can no longer perform that action. For Armor, the Character loses half there movement speed and gains a disadvantage on all checks. Any higher and they cannot wear them. Power Armor you simply cannot use the Power Armor until you are trained. And for items, you can still use the item just with disadvantage.

Choose A Path

Paths are in the Character Paths section. You can review your choices there. Character Paths represents a Characters favored Ability and also provides many of the base stats. Nobody starts out instantly a Field Officer, Starfighter or Envoy. It takes time to perfect one's abilities and understand your strengths and weaknesses. Be aware that some Species (such as the Ovex) have custom a custom Path.

The choices, in summary, are as follows:

Picking a Path helps define your Character's path and direction. However, this isn't a restriction. It just means it may be easy to go in a direction that focuses on Strength if you play as the Strong Hero.

Editing Character Sheet: At the top right of the Character sheet is couple of different sections for writing down things such as Character and Player Name. There is also a section Titled: "Character Classes and Levels". Here you will put what Path you take and your level in it. For example: "Path of Strength - Lvl1" 

Even though the Character Path does provide the Hit Die(HD), the Hit Points cannot be calculated until the Ability scores are written down. More on Ability scores in the next section. But first, if you want a review of what HD and HP means or how health is handled go here

Advance Classes

Advance Classes are specialized Class that better defines your Character and what they do. Think of it almost as a career choice. It adds more specific Talents and special abilities to your character. However, Advance Classes have requirements that need to be met first. The biggest requirement is that the Character must be level 2 or higher. Also, some Advance Classes are easier to get to than others depending on the Path you take. To review Advance classes visit the Advance Classes page.

It may be useful to review what Advance Class and its requirements you want to be before picking a Character Path. Another hint is that a Path may help but each Advance Class can ignore the Path requirement if the Character meets the Ability Score requirement.

Advantage Die

Advantage Die is a Die that gradually increases over Character levels. It is rolled alongside the d20 when using weapons or items your character is proficient with to aid in success. It represents an increased aptitude for certain abilities, skills and varies weapons and equipment as the Character levels up. At level one a Character does not yet have an Advantage Die. At level two all Characters gain a d2 as there Advantage die this die increases over time depending on the Path chosen.

Each Path has a single Ability and that it has an 'Affinity' with. Same goes for Advanced Classes. When performing Saving throws or Checks against an Ability that a Character has 'affinity' with grants an advantage that is added to the d20.

Editing Character Sheet: A Character's Advantage Die is provided in the Character Path Table. It can be recorded on the Character Sheet in the box next too 'Advantage Die' located near the top left side of the first page. Next to the Ability scores under the 'INITIATIVE' and 'HP' boxes.
Editing Character Sheet: Most Characters also have an affinity with a single Ability at level one. This is provided by their Path. On the Character sheet, the 6 Abilities are at the top left of the first page. They each have a little checkbox in the top left corner of each ability square. That box is used to record which abilities you have an affinity with. As you gain new Advance Classes, more checkboxes can be filled in as different classes provide additional Ability Affinities.


By default, a Character's speed during combat is 30ft or 6 squares. Each square is 5ft. Climbing and Swimming are both half that speed and Borrow is 5ft. A species may have a different speed or a Character Path. To learn more about movement speeds in combat go the Combat page.

Editing Character Sheet: Too the right of the first page of the Character Sheet there is the 'SPEED' section. There you can record your tactical movement speeds.

Ability Scores

Table: Ability Score Modifiers
Ability Score Modifier
1 –5
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 1
14–15 2
16–17 3
18–19 4
20–21 5
22–23 6
24–25 7
Table: Ability Score Costs
Score Points
7 –4
8 –2
9 –1
10 0
11 1
12 2
13 3
14 5
15 7
16 10
17 13
18 17
Table: Ability Score Points
Campaign Type Points
Low Fantasy 10
Standard Fantasy 15
High Fantasy 20
Epic Fantasy 25

The next step is the foundation of your Hero; their ability scores. These scores are explained in more detail here. They sum up a Character's generic abilities ranging from Strength to Charisma. They are also used to decide a wide variety of details and stats used in your character's actions throughout the game. The default Ability Scores is the Stanard Fantasy Spread which is 15, 14, 13, 12, 10, 8. The Player can then choose which Ability gets which of each of the 6 scores. Its good to already know what you want you Character to be like and what their Character Path is that way you have a good idea where at least some of the scores should go.

Another way to get a Character's ability scores is to roll for them. Roll 4d6 (Four, six-sided dice) remove the lowest roll and add the other 3. Do this 6 times so that you end up with 6 total scores. The numbers will range from 3 to 18. Re-roll the dice for any total below 7. If you want different rules for getting Ability scores please review the Alternate rules section below.

Editing Character Sheet (Ability Scores): Read the sections below for the different choices, and details on setting up your ability scores. The Ability Scores section of the Character sheet is on the first page near the top just below the "Future Path" title. It is a vertical column starting with STR and ending with CHA. Each Ability has a SCORE/Modifier/TEMP SCORE/TEMP Modifier. We will only need to fill out the SCORE for now. 

Once you roll or buy up your ability scores (see alternate rules) you will want to record them on your Character Sheet. Your ability score may also be modified by Species you pick. But don't forget to add any ability score bonuses that a species may provide. And then once you figure out what your total score is you may want to record what your modifier is. To the right is a table with the modifiers per ability score.

Editing Character Sheet (Ability Modifier): To the right is a table titled "Ability Score Modifiers". The math for this is also: "(ability/2) -5 [round result down]". Normally we wait to fill this out until you have picked your Species which is the next step. The reason for this is to avoid having to erase and rewrite the score.

Alternate Ability Score Rules

It is ultimately the choice of the GM to decide how Characters choose ability scores. So, this section is more for the GM to read than a player. If you want to be the GM or just want to roll up some Character sheets for fun, then, by all means, read ahead.

Alternate Rules for rolling Ability scores.

There are two primary ways to decide Ability Scores. Of course, tabletop games and the d20 system have been around for a while and so naturally over time, there have been a lot of additional rules added. During gaming, the GM may want to create a "High Fantasy" or "Low Fantasy" like setting. "High Fantasy" simply means the stats on average are going to be higher and there will be big epic battles with Characters that are sure to succeed. On the other hand, playing a "Low Fantasy" game you may have a less powerful character that is closer to the average Joe. Some people may argue that having a lower fantasy hero overcome greater odds is even more epic, but it all depends on the style the GM and Players want to play.

The two different systems below accommodate for both "Low" and "High" fantasy play styles. Both are sure to be fun!

  1. Dice roll. Like all things, tabletop dice roll decides all. In this case 4d6 (Four, six-sided dice). For each Ability score roll 5d6 and remove the dice with the smallest number. Add up the remaining 3 dice. Do this 6 times. One time for each ability. There are a few different additional rules that GMs may have for there game.
    1. You can roll for each Ability one after another starting with Strength and ending with Charisma. Or you may record the totals on a sheet of paper. And then take the totals and apply them where you feel they will be needed the most.
    2. The GM may want to change when players to re-roll totals that are too low. Or perhaps re-roll totals that are too high.
    3. The GM may also offer to have the player roll the 4d6 7 total times and remove the lowest total.
    4. The GM can also change the number of dice rolled to adjust for high or low fantasy. Such as 3d6 for low or 5d6 for Epic
  2. Point Buy. This system is similar to a lot of RPGs in computer games. The Player spends points given to them at level one to buy ability points. The Player automatically starts out with 10 in all attributes which are considered "average" or "normal" level for that ability. To the right you can see the "Ability Score Points" table and that a character starts out with 15 points to spend for a Standard Fantasy. Another table to the right titled "Ability Score Costs" informs the player how much that Score will cost. A player can also 'sell' a point dropping there score from 10 to as low as 7 for extra points that can then be spent to increase a score elsewhere.
    1. The number of points given to the player to spend can change depending on if the GM wants to play in a "Low", "Standard", "High", "Epic" level of Fantasy/Sci-Fi. There is a table to the right detailing the ability points per fantasy type.
    2. You can have players start out at 9 or 8 instead of 10. The ability score isn't just a score that provides modifiers when rolling. It also is supposed to represent rolling playing aspects of a character. Perhaps your character isn't that Strong or Charismatic. Force characters to start lower and pay more for advancing may help them to think about not only the strong parts but also the weaknesses of a character.
  3. Standard Spread: The Player can also forgo rolling or point buy and simply be given the Standard Spread. They can then choose where each of the 6 points goes.
    1. Standard Fantasy: 15, 14, 13, 12, 10, 8
    2. Low Fantasy: 14, 12, 10, 10, 8, 8
    3. High Fantasy: 19, 18, 16, 13, 12, 10

Both "Dice roll" and "Point Buy" have their advantages and disadvantages. Although this is more information then what a starting out player needs to know. This is more for a GM who is likely to request one over the other. Some people do not like the point buy because it is likely that characters will all look too much alike. If you are a Strong/Soldier Hero you know exactly where to spend your points for the most optimal build for that class and it is likely that all of Strong/Soldiers will look the same. On one hand, this gives the Player the most control of there character and can avoid Players that may "Power Roll" super high scores. But on the other hand, this removes a certain amount of individuality by creating a more "cookie cutter" character. The Dice Roll method puts a certain amount of chance into the creation of the Character. Sometimes working around unexpected bad ability scores can be interesting/fun and bring a challenging different aspect to role-playing.

In the end, it's up for the GM to decide "Dice Roll" or "Point Buy".

Calculating Health

Now that you have rolled up and recorded your Ability scores you can record your Character's Hit Points or HP. More a review on how Health is interrupted in Future Path go to the Health and Injury page.

The Character Path informs the character of it's "Hit Die". This defines how much HP a character gets per level. A Hit Die of d8 means you roll a d8 to determine your HP. At level 1 you take your maximum which is your highest possible number on the die. A character gets to add their Constitution modifier for every level to there total HP.

As they level up a player can choose between taking the average for the Hit Die + Conn Mod or rolling for it using the Hit Die and then adding the Conn Mod.

Editing Character Sheet (HP): The Hit Points section is located on the first page near the top left of the character sheet just below the 'Future Path' title letters. A player can record both there Hit Die and there current HP (Hit Points). The big empty box just below the Hit Points section labeled 'Wounds/Current HP' is a place to record the damage received during combat.

Passive Perception

All Characters have a Passive Perception. This is the Characters awareness of there surroundings. When a Character rolls for a Perception Skill check they are actively looking for something. However Passive Perception is simply a Characters alertness while doing there daily routine. Passive Perception is a 10 + Wisdom Modifier.

Editing Character Sheet: Passive Perception is recorded in the 'PASS. PERCEPTION' box just above the 'SKILLS' section and below the Ability Scores.


Your initiative shows your Characters quick ability to react and how often they will attempt to react. Using a bit of luck with a d20 check a person with a high initiative is more likely to go before another Player or opponents in a standoff situation. You can read up more about how the initiative is involved in gameplay on the Combat page. Initiative equals a Character's Wisdom Modifier + Dexterity Modifier.

Editing Character Sheet (Initiative): Your Initiative is located below the "HP" and "Wounds/Current HP" sections just above 'Advantage Die'. Your Initiative is normally your Dexterity and Wisdom Modifier.


You will notice that on each Character Path there are a 'Class Skills' and 'Skill Points at Each Additional Level' section. To learn more about skills and how to use them you can go to the Skills Basics page. To learn about each different skill you can go to the Skills page. Each class provides you with 'Class Skills.' Visit the Skills Basics page to learn more about how this affects your Character.

Editing Character Sheet (Class Skills Box): Too the left of the first page below the Ability Score section of the Character Sheet there is the Skills list. Notably the largest section of the sheet. The Skills list has multi columns starting with two checkboxes and then the Skill Name, Ranks, Ability Mod, Skill Die, Misc Mod. At this point, we care only for the first square checkbox. You can check these off as your class skills. 

The amount of starting skill points your character gets is based on what your Character Path is. There is a section labeled: 'Skill Points at Each Additional Level' that will tell you the number of skill points you get. If you are a level one Strong Hero (Path of Strength) then its '1 + Int modifier' minimum is one. If you are starting out as a level 10 hero, then you add up the skill points for all 10 levels and spend them at once.

Once you have identified what your Class Skills are you can spend your skill points. To add a Rank in a class skill, you spend 1 point. To add a Rank in a non-class skill, you spend 2 points. To add Ranks in any skill, you first need to "train" it which requires spending 1 additional point. When getting a new Class Skill, either at level 1 when choosing the Character Path or at a higher level when choosing an Advanced Class, the Character gains a Skill Point that must be spent on that Skill which implies at level 1 all Class Skills should already be Trained. The number of Ranks you can have in a skill is limited by 1/2 your Character Level roundup. The Language skill is special in that all Characters have it as a Class skill and already have it Trained.

Editing Character Sheet: Once a skill Rank is earned you can record the Skill Rank under the 'Ranks' column of the 'SKILLS' section next to the name of the skill you rRanked up. The sum of Skill Rank + Ability Modifier provides the Skill Die level. The Skill Die represents a die or dice that can be rolled with a d20 to perform the skill in the game. On the character sheet at the button below the 'SKILLS' section, there is an explanation of what die is used at what Rank. For example, Skill Die level of 1 is a 1d2. You can record the die under the 'Skill Die' column which is just right of the 'Ranks' column. 

Filling in Skill Die Column

In order to fill in the Skill Die column, the Player must already have the Character's Ability Modifiers and have spent all the Skill Points. The Skill Die level is determined by Rank + Ability Modifier. For example, Bluff uses a Character's Charisma. The Character has a Bluff Rank of 1 and a Charisma Modifier of 2 so the Skill Die is 3. A 3 is 1d6. Skil Die ranks are labeled at the bottom of the first page of the Character sheet. It is recommended that you record the actual Die used so when its time to use that skill you do not need to reference the Skill Die Level chart to determine which die to add to the roll.

The 'Misc Mod' or Miscellaneous Modifier column doesn't improve the Skill Die level instead it simply adds directly onto the total roll. Most of the time Items and Feats modify this column.

Choose Feats and Talents

Talents and Feats are extraordinary abilities that can be either passive or active. Or in some cases, it can have aspects of both. Talents are based on Class while Feats are picked by the Player as a Character levels up. Every Hero starts with at least one Talent at level one and must pick from the Path they choose. Most characters will not start out with any feats but gain them as they level up. They are exceptions based on what Species you pick.


Determine how many Talents your Character starts out with, (usually one) which is based on the class level. And pick one from that classes available Talents. You will see them listed below the Character Path and Advance Class tables.

Editing Character Sheet (Talents): Located on the bottom half of the second page of the Character Sheet underneath the panel for "Techniques". Here you can record both Talents and Feats that your character gains overtime. 


Determine how many feats your character receives, based on his class and level, and select them from those presented in Feats. Some times a Class provides a Feat that can only come from a particular Category such as Miscellaneous (Misc).

Editing Character Sheet (Feats): Located on the bottom half of the second page of the Character Sheet underneath the section for "Techniques" and slightly to the right is the "Feats and Talents" section. Here you can record both Talents and Feats that your character gains overtime.

Determining Wealth and Getting Equipment

Wealth and Money are explained on the Wealth page.

Determining Wealth

In order to determine the starting wealth of a Character, you first should pick a Profession linked here. You do not need to pick a Profession to have a starting wealth if you do not want too. You can start with $4,000 creds per level to spend and a Credit Score of 2. The Profession will specify a Credit Score range such as 10-15. The starting Credit Score is the lowest number. Every rank in the Profession skill provides a +1 to the credit score.

You can also negotiate with the GM on starting wealth. Perhaps you want a character that has had to take a lot of loans out in order to get a ship. So you want to start out with a character already owning an expensive piece of equipment put little spare cash. The important part is to make sure the Player communicates his/her items/Bonus Wealth/Credit score to the GM and not own things well beyond their Credit score would allow for their level. At least not with GM consent and likely a good story to explain why.

More about using and spending wealth on the Wealth page.

Editing Character Sheet (Wealth): On the second page at the bottom left hand corner is the "Wealth" panel. In this box is "WEALTH in $" and "CREDIT SCORE".

Getting Equipment

Players can acquire Weapons on the Weapons page. Armor on the Armor page and for extra equipment go to the General Equipment page. The Weapons and Armor page can be overwhelming as they include rules for crafting, customizing and designing your own dream weapon. These rules are not necessary to learn. Each page includes a link to a full list of Weapons or Armor so you do not need to learn all the rules. Those rules are for GMs and Players who want to dedicate time to crafting their own designs.

Starter Packs are designed to help Heros speed up to adventuring instead of doing 'epic shopping' as they are bundles of general equipment items. However, these items do not include Armor or a Weapon.

  • Note: By default starting Characters, especially level 1 Characters, do not have access to higher level Procure Difficulty Items. By default, a Level 1 Character can only access Producer Diffuclty 1 Weapons, Procure Diff 0 Armor, Procure Diff 0 items. The higher the starting level the more likely the Character can claim that they came across one or more higher Procure Diff items. This must be discussed with the GM.


Armor Class is a calculation of how hard it is to hit and deal damage the Character. It is calculated with the following.

AC = 10 + Armor Bonus + Dextarity Modifier + Size Modifier + Natural Armor + Misclanious Modifiers

NOTE: This is so low on the page because it requires Armor and assumes that the Character will be wearing some.

Flat-Footed and Touch can now also be filled in. They are located just right of the section for AC. Flat-Footed is a Character's AC without Dexterity Bonus. While Touch is a Character's AC without Armor bonuses.


Character Advancement is based on experience gained by Players achieving goals, beating monsters, solving problems, etc. Below is a chart that details the experience a Player much have to reach the next level. There are 3 columns for XP. Labeled Slow, Medium, and Fast. These represent the speed at which the GM wants the Player Characters to progress.

Alternatively, the GM and simply declare a Character or Characters leveled up as a reward for getting past a certain point in the story. This would forgo the need to track XP.

Table: Character Advancement
Character Level Experience Point Total Feats
Pick Between
Custom Character Bonus
Slow Medium Fast
1st Talent
2nd 3,000 2,000 1,300
3rd 7,500 5,000 3,300 Feat
4th 14,000 9,000 6,000 Ability/Bonus Feat(Misc)
5th 23,000 15,000 10,000
6th 35,000 23,000 15,000 Talent
7th 53,000 35,000 23,000
8th 77,000 51,000 34,000 Ability/Bonus Feat(Misc)
9th 115,000 75,000 50,000 Feat
10th 160,000 105,000 71,000
11th 235,000 155,000 105,000
12th 330,000 220,000 145,000 Talent Ability/Bonus Feat(Misc)
13th 475,000 315,000 210,000
14th 665,000 445,000 295,000
15th 955,000 635,000 425,000 Feat
16th 1,350,000 890,000 600,000 Ability/Bonus Feat(Misc)
17th 1,900,000 1,300,000 850,000
18th 2,700,000 1,800,000 1,200,000 Talent
19th 3,850,000 2,550,000 1,700,000
20th 5,350,000 3,600,000 2,400,000 Ability/Bonus Feat(Misc)
*The Talents and Feats are for Character Paths only and do not show other Talents/Feats gained by other means
Editing Character Sheet (Experience): On the buttom of the second page there is a section titled 'EXPERIENCE POINTS' and a smaller section titled 'NEXT LEVEL'. Under Experiance Points you can keep track of how much experience the Character currently has. The section next too it is for recoding the amount of experiance required for the next level.

At each level, a Character gets a variety of improvements and new things to choose from. The following is a complete list of all possible things a character can get. Skill points, Hit Dice/HP, ability score bonus, feat, talent, special ability, species bonus.

1) Check your Character Path.
Your Path is the first thing you should check. The Character Path lets you know how many skill points, how much HP, Talents or Feats you get at each level. (Although Advance Classes also provide talents and feats.)
  1. Skills: The number of skill points should either be 1 + Int mod or 2 + Int mod. This should be the same number of skill points that you got to spend at level 1.
  2. Hit Points: There are multi ways to add HP and your GM usually will state which type which will probably be inspired by either its a Low, Regular, High Fantasy setting.
  1. Regular Option 1: You roll for your HP at each level. Using the "Hit Die" and then you add your CON modifier for the total amount you get to add to your HP.
  2. Regular Option 2: Simply take the Average Roll + 1 + Con Mod. For example, a 1d8 hit die would be 4 + 1 or 5 + Con Mod.
  3. Low: Gain HP equal to the Character Constitution Modifier score minimal +1.
  4. High: You automatically take your maximum roll using the "Hit Die". For example, if your hit die is d6 you get 6 + Con Modifier for the total amount you add to your HP.
  1. Path Talent: If you get a Talent associated with your Path on 1st, 6th, 12th, 18th levels.
  2. Feat: If you get a Feat (on levels 3rd', 9th, 15th) you must select from the Feats page and follow all the prerequisites.
  3. Custom Character Bonus: This is a choice between an Ability Score bonus or a Bonus Feat from the Misclacious category. You gain this at 4th, 8th, 12th, 16th, 20th levels.
  1. If you get an Ability score bonus then that means that you can add +1 to any two Ability scores of your choice. This is a permanent change to the Character's ability score and may also affect the modifier.
  2. If you choose a Bonus Feat then you can pick from the Misclacous category on the Feats page. Any Feat that the Character has the pre-requirements for.
2) Check your Advance Class
  1. Advance Classes Talents: Most Advance Classes have a Talent or other feature that is earned at each level.
  2. Techniques: Some Advance Classes have Techniques. The ones that do usually improve how many Techniques they know on a per level basis. And some Techniques improve on there own.
3) Check you're Species
Sometimes a Species has a special feature that can be unlocked or improved upon at higher levels.
4) Proficiency
Gain a Proficiency Point and then choose to spend or hold current points.
5) Companion
If the character has an Animal or Robotic Companion the companion's level is determined relative to its owner.