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 Post subject: Above 20th level
PostPosted: Wed May 24, 2017 12:44 pm 
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In some campaigns, especially open-ended ones, characters are likely to reach level 20th eventually (though it may take years of game sessions for it to happen). In campaigns where the characters start at a high level, this is even more likely to occur. So what happens beyond level 20th? There is no class progression above that level, no additional levels. But that doesn’t mean the character stops growing.
The level 20th is the pinacle of a character’s progression in any given class. Reaching it means the character has little else to learn in that class. Very few reach such heights but those who do simply solidify their knowledge, improving it slightly as time passes.
This section provides rules to deal with characters that grow above level 20th, allowing them to acquire new feats, specializations, skill points, and among other bonuses or even special abilities.
Above 20th level there are no levels so Experience Points are handled differently. When a character reaches 2,600,000 XP, the amount necessary to reach level 20th, create a new character’s XP pool starting in 0 and ignore the XP required to advance to the next level. Any excess XP above 2,600,000 the character had at the moment he or she leveled up to level 20th is added to the new XP pool. Any additional XP gained during the campaign is also added to this pool.
As the game progresses, the character’s new XP will increase every time the character gains XP but will also decrease whenever the character decides to acquire something (see below). Any new feature presented above costs XP, which is paid from the character’s new XP pool, reducing it. If the character does not have enough XP to acquire the feature, then he or she cannot do so until the required XP amount is available.
The features a character above level 20th can acquire, with XP, are the following. Please note that once selected, the cost of XP doubles. For example, is a character wants to acquire a new feat a second time, the XP cost will be 60,000 XP. The character can acquire the same feature multiple times, its effects stack. The only exception are special abilities, which can only be acquired once but the cost is also increased (see below).
• Feat: The character acquires a feat to which he or she meets the prerequisites. Initial cost: 30,000 XP.
• Specialization: The character acquires a specialization that must match one of the types of specializations granted by the class progression of the character. Initial cost: 20,000 XP.
• Unique Specialization: The character gains 1 Unique Specialization. Initial cost: 50,000 XP.
• Skill Points: The character gains 1 skill point. Initial cost: 5,000 XP.
• Skill Bonus: The character gains a +1 bonus on checks with 3 different skills. Initial cost: 20,000 XP.
• Maximum Skill Ranks: The character increases the maximum skill ranks by 1. Initial cost: 20,000 XP.
• Normal HP: The character gains 5 normal HP. Initial cost: 10,000 XP.
• Shield HP: The character gains 3 Shield HP when wearing armor. Initial cost: 10,000 XP.
• Plating HP: The character gains 3 Plating HP but only if the character already has Plating HP provided by its race or an item. Initial cost: 10,000 XP.
• Save Bonus: The characters gains a +1 bonus on a specific saving throw. Initial cost: 12,000 XP.
• Attack Bonus: The character gains a +1 bonus on all attack rolls. Initial cost: 50,000 XP.
• Defense Bonus: The character gains a +1 bonus to its Defense (but not Surprised Defense). Initial cost: 40,000 XP.
• Ability Score: The character increases one of his or her ability scores by 1. Initial cost: 120,000 XP.

Special abilities can also be acquired with XP. However, the cost of a special ability increases depending on how many special abilities the character already acquired. If the character has acquired one special ability, the cost of the new one is doubled. If the character has acquired two special abilities, the cost is tripled. If the character has acquired three, the cost is quadrupled. And so on.
• Always First: The character gains a +10 bonus on Initiative checks. Initial cost: 12,000 XP.
• Deadly Grenades: Grenades and grenade powers used by the character deal an additional +2d6 points of damage. Initial cost: 18,000 XP.
• Devastating Power: The character can choose to spend double the biotic or tech points to double the damage done by one of his or her biotics or tech powers. This applies only to powers that deal damage when activated and not to powers that deal damage over time or powers that create contructs capable of attacking. Initial cost: 50,000 XP.
• Environmental Resistance: Reduce any environmental hazard by 1. Initial cost: 30,000 XP.
• Fast Dodge: Once per round, the character can completely ignore one shot that just hit him or her This ability cannot be used against critical hits. Initial cost: 28,000 XP.
• Fast Recovery: Spend 1 Normal Action to immediately regain all lost Biotic points or all lost Tech points. This can only be performed once per encounter. Initial cost: 42,000 XP.
• Fast Runner: The character’s speed increases by +5 ft. Initial cost: 13,000 XP.
• Faster Biotic Recharge: The character’s biotic powers that have a cooldown have their cooldown reduced by 1 action (minimum of 1). Initial cost: 35,000 XP.
• Faster Combat Recharge: The character’s combat powers that have a cooldown have their cooldown reduced by 1 action (minimum of 1). Initial cost: 28,000 XP.
• Fast Stand Up: The character can stand up from Prone or Crouched positions with 1 Free Action. Initial cost: 20,000 XP.
• Faster Tech Recharge: The character’s tech powers that have a cooldown have their cooldown reduced by 1 action (minimum of 1). Initial cost: 35,000 XP.
• Headshot: If you roll a natural 20 on your attack roll and manage to deal damage against the target’s normal HP, you immediately kill it with a headshot. This only works against creatures with a discernable head of the same size or lower than the character. Initial cost: 60,000 XP.
• Immediate Shield Recovery: The character can immediately spend 1 Free Action to regain 50% of his or her maximum Shield HP. This can be used once per encounter and can only be used when the character has less than 50% of his or her maximum Shield HP. Initial cost: 44,000 XP.
• Increased Resistance: The character increases his or her normal HP DR by 1. Initial cost: 45,000 XP.
• More Ammo: The character doubles the amount of thermal clips it can carry. Initial cost: 8,000 XP.
• More Grenades: The character doubles the amount of grenades it can carry. Initial cost: 13,000 XP.
• No Attacks of Opportunity: The character no longer provokes Attacks of Opportunity. Initial cost: 17,000 XP.
• No Running Start: Whenever the character makes a Jump check, it is considered he or she always has a running start. Initial cost: 7,000 XP.
• Precision Striker: Increases the Critical Hit threat range by 1 for all attacks the character makes. Initial cost: 70,000 XP.
• Reduced Biotic Cost: The character’s biotic powers have their cost reduced by 1 biotic point (minimum of 1). Initial cost: 35,000 XP.
• Reduced Tech Cost: The character’s tech powers have their cost reduced by 1 tech point (minimum of 1). Initial cost: 35,000 XP.
• Second Chances: When making a saving throw, the character can choose to reroll the d20 dice but must accept the second result. This can only be used once per round. Initial cost: 28,000 XP.
• Second Wind: The character can immediately spend 1 Free Action to regain 50% of his or her maximum normal HP. This can be used once per encounter and can only be used when the character has less than 50% of his or her maximum normal HP. Initial cost: 32,000 XP.
• Strong Back: The character increases the carrying capacity by 50%. Initial cost: 18,000 XP.
• Stronger Plating: If the character has Plating HP; increase the Plating HP DR by 1. Initial cost: 30,000 XP.

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