Character Advancement: Difference between revisions

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*2)  Check available money and buy or upgrade equipment and magic items.
*2)  Check available money and buy or upgrade equipment and magic items.


*| Recommended order of purchases:
Recommended order of purchases:





Revision as of 22:03, 15 July 2020

Getting Started

Here is a quick outline for leveling up your character, or beginning a character at a level other than 1st. Note that each class also has specific abilities and traits which should be referenced during the leveling up process. Refer to the page for your class for details.

Changing Classes

All the classes are carefully designed to be balanced and interesting to play at all levels. However, some players may wish to play a character which is not purely one class or another, but is, instead, a combination of one or more classes. Three methods exist to accomplish this:

  • Dual-Classing
  • Multi-Classing
  • Prestige-Classing (optional)

Broadly speaking, dual-classing, multi-classing and prestige classing all allow you to enjoy the synergies of more than one character class, at the expense of more complexity and possibly ill-fitting abilities, compared to your peers. Multi-, Prestige-, and Dual-classed characters will also frequently find that more of their ability scores are important, forcing them to spread their scores out a bit more than a character focused on a single class. However, such combinations can be very powerful indeed, making such a decision quite attractive, despite the aforementioned drawbacks. See the descriptions below for details on how all three of these methods work.

Dual-Classing

A Dual-Classed Undyne Sorcerer-Barbarian. Yes, you read that right. Sorcerer-Barbarian. SCARY.
A dual-class character chooses two character classes at character creation. The tier of each of those two classes DOES NOT MATTER for advancement purposes. Unlike any other case, BOTH of these classes is considered their favored class (with the corresponding favored class bonuses), and once selected, the player is committed to those two classes for the remainder of that character's career. A character that dual-classes can never multi-class or prestige-class. Similarly, dual-classing can only be declared at character creation (meaning you cannot play a single class for a while and then decide to dual-class). Dual-classing requires a commitment.
The advantage of dual-classing is that you get both favored class bonuses immediately, and then alternate between the two chosen classes every other level, meaning that you gain the benefits of both classes as early as 2nd level. Thus, at level 4, you have two levels in each class, and access to both favored class abilities. The tier of those levels does not matter.
Like always, a dual classed character cannot be changed without making a new character.
You always gain base attack bonus, save bonuses, and class features, based only on the character class you are advancing in your current level. All such class features and abilities are additive, and you must follow any rules for class ability stacking. (For example, a Brawler/Monk dual-class character must choose whether they want to use Monk Special Attacks or Brawler Special Attacks with each attack they make. A Cleric/Wizard must choose to cast either a Cleric spell or a Sorcerer/Wizard spell when they spell cast. Etc.)
Some fun examples of character classes which often synergize well are Sorcerer/Prowler, Fighter/Rogue, and Cleric/Monk. There are many other powerful and entertaining combinations that players are encouraged to explore.

Multi-Classing

Multi-classing is perhaps the most easily understood form of changing classes. A multi-class character is 'built up' of class tiers from any class they wish to take. When you begin multi-classing, you choose a different character class to begin advancing from level 1. This means you stop advancing in levels in your current class, in exchange for gaining levels in a completely different class of your choosing. GM's may decide that some combinations are disallowed, either due to personal preference, or due to campaign/story-based justifications. If there are any questions, the GM adjudicates.
In order to multi-class, you must possess 1 or more full tiers (steps of 5 or more levels) in your most recent character class, and you must meet any requirements of the new character class you wish to begin advancing in (such as alignment restrictions). It is generally frowned on to change alignments simply to multi-class, but the GM may, of course, rule as they wish.
Once you have chosen a new character class, when multi-classing, you begin advancing in that class from level 1, and you must commit to advancing at least 5 levels in that class before you can multi-class again (you must advance to the end of your current tier). If you then advance in that same class again, you must advance to the end of the next tier before you can choose to change classes again. You may also multi-class back into a class you had already gained one or more tiers in, in which case, you continue gaining levels from where you left off (not starting at level 1, because you already have level 1 in that class).
Due to the level and tier requirements, you can multi-class a maximum of seven times by level 31, which should provide enough class diversity for even the most exotic character concepts, or whimsical indecisiveness.
Experience points required to advance in a new class is always based on your total character level, NOT your current character class' level.
Your 'preferred class' bonus is (nearly always) based on the first character class you choose at character creation. If it is not, you must inform your GM what your preferred class is, at character creation, and the GM may always disallow this, if they so decide. Once a preferred class is selected, it cannot ever be changed, even through character reselection.
If any of the classes you choose offer a choice of paths at class level 1, such as the fighter's Technique, the rogue's Path, or the barbarian's Mien, you may only ever select this path when you gain your first level in that class. That is, if you change classes, and then come back and take another tier in the first class which offered a choice of paths, your additional levels in this class make use of the same path. You can't take more than one path in a class (unless the class specifically allows that), nor can you change it, once selected, without use of the Character Reselection rules.
You always gain base attack bonus, save bonuses, and class features, based only on the new character class, not your previous character class(es). The tiers include 'delta values' which can be used to add up your bonuses in each of these categories. The exact to-hit in each of the four possible base attacks can vary widely. One big advantage to having a third or fourth attack (even with very small bonuses to-hit) is that any attack with a to-hit number, no matter how small, can be traded away for a five-foot step.
Example 1: A paladin reaches character level 6, and chooses to stop gaining levels in paladin (stopping at 5th level, the top of the Courageous Tier), in order to gain levels in fighter, instead. At level 11, the player chooses to revert back to being a paladin, stopping at fighter level 5. At level 11, they become a sixth level paladin(the first level of the Intrepid Paladin tier), and continue advancing as before. Such a combination allows the character to become an expert at wearing heavy armor, and gain some new tricks with their weapon, while primarily focusing on their paladin's class features.
Example 2: A player chooses to make a fighter at level 1. At level 6, she changes to cleric, and then at level 11, changes to a rogue. Thus, at level 11, she is a fighter 5, cleric 5, rogue 1, with a total character level of 11. Such a character is very self-sufficient, with a wide range of modest capabilities that work well together.
Example 3: A player creates a rogue at character creation, and changes to a prowler at level 6. At level 11, they change to a brawler, and then at 16th character level, they change to a ranger. At this point, they are character level 16, with 5 levels in rogue, 5 levels in prowler, 5 levels in brawler, and 1 level in ranger. Despite having only Tier One levels, since all their combat attributes are additive across all character tiers, this character is a monster in melee combat, with great mobility and powerful attacks, whether armed or unarmed.

Prestige-Classing

Prestige Classing is an optional system, and all players must get GM approval before using it.
Prestige Classing, in its simplest form, is exactly like Multi-Classing, except that when you reach the highest level in a tier and decide to take a different class, you do NOT start the new class from level 1, you instead choose the next character level as the first level of your new class. Another way of looking at it is you never take the same class Tier twice.
It is also possible there may be dedicated Prestige Tiers, which are five level blocks of unique class levels that are not part of any base class. The only way to take such a Prestige Class Tier is to have GM permission to use Prestige Classing.
Example 1: A paladin reaches character level 6, and chooses to stop gaining levels in paladin (stopping at 5th level, the top of the Courageous Tier), in order to gain levels in fighter, instead. Their first level in Fighter is level 6, and they continue gaining Fighter levels until level 10. At level 11, the player chooses to revert back to being a paladin, stopping at fighter level 10. At level 11, they become an eleventh level paladin(the first level of the Heroic Paladin tier), and continue advancing as before. Such a combination allows the character to become an expert at wearing heavy armor, and gain some new tricks with their weapon, while primarily focusing on their paladin's class features.
Example 2: A player chooses to make a fighter at level 1. At level 6, she changes to cleric, and then at level 11, changes to a rogue. Thus, at level 11, she is a fighter levels 1-5, cleric levels 6-10, and rogue level 11, with a total character level of 11. This character can only choose Fighter Tactics up to level five, can only cast the cleric spells they received from levels 6 to levels 10, and may only choose rogue Talents starting at level 11 and above, among other interesting interactions. All of their BAB and save progressions are additive, of course. Their Base Armor Class is 11 (due to their Fighter Tier) and they gain the Fighter's Favored Class Bonus, making their Base Armor Class a whopping 12. Such a character is very self-sufficient, with a wide range of capabilities that work well together.
Example 3: A player creates a rogue at character creation, and changes to take prowler level 6 at character level 6. At level 11, they change to a brawler (taking the Heroic Tier brawler levels), and then at 16th character level, they change to a ranger. At this point, they are character level 16, with levels 1-5 in rogue, levels 6-10 in prowler, levels 11-15 in brawler, and level 16(only) in ranger. This character is a monster in melee combat, with great mobility and powerful attacks, whether armed or unarmed.

Hit Points

Each level after 1st, characters roll a die, the size of which is determined by their character class, to determine the hit points they gain at that new level. The character's Constitution modifier is then added to this die result.

If multiclassing is allowed, use the hit die of the character class being selected for the new level.

Class Hit Die
Alchemist d4
Barbarian d12
Bard d6
Brawler d8
Cleric d8
Druid d6
Fighter d10
Monk d8
Paladin d10
Partisan d12
Prowler d6
Ranger d8
Rogue d6
Sorcerer d4
Warlord d10
Wizard d4
  • Class hit die + CON modifier + (optional) Between Adventures Hit Point gains

Skill Points

Characters receive a number of skill points each level, based on their character class, plus their Intelligence modifier. These skill points may be allocated as 'skill ranks' in any skill the character has access to learn, or into any skill the character already has learned. No character may have more ranks allocated to a skill than he has character levels. Note that skill ranks are not the same as a character's skill bonus or skill total, which is the sum of his ranks, his ability modifier for that skill, any natural talent bonus, trait bonuses, magic item bonuses or other miscellaneous bonuses. Ranks are simply the number of skill points which have been dedicated to that skill.

If multiclassing is allowed, use the skill points of the character class being selected for the new level.

Class Skill Ranks
Alchemist 3 + Int modifier
Barbarian 6 + Int modifier
Bard 7 + Int modifier
Brawler 6 + Int modifier
Cleric 7 + Int modifier
Druid 6 + Int modifier
Fighter 6 + Int modifier
Monk 6 + Int modifier
Paladin 7 + Int modifier
Partisan 6 + Int modifier
Prowler 6 + Int modifier
Ranger 7 + Int modifier
Rogue 8 + Int modifier
Sorcerer 7 + Int modifier
Warlord 7 + Int modifier
Wizard 3 + Int modifier
  • Skill points by class + INT modifier + (optional) Between Adventures bonus skill point

Skill Basis

All characters have a Skill Basis modifier which is the 'foundation knowledge' your character has in all skills. This represents the fact that all player characters are exceptional, even in small ways, when compared to NPC's. The Skill Basis is the foundation number from which you calculate your skill rolls, in addition to adding in your stat modifiers, your ranks, magic bonuses, feat bonuses, and any other miscellaneous bonuses.

Your Skill Basis starts out as a +1 at first level, and every four levels goes up by any additional +1 (i.e., +2 at 4th level, +3 at 8th, +4 at 12th, and so on, to a maximum of +9 at 32nd level). Your Skill Basis increase reflects your greater knowledge of all things as you grow more world-wise, and can represent the 'school of hard knocks', the result of overhearing scholars talking in bars, hours of dedicated, solitary study, and many other things. Your Skill Basis increases in the same levels and for the same reasons that you get additional stat points as you level up: heroes are heroic, and their prowess is reflected in many ways.

Base Armor Class

Most classes have quite similar Base Armor Classes, but some have a slightly lower number (such as sorcerers) while others have a slightly larger number (such as fighters). If a character dual- or multi-classes into classes that have differing Base Armor Classes, the character uses the highest value available among those classes. Base Armor Class is not additive. Come on.

Base Attack Bonus

Your base attack bonus (BAB) may have increased, depending on your character class. Refer to the table for your character class to see if it increased. If you are dual- or multi-classing, then you 'add up' the deltas of your various levels in each of the four attack columns, and the total in each column (positive or negative) is your bonus for that attack. Note that having a number, no matter how small, allows that attack to be traded for a five foot step during a Full Attack Action.

Maneuver Defense

Maneuver Defense increases by 1 at every even-numbered level (i.e. 2nd, 4th, 6th, 8th, etc.).

Note that if your STR or DEX increase, this will also increase your Maneuver Defense.

Example – Longsword
Character Level Base Weapon Damage
1 – 5 1d8
6 – 10 2d8
11 – 15 3d8
16 – 20 4d8
21 – 25 5d8
26 – 30 6d8
31 – 35 7d8

Base Weapon Damage

The damage listed for a weapon is considered its "original base weapon damage". This amount is increased at every experience tier beyond courageous (i.e. beginning at 6th level, and every 5 levels thereafter), by an amount equal to the original base weapon damage. This means, at 6th level through 10th levels (intrepid tier), the weapon's base damage is double what it was from levels 1 through 5 (courageous tier).

This does not double any ability score modifiers a character normally adds to their weapon damage, nor does it double feat, precision or other modifiers to the weapon's damage, just the base damage of the weapon. This applies to melee, ranged, and thrown weapons alike. This does not apply to classes with fixed damage, such as the monk or brawler unarmed damage, nor does it apply to spell damage. For example, a longsword deals 2d8 base weapon damage after 6th level. This bonus increases to triple (x3) weapon dice damage at 11th level, quadruple (x4) at 16th level, quintuple (x5) at 21st level, sextuple (x6) at 26th level, and septuple (x7) at 31st level and above.

Base weapon damage improvements are also applied to a weapon's critical hit damage. For example, an 1st level character wielding a longsword who critically hits (longswords deal double damage on a crit) would deal 2d8 + double their strength modifier. The same character at 6th level would deal 4d8 + double their strength modifier on a critical hit. (Notice that the "double their strength modifier" did not change, but the number of dice did change.)

High-level magic enchantments exist that can alter a weapon's base damage (such as the Lacerating weapon property), though they are rare. Since this damage is also base damage, it is multiplied as described above, along with the weapon's own base damage. For example, a lacerating longsword, at 6th level, would deal 2d8+2d6 base weapon damage. Unless an enchantment explicitly states it alters the weapon's "Base Weapon Damage", it does not increase with experience tier.

Base weapon damage always stacks with any other source of base weapon damage.

See also: Bonus Damage and Precision Damage.

Saving Throws

Upon leveling up, you should review your character class' page to see if any of your saving throws improved. While this does not happen every level, it does happen for at least one of your saves nearly every level. Forgetting this step can lead to hair loss and death (for your character; you'll probably be okay).

New Class Abilities

Most character classes get at least one new class ability every level. Refer to your character class' page for details.

Feats

At every odd-numbered level (i.e. 1st, 3rd, 5th, 7th, etc.), characters gain a new feat. A list of all feats is available here, and can also be found by clicking on "Feats" in the sidebar, from anywhere on this website.

Characters must meet any prerequisites for the feat they wish to select at the time the feat is selected. Once selected, a feat may not be changed, except through the Reselection rules.

Ability Points

Every four levels (i.e. at 4th, 8th, 12th, 16th, etc.) you may permanently increase one of your ability scores by +1. This increase stacks with any bonuses, magic items, or other increases to the ability score.

If your increased ability score results in a higher ability score modifier, you should apply the benefits of the increased modifier to all parts of your character affected by that modifier. Note that changes to an ability score modifier are retroactive; this means, for example, if your CON modifier increases by 1, you gain 1 bonus hit point for every character level you possess, as though your CON modifier had always been 1 higher. The same is true for skill ranks from your INT modifier, etc.

Additional Hit Points

If a character improves their Constitution through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their CON modifier, they gain an additional +1 hit point per level, including all previously gained levels (retroactive). Remember that level 1 hit points are calculated using the Constitution score, rather than the CON modifier, though level 1 hit points are also retroactively adjusted when a character's Constitution is increased via a permanent source.

Additional Languages

If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional bonus language, chosen from the same list of their chosen race. If a character's INT modifier increases to the point where they could gain more bonus languages than those offered by their race, they no longer gain bonus languages for increasing their Intelligence (though they still gain additional skill ranks each level; see below).

Additional Skill Ranks

If a character improves their Intelligence through a permanent source (such as a magic item, a manual, or through level advancement), sufficient to increase their INT modifier, they gain an additional +1 skill rank per level, including all previously gained levels (retroactive).

Reselection

Most Reselection is handled during downtime between adventures. As an option, GM's may allow one free reselection action (and ONLY reselection, not self-improvement or single-use boons) once, each time a character gains a level. This gives players a chance to undo choices they've made that didn't pan out the way they'd hoped, without absorbing lots of their downtime.

A player may not use the reselection rules to swap out an ability or feat taken at an earlier level for a feat or ability that they only qualify for now, but wouldn't have qualified for when they originally took the feat or ability. For example, upon reaching 21st level, a character gains access to Epic feats, but may not use reselection to swap out an earlier non-epic feat for an epic feat. Similarly, a high-level rogue may never reselect to have fewer than 4 basic rogue talents, even after she qualifies for advanced or epic rogue talents.

If you train out of a skill, ability or feat which is a prerequisite for another ability, you lose the use of the other ability until you can once more meet its requirements. Backing down a feat tree can be done via reselection, but takes several re-training actions.


Suggested Level-Up Checklist

Epic Path is a big, comprehensive game. We have tried to capture the fun, exciting spirit of decades of DnD, but also make the game scale properly to any level of power. To make this process work, we had to make decisions about 'how adventurers get mightier'. Now, every player is different, and every game master is different, and every story is different. In all cases, GM's must adapt their campaign to suit the party of characters that have showed up to the table. This means tha the GM must be ready and able to make adjustments 'on the fly', and this process is much of the 'Art of Storytelling'.

Now, that said, the base game has certain expectations about how the characters will advance. The game rules are balanced on the assumption that the players will receive money each level that is fairly close to their expected 'wealth per level0 values in the table below.

It is expected that players will spend that money, or at least most of it, on equipment and items to make themselves stronger. Indeed, this is one of the biggest ways that player characters change, grow, and get stronger.

The game is balanced with the expectation that players will 'do sensible things' to make themselves stronger heroes. To aid players in what choices will make them strongest, we present the following guidelines. NOTE: These are just guidelines! Every game is different, but if the GM or players don't follow these assumptions, then the GM will need to keep a close eye on the difficulty of the game, and make adjustments as needed. Note that min-maxing players can make the game seem very easy, and wide-eyed dreamers can make the game seem very hard. Epic Path is designed to accommodate ALL kinds of players, and the GM has many mechanisms to adjust the game to match their table, and story.

Level-Up Guidelines

  • 1) Roll hit points.
  • 2) Check available money and buy or upgrade equipment and magic items.

Recommended order of purchases:


Magic weapon or Implement.

Magic armor or other Armor item.

Magic Shield (if you use one) for Shield Bonus to AC.

Carry weight item: Bag of Holding, Haversack, Portable Hole, Arsenal Glove.

Item of Protection (Shield Bonus to AC, remember, doesn't stack if you wear a Shield).

Item of Resistance (Bonus to your Saving Throws).

Item of Natural Armor (Natural Armor Bonus to AC).

+2 stat item of your choice (Whichever is most relevant to what you want to do).

Decide if you want any Consumable items, such as Potions or Training Manuals.

Fill an empty Magic Item slot if you have extra money burning a hole in your pocket.

Upgrade your existing items and equipment, as you wish. Don't hoard back much money! Adventurers are always earning more!


  • 3) Add in your leveling stat point at the usual interval (every 4th character level).
  • 4) If your reached a new Tier, check your racial traits to see if any leveled up.
  • 5) Check the write-up of your Class(es) and all your Feats to determine everything that changes this level. Be sure to check for Stat increases especially. Record on your Character Sheet all new abilities and upgrade any improved abilities. Be sure you understand how your new and improved (and awesome!) abilities work, asking the GM if you are unsure about anything. If anything is unclear, get a GM ruling on how they want to play things. Be sure to choose new spells!
  • 6) Recalculate all things dependent on your new stats and level. Re-calculate your skills, saving throws, new and old powers, your Armor Class, your ability Difficulty Classes (DC/s), your Maneuver Offense and Maneuver Defense, your melee and ranged attack to-hit numbers, your weapon damage numbers, verify your new Spell Circles for your spell damage, check your Magic Item Orders for changes in you magic item damage, etc.
  • 8) Check your remaining money, determine to buy new item or upgrade existing items
  • 9) Decide if the party wants or needs to take any Between Adventures time. If the party wants to, and the GM allows it, choose your between adventure actions.
  • 10) Perform a final overview/review of your new and even more incredible character, and get out there! Adventure awaits!

Table: Level Advancement

Level High BAB Medium BAB Low BAB Strong Save Weak Save Base Weapon Damage Max Skill Ranks Natural Talent Feat Bonus Stat Starting Wealth Wealth This Level XP Required
1st +1 +0 +0 2 0 x1 1 +1 +1 250 1,750 0
2nd +2 +1 +1 3 0 x1 2 2,000 4,000 3,200
3rd +3 +2 +1 3 1 x1 3 +1 6,000 6,500 8,000
4th +4 +3 +2 4 1 x1 4 +1 12,500 9,500 14,400
5th +5 +3 +2 4 1 x1 5 +1 22,000 13,000 24,000
6th +6/+1 +4 +3 5 2 x1 6 35,000 17,000 36,800
7th +7/+2 +5 +3 5 2 x1 7 +1 52,000 23,000 56,000
8th +8/+3 +6/+1 +4 6 2 x2 8 +1 75,000 31,000 81,600
9th +9/+4 +6/+1 +4 6 3 x2 9 +1 106,000 41,000 120,000
10th +10/+5 +7/+2 +5 7 3 x2 10 147,000 55,000 171,000
11th +11/+6/+1 +8/+3 +5 7 3 x2 11 +1 +1 202,000 75,000 248,000
12th +12/+7/+2 +9/+4 +6/+1 8 4 x2 12 +1 277,000 103,000 350,000
13th +13/+8/+3 +9/+4 +6/+1 8 4 x2 13 +1 380,000 141,000 504,000
14th +14/+9/+4 +10/+5 +7/+2 9 4 x2 14 521,000 189,000 710,000
15th +15/+10/+5 +11/+6/+1 +7/+2 9 5 x3 15 +1 710,000 257,000 1,000,000
16th +16/+11/+6/+1 +12/+7/+2 +8/+3 10 5 x3 16 +1 967,000 345,000 1,425,000
17th +17/+12/+7/+2 +12/+7/+2 +8/+3 10 5 x3 17 +1 1,312,000 463,000 2,000,000
18th +18/+13/+8/+3 +13/+8/+3 +9/+4 11 6 x3 18 1,775,000 611,000 3,000,000
19th +19/+14/+9/+4 +14/+9/+4 +9/+4 11 6 x3 19 +1 2,386,000 809,000 4,400,000
20th +20/+15/+10/+5 +15/+10/+5 +10/+5 12 6 x3 20 +1 3,195,000 1,077,000 6,000,000
Level High BAB Medium BAB Low BAB Strong Save Weak Save Base Weapon Damage Max Skill Ranks Natural Talent Feat Bonus Stat Starting Wealth Wealth This Level XP Required
21st +21/+16/+11/+6 +16/+11/+6 +11/+6 13 7 x3 21 +1 +1 4,272,000 1,415,000 9,000,000
22nd +21/+16/+11/+6 +16/+11/+6 +11/+6 13 7 x4 22 5,687,000 1,853,000 13,000,000
23rd +22/+17/+12/+7 +17/+12/+7 +12/+7 14 8 x4 23 +1 7,540,000 2,441,000 19,000,000
24th +22/+17/+12/+7 +17/+12/+7 +12/+7 14 8 x4 24 +1 9,981,000 3,229,000 28,000,000
25th +23/+18/+13/+8 +18/+13/+8 +13/+8 15 9 x4 25 +1 13,210,000 4,217,000 41,000,000
26th +23/+18/+13/+8 +18/+13/+8 +13/+8 15 9 x4 26 17,427,000 5,705,000 61,500,000
27th +24/+19/+14/+9 +19/+14/+9 +14/+9 16 10 x4 27 +1 23,132,000 7,693,000 91,000,000
28th +24/+19/+14/+9 +19/+14/+9 +14/+9 16 10 x4 28 +1 30,825,000 10,181,000 134,000,000
29th +25/+20/+15/+10 +20/+15/+10 +15/+10 17 11 x5 29 +1 41,006,000 13,369,000 198,000,000
30th +25/+20/+15/+10 +20/+15/+10 +15/+10 17 11 x5 30 54,375,000 17,457,000 290,000,000
31st +26/+21/+16/+11 +21/+16/+11 +16/+11 18 12 x5 31 +1 +1 71,832,000 22,845,000 425,000,000
32nd +26/+21/+16/+11 +21/+16/+11 +16/+11 18 12 x5 32 +1 94,677,000 30,233,000 625,000,000
33rd +27/+22/+17/+12 +22/+17/+12 +17/+12 19 13 x5 33 +1 124,910,000 40,621,000 900,000,000
34th +27/+22/+17/+12 +22/+17/+12 +17/+12 19 13 x5 34 165,531,000 55,009,000 1,400,000,000
35th +28/+23/+18/+13 +23/+18/+13 +18/+13 20 14 x5 35 +1 220,540,000 69,397,000 2,000,000,000
36+ Unch. Unch. Unch. +1 per 2 lvls +1 per 2 lvls Unch. +1 per lvl Unch. +1 per odd lvls +1 per 4 lvls +80,000,000 +80,000,000 +800,000,000