NEKO NEKO NO MI, MODEL: LION (ZOAN) COULD DRESS UP IN
FLASHY GOLDEN CLOTHING AND CONSIDER THEMSELVES ROYALTY. IF
    YOUR CHARACTER ATE A DEVIL FRUIT BEFORE BEING INTRODUCED TO
    THE PARTY, CONSIDER INCORPORATING HOW YOU GOT THE POWER AND
    HOW IT IMPACTS YOUR DAILY LIFE INTO YOUR BACKGROUND. IT IS UP TO
    YOU HOW YOU WANT TO INCORPORATE THE THEME OF YOUR DEVIL
    FRUIT INTO YOUR CHARACTER.
       FURTHERMORE,     YOUR FINAL ABILITY SCORES MAY ALSO FACTOR INTO
        CHAPTER 1 | MAKING A CHARACTER
5
         THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
                                             ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
    MELEE WEAPONS REQUIRE THAT YOU ROLL A 1D20 AND ADD YOUR
    STRENGTH OR DEXTERITY MODIFIER AS WELL AS YOUR PROFICIENCY
                                                                              Character Advancement
                                                                                  Experience Points         Level       Proficiency Bonus
    BONUS TO THE ROLL TO HIT. THIS MODIFIER IS ALSO USUALLY ADDED
    ON TOP OF THE DAMAGE ROLL. MELEE WEAPONS TEND TO USE                                   0                  1                   +2
    STRENGTH MODIFIERS, BUT OCCASIONALLY ALLOW YOU TO USE OTHER                           300                 2                   +2
    MODIFIERS DEPENDING ON YOUR WEAPON OR CLASS.
       RANGED WEAPONS REQUIRE THAT YOU ROLL A 1D20 AND ADD                                900                 3                   +2
    YOUR STRENGTH OR DEXTERITY MODIFIER AS WELL AS YOUR                                  2,700                4                   +2
    PROFICIENCY BONUS TO THE ROLL TO HIT. THIS MODIFIER IS ALSO
    USUALLY ADDED ON TOP OF THE DAMAGE ROLL. RANGED WEAPONS                              6,500                5                   +3
    TEND TO USE DEXTERITY MODIFIERS, BUT OCCASIONALLY ALLOW YOU TO                      14,000                6                   +3
    USE OTHER MODIFIERS DEPENDING ON YOUR WEAPON OR CLASS.
       TRADITIONAL ARMOR IS USED FAR LESS IN THE ONE PIECE WORLD
                                                                                        23,000                7                   +3
    OFTEN DUE TO HOW INCONVENIENT IT CAN BE FOR MOBILITY, BUT IT CAN                    34,000                8                   +3
    STILL BE RARELY UTILIZED BY VERY TANKY PIRATES. FOR THIS REASON, IT
                                                                                        48,000                9                   +4
    MIGHT BE WISE TO REFLAVOR THESE ITEMS FOR CERTAIN CHARACTERS
    BY INSTEAD USING DURABLE CLOTHING OR BODY ARMOR THAT CAN BE                         64,000               10                   +4
    USED UNDERNEATH CLOTHING AS A SUBSTITUTE. SHIELDS ARE NOT
                                                                                        85,000               11                   +4
    USED QUITE AS OFTEN EITHER, BUT CAN STILL BE FOUND AND USED BY
    VERY DEFENSIVE-STYLE DUELISTS.                                                     100,000               12                   +4
       ARMOR CLASS WITHOUT ARMOR IS NORMALLY EQUAL TO 10 +                             120,000               13                   +5
    DEXTERITY MODIFIER. CERTAIN CLASSES MIGHT CHANGE HOW THIS IS
    CALCULATED. ADDITIONALLY, WEARING ARMOR OR USING SHIELDS WILL                      140,000               14                   +5
    ALTER THE BASE OR MODIFIER VALUE OF YOUR AC.                                       165,000               15                   +5
       BE SURE TO WRITE DOWN ALL OF THESE VALUES ON YOUR CHARACTER
    SHEET FOR EASY ACCESS AND TO REMEMBER THEM FOR COMBAT                              195,000               16                   +5
    ENCOUNTERS.                                                                        225,000               17                   +6
    6. Wrapping Up Session 0                                                           265,000               18                   +6
    IF YOU ARE PLAYING WITH A LARGE GROUP, IT IS SOMETIMES A GOOD
                                                                                       305,000               19                   +6
    IDEA TO GET EVERYONE TOGETHER A WEEK OR SO BEFORE THE FIRST                        355,000               20                   +6
    OFFICIAL CAMPAIGN SESSION TO DISCUSS CHARACTER SETUP. THIS IS
    USUALLY CALLED SESSION 0. WITH THE HELP OF YOUR DUNGEON
    MASTER AND FELLOW PLAYERS, TRY TO DECIDE HOW YOU WANT YOUR
    CHARACTERS TO MESH TOGETHER. DOES EVERYONE IN THE PARTY/CREW
    KNOW EACH OTHER BEFORE THE CAMPAIGN STARTS? DOES YOUR
    BACKSTORY INCLUDE ANY OF THE OTHER PLAYER CHARACTERS OR
    NPCS? HOW WILL YOUR CHARACTER'S BACKGROUND AND CURRENT
    OCCUPATION FIT INTO THE CREW'S GOALS AND THE STORY? THESE ARE
    ALL IMPORTANT QUESTIONS TO ASK YOURSELVES AND ESPECIALLY THE
    DM.
    1st level and beyond
    BY EXPLORING THE ONE PIECE WORLD AND FIGHTING YOUR WAY
    THROUGH VARIOUS FORCES, YOUR CHARACTERS WILL START TO DEVELOP
    NEW STRATEGIES AND GROW STRONGER OVER TIME. EACH TIME A
    MAJOR ADVANCEMENT OCCURS, EITHER DUE TO REACHING A SPECIFIC
    NUMBER OF EXPERIENCE POINTS OR REACHING A MILESTONE IN
    THE STORY, YOU WILL GAIN A CHARACTER LEVEL.
      FOR EXAMPLE, IF YOU START AT LEVEL 1 WITH 0 EXPERIENCE
    POINTS AND GAIN ENOUGH EXPERIENCE OVER THE COURSE OF A
    SESSION TO MAKE YOUR WAY TO LEVEL 2, YOU WILL MARK THIS ON
    YOUR CHARACTER SHEET AND UPGRADE YOUR STATS ACCORDINGLY
    DURING YOUR NEXT LONG REST. ADDITIONALLY, YOUR DM MAY
    DECIDE TO USE A MILESTONE SYSTEM BY GRANTING YOU A LEVEL UP
    UPON REACHING A NEW AREA OR ISLAND, COMPLETING AN IMPORTANT
    OBJECTIVE, OR OBTAINING A KEY ITEM OR TREASURE.
                                                                                                                  CHAPTER 1 | MAKING A CHARACTER
                                                                                                                                                   6
     THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
                                         ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.
    level tiers during the adventure
    DURING THE JOURNEY, THE DM MAY DECIDE TO STRUCTURE THE
    PACING AND LEVEL ADVANCEMENT THROUGHOUT THE ADVENTURE TO
    GIVE THE FEELING OF PROGRESSION TO PLAYERS. BY DECIDING LEVEL
    TIERS FOR CERTAIN AREAS IN THE WORLD, IT WILL BE EASY TO BALANCE
    ENEMIES AND NPCS IN WAYS THAT ALIGN WITH PLAYER
    PROGRESSION.
       THE FIRST TIER (LEVELS 1-4) WILL BE FOR VERY EARLY EXPLORATION
    THROUGHOUT THE SEAS OUTSIDE OF THE GRAND LINE, INCLUDING THE
    NORTH BLUE, EAST BLUE, SOUTH BLUE, AND WEST BLUE. IT WOULD
    BE WISE TO START IN ONE OF THESE SEAS, PREFERABLY A FAIR DISTANCE
    AWAY FROM REVERSE MOUNTAIN AND THE GRAND LINE. PLAYER
    CHARACTERS WILL BE FAIRLY WEAK AT THIS TIER, AND WILL ONLY
    ENCOUNTER MINOR ENEMIES AND CHALLENGES UNTIL THEY REACH THE
    GRAND LINE.
       THE SECOND TIER (LEVELS 5-10) WILL BE WHERE MOST OF THE FIRST
    HALF OF THE CAMPAIGN TAKES PLACE, IN A PORTION OF THE GRAND
    LINE CALLED "PARADISE". THIS WILL BE WHERE MANY MID-TIER
    PIRATES AND POWERFUL MEMBERS OF THE NAVY RESIDE. THE SEA
    AND VARIOUS ISLANDS WILL BE DIFFICULT TO TRAVERSE, WITH SEA
    MONSTERS AND EXTREME WEATHER CONDITIONS CONSTANTLY
    BOMBARDING YOUR TRAVEL AT RANDOM. SURVIVING TO THE END OF
    PARADISE SHOULD PROVE TO BE A CHALLENGE AND FEEL LIKE AN
    AMAZING ACCOMPLISHMENT UPON COMPLETING THE END. HOWEVER,
    THE NEXT TWO STAGES SHOULD FEEL FAR MORE THREATENING.
       THE THIRD TIER (LEVELS 11-15) IS WHERE PLAYERS WILL START
    FACING EXTREMELY OVERWHELMING CHALLENGES. MAKING YOUR WAY
    INTO THE SECOND HALF OF THE GRAND LINE, CALLED THE NEW WORLD,
    THE PARTY SHOULD BE FACING UNIMAGINABLY POWERFUL PIRATE
    CREWS CALLED THE YONKO (OR FOUR EMPERORS). THE WEATHER AND
    ISLANDS HERE ARE EVEN MORE THREATENING THAN THE FIRST HALF OF
    THE GRAND LINE, ENOUGH FOR A MAJORITY OF CREWS TO PERISH UPON
    INITIALLY REACHING THIS AREA. THIS WILL BE THE STAGE WHERE
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