Character Creation Steps
Risen Kings characters normally begin at Level 1. Follow these steps in order.
- Generate and assign Ability Scores.
- Choose a Bloodline and Bloodline Memento.
- Choose a Background.
- Choose a Class and Class Defining Feature.
- Calculate your character values.
- Choose equipment.
- Finish your character’s name, appearance, and history.
1. Ability Scores
Every character has six Ability Scores.
| Ability | Represents |
|---|---|
| Strength | Physical power, lifting, force, and heavy weapon use |
| Dexterity | Agility, balance, coordination, and precision |
| Endurance | Stamina, toughness, and resistance to physical hardship |
| Intelligence | Knowledge, memory, analysis, and arcane reasoning |
| Wisdom | Awareness, judgment, instinct, and spiritual insight |
| Charisma | Presence, confidence, leadership, and force of personality |
Generating Scores
The Game Master chooses one method for the group.
Ability Arrays
Choose one array and assign its scores as desired. Then, add +2 to one ability score or +1 to two different ability scores.
| Array | Scores |
|---|---|
| Balanced | 14, 13, 12, 11, 10, 8 |
| Focused | 15, 13, 12, 10, 9, 8 |
| Dual Talent | 14, 14, 12, 10, 9, 8 |
| Versatile | 14, 13, 12, 12, 9, 8 |
| Broad | 14, 13, 13, 10, 10, 8 |
| Steady | 13, 13, 12, 11, 11, 9 |
Rolled Scores
Roll 4d6 and discard the lowest die. Record the total. Repeat until you have six scores, then assign them as desired.
Optional: Add +2 to one ability score or +1 to two different ability scores.
Hardcore Scores
Roll 3d6 for Strength, then Dexterity, Endurance, Intelligence, Wisdom, and Charisma in that order. Do not rearrange the results.
Optional: Add +2 to one ability score or +1 to two different ability scores.
Ability Modifiers
An Ability Score produces an Ability Modifier. See ability modifier table in Core Rules chapter.
An Ability Score cannot exceed 18 unless a rule specifically says otherwise.
2. Choose a Bloodline
Your Bloodline describes your ancestry, appearance, culture, and inherited legacy.
Bloodlines do not increase Ability Scores or grant automatic combat abilities. Record your Bloodline, then choose or roll for one Bloodline Memento.
See Chapter 3: Bloodlines and Backgrounds.
3. Choose a Background
Your Background describes the profession, training, and experiences that shaped your life before adventuring.
When your Background directly applies to an Ability Check, it grants one Boon. A task at the heart of its expertise may grant two Boons instead.
See the Bloodlines and Backgrounds chapter.
Choose Languages
Every character can speak, read, and write Common and one additional Language.
Choose your additional Language based on your character’s upbringing, homeland, family, background, faith, education, or travels. Record both Languages on your character sheet.
Rare, ancient, or secret Languages require Game Master approval.
4. Choose a Class
Your Class determines your central abilities and role within the party.
Record the following Class Traits:
- Hit Die
- Resource type
- Key Ability
- Armor Proficiencies
- Weapon Proficiencies
- Defense Proficiency
At Level 1, choose one of your Class’s Class Defining Features. This choice cannot normally be changed.
Characters choose a Specialization at Level 2.
5. Calculate Character Values
Record the following values on your character sheet. A Class, feature, or item may alter them.
Hit Points
At Level 1, your maximum Hit Points equal the maximum result of your Class Hit Die plus your Endurance modifier.
Maximum HP = Class Hit Die maximum + Endurance modifier
Your Endurance modifier is added only at Level 1.
Mana or Energy
Your Class determines whether you use Mana or Energy. A Level 1 character begins with 8 Mana or Energy.
Recovery Dice
A Level 1 character has 1d6 Recovery Dice. Recovery Dice are rolled during Short and Long Rests to restore Hit Points and Mana or Energy. Your number of Recovery Dice increases as shown in the Level Progression table.
Armor Class
Your Armor Class is determined by your armor, shield, and features. See the Equipment chapter.
Your Class determines which defense gains your Proficiency Bonus.
Fortitude
Fortitude = 10 + higher of Strength or Endurance modifier + Proficiency Bonus if proficient
Reflex
Reflex = 10 + higher of Dexterity or Intelligence modifier + Proficiency Bonus if proficient
Will
Will = 10 + higher of Wisdom or Charisma modifier + Proficiency Bonus if proficient
Awareness DC
Awareness DC = 10 + Wisdom modifier
Hidden creatures and unnoticed dangers may be rolled against this DC.
Grapple DC
Grapple DC = 10 + higher of Strength or Dexterity modifier
Creatures attempting to Grapple you roll against this DC.
Concentration DC
Characters capable of maintaining Concentration record a Concentration DC.
Concentration DC = 15 + Spellcasting Ability modifier + Proficiency Bonus
When an attack hits you while you are Concentrating, compare the attack roll to your Concentration DC. If the attack equals or exceeds the DC, Concentration ends.
Further Concentration rules appear in the Spellcasting chapter.
Speed
Your Speed is 30 feet unless another rule changes it.
Size
Choose Small or Medium and record your Size. Size does not alter your statistics unless a rule says otherwise.
Inventory Slots
Inventory Slots = 8 + Strength modifier
Equipped gear occupies no Slots within the limits described in the Equipment chapter. Stowed equipment, supplies, treasure, and other carried objects do.
The Equipment chapter explains item sizes and what qualifies as equipped.
6. Choose Equipment
Choose one starting loadout granted by your Class. Alternatively, take the starting currency listed by your Class and purchase equipment from Chapter 7.
Record your weapons, armor, shield, Kits, Light Supplies, and other carried items. Calculate your Armor Class after choosing your equipment.
Do not exceed your Inventory Slots.
7. Finish Your Character
Give your character a name, appearance, personality, and reason to adventure.
Decide how they know or joined the rest of the party.
Your character is now ready to play.
Character Advancement
The Game Master determines when characters gain a Level. Characters usually advance after completing a major quest, clearing a dangerous dungeon or Point of Interest, defeating a significant threat, or accomplishing something that meaningfully changes their position in the world.
A Level should mark a substantial achievement rather than the end of every combat or session.
When you gain a Level:
- Roll your Class Hit Die and add the result to your maximum Hit Points. Do not add your Endurance modifier.
- Increase your Mana or Energy.
- Update your Proficiency Bonus and Recovery Dice when required.
- Gain any Class, Specialization, Perk, Spell, or Ability Score benefits for the new Level listed in the Class Chapter.
Level Advancement Table
| Level | Proficiency Bonus | Mana or Energy | Recovery Dice |
|---|---|---|---|
| 1 | +2 | 8 | 1d6 |
| 2 | +2 | 10 | 1d6 |
| 3 | +2 | 12 | 1d6 |
| 4 | +2 | 14 | 1d6 |
| 5 | +3 | 16 | 2d6 |
| 6 | +3 | 19 | 2d6 |
| 7 | +3 | 22 | 2d6 |
| 8 | +3 | 25 | 2d6 |
| 9 | +4 | 28 | 3d6 |
| 10 | +4 | 31 | 3d6 |
Class Defining Features
Choose your Class Defining Feature at Level 1.
Some Class Defining Features improve at higher Levels. These improvements are listed in the feature.
Specializations
Choose a Specialization at Level 2.
Your Specialization grants features at Levels 2, 5, and 9. A Specialization cannot normally be changed.
Ability Score Improvements
You gain an Ability Score Improvement at Levels 3, 5, and 7.
Increase one Ability Score by 2 or two Ability Scores by 1. No Ability Score may exceed 18.
Perks
Characters with Perk access choose one Perk at Levels 4, 6, 8, and 10.
Your Specialization determines which Perk categories you may choose from.
Spellcasting
Full spellcasters gain 1 Core Spell at the following levels: 2-10.
