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Character creation

De Runarcana Wiki
Esta página é uma versão traduzida da página Criação de personagem. Sua tradução está 100% completa.

This article complies with version 0.94 of Runarcana RPG

There are two main components to playing Runarcana, one being a narrator/GM and the other being a player, or multiple players. The GM is expected to create an adventure, a story that is told to the players and that they interact with, while the players are expected to create a character that they will play in that story.

In this chapter, you will learn step by step how to create a character, the rules necessary for it to be balanced, with power equal to that of other characters at the table and its progression and evolution can be worked on by the master in your adventures.

Although you can reproduce most of these steps yourself and create your characters, ideally they should always be created under the supervision of the GM, especially regarding possibilities that may or may not be used depending on the campaign and personal rules of that master.

Since RPGs end up being an interaction between the GM and the players, it is ideal for both to talk. When you are going to create a character, first talk to your GM about your idea, understand the limitations he/she applies and develop together the basic parameters so that you can create this character. A very important step is to develop the story of this character. For this, it is also important to talk to the GM so that this story integrates with his/her world, so that it is not something purely illustrative and that, after spending several hours creating it, is completely ignored.

There are several steps in creating a character, in each of them some concepts are briefly explained and the chapters where you can find more information about that characteristic are indicated, it is interesting that you always try to read well and understand each characteristic before defining it as definitive for your character, as the vast majority of them cannot be changed after creation.

During the course of this chapter, we will create a character so that you can use this example in creating your characters. During this creation, reflections and thoughts will be made regarding the decisions made so that it is very instructive and helps to clarify as many doubts as possible about this process.

If you have any doubts, consult the book again, talk to friends, but understand that in any adventure, the final and definitive word is that of the GM, which is why we emphasize how important it is to talk to him before, during and after creating your character.

An essential accessory for creating characters is the “Character Spreadsheet”, which can be found both at the end of the book and on the official Runarcana website. It consists of a record that you can make on a printout, photocopy, digitally or even on a blank sheet of paper that you can write on. This record is very important so that you have them recorded and can consult it when necessary.

Some steps may present process variations with more than one option to define characteristics. In such cases, the adventure master is the one who defines which variation is used at his table and therefore, which one you should follow when creating your characters.

Concept Creation

The first and perhaps most important step in creating a character is creating an initial concept. A concept ends up being the skeleton on which all the other characteristics rest; in its absence, the character is just a series of grouped characteristics lacking cohesion. A character without a concept ends up becoming a character that is poor in terms of interpretation and extremely generic.

Creating Karon, Step 1

Karon is the name chosen for this character. He is a warrior who uses an axe and magic, was born poor and managed to enlist in the Noxian army where he demonstrated his worth during some campaigns. During these campaigns he met a blacksmith-artisan and began to want to follow this profession. After saving a good amount while serving the empire, he ended up asking for his honorable discharge from the army and became the blacksmith's apprentice.

However, Karon is not just a former blacksmith apprentice soldier. In addition to this information, we decided that he will be black-skinned, with shaved hair as per military custom, he is very fond of pasta and Demacian wine (a secret he is ashamed of) and dreams of one day visiting Ionia without the stigma of being a Noxian soldier. Although he believes in the empire, he also believes that the attack on Ionia was not a wise decision, which is why he asked to be discharged from the army.

Another important characteristic about Karon is related to his magic. He never showed any talent for magic until, during a Noxian campaign, he was surrounded by enemies. His death was certain until he felt the lightning vibrating in his veins, making his attacks extremely powerful, fast and able to pierce through armor. This magical awakening saved Karon's life and began magical training while still in the army, guaranteeing him a promotion.

With this concept, we can continue creating Karon. We have a skeleton of characteristics that can be modified according to the next steps, validating or modifying the characteristics that we defined in his initial concept.

Choose an Origin and a Region

In Runarcana, origin refers to the genetic origin that your character has: Is he a human, a yordle, a construct? Origins are detailed in Chapter 2: Origins and when creating a character you must choose between one of the available origins, with the most vast and common being human, they are in greater numbers spread throughout Runeterra and are predominant throughout the Material Realm.

When choosing an origin, you must also choose a Region. This usually refers to where you are originally from. In some cases, you may have been born in one place and lived most of your life in another. These details are important for creating the character's story and end up having a direct impact on the data entered in the character sheet.

With these two pieces of information, you could, for example, have been born in Freljord, but have moved to Demacia when you were young, and you could choose either of these two locations as your Region.

Karon's Creation, Step 2

In Karon's creation, it was defined that he is a Noxian Human, however, when looking at Chapter 11: Runeterra, taking into account the character's desire to know Ionia, we preferred to change his birth region to Ionia, giving him the option to choose between the Regional Traits of Ionia or Noxus. Since part of his concept is this desire to know Ionia, we changed his story saying that his family is originally from Ionia, or perhaps just his mother, making him go to Noxus as a baby where he grew up and developed.

With this information, we can fill in the Origin with Human and the Region with Noxian or Ionian on the spreadsheet. In addition, we observe all the Origin traits of Humans and the Regional traits of Ionians and Noxians (although he has two Regions, in a way, he only receives the benefits of one of the two).

The Noxus region gives access to a language in addition to Noxian, so we choose Ionian to connect with this character's root. This region also grants any skill of our choice. We chose Intuition because during his training as a soldier, he learned a little about how to perceive when someone is lying. Because he is Human, he has access to one more skill and we also chose Perception as a reflection of his military training and his experience on the battlefield.

Choose a Class

A concept that should be understood by players and GMs is class. A class does not exactly mean the profession that a character exercises, but rather the type of training he received and what skills were developed during that period. Although characters usually start at the first level, they are usually already ahead of normal characters in the world such as tailors, fishermen and even law enforcement officers.

A character's starting class represents how he became an adventurer, how the training he underwent ended up resulting in a series of actions and characteristics that form the core of a class.

When you choose a starting class, you are also choosing the class features that are relevant to that class. These can be very varied, creating a set of skills that form a single body on which the class is centered. In addition, classes provide a series of proficiencies in weapons, armor, crafts, among other features.

When choosing a class, you should note on your sheet all the features granted to you by your class at 1st level.

Subclasses

If classes are the central pillars for building a character, subclasses are expressions of these pillars with some differences between them, applying a targeted specialization of the original skills of a class with a certain thematic focus of that subclass. The choice of a subclass is not always free, as some of them have thematic or story requirements that need to be met. In these cases, the best solution is to talk to the master to decide this.

Level

The general rule for character creation is that they start at level 1 and level up as they gain experience.

One concept that must be understood is that a level 1 character is not a weak character, he is already stronger than most of the population, which is made up of ordinary people. A level 1 character is considered an adventurer, and has greater capabilities than most individuals, who are usually the GM's characters.

Although player characters typically start at level 1, there are game tables and GMs who choose to start at other levels. In such cases, this guide is still completely useful, as it deals with creating a starting character, which ends up being the basis for characters of higher levels.

Although level is treated as a single level, there are two types of levels in player characters, one of them is the Character Level and the other is the Class Level. The distinction exists for when characters become multiclassed (more information in Chapter 5: Customization, Multiclassing). For example, a character with 3 class levels in Fighter and 1 class level in Mercurial is a character with Character Level 4, this distinction affects some aspects such as the Proficiency Bonus (which will be seen later), or even Experience, which is based on this level and not on the Class level.

Proficiency Bonus

One of the values ​​assigned to your character based on your character level and not your class level is the Proficiency Bonus, a value that reflects the most generic and simple training characteristic among all classes. This value starts at +2 at the 1st character level and has an evolution based on that level. This value is used for some actions:

  • Attack rolls with weapons you are proficient with
  • Attack rolls with spells you cast
  • Attack rolls with Runes you channel
  • Saving throws you are proficient in
  • Attribute tests using skills you are proficient in
  • Attribute tests using crafts and tools you are proficient in
  • Saving throw DC for spells you can cast (explained for each spellcasting class)

A character's proficiencies are defined by several factors, those related to weapons, armor and saving throws are defined by the character Class, however some others such as Crafts, Skills, among others, are normally defined by character class, regionality, Past, among others.

Hit Points and Hit Dice

In Runarcana, all characters have hit points, a number formed by several factors such as class and origin that demonstrate how resistant that character is in combat and in the face of other dangers.

A 1st-level character has 1 Hit Die, and the type of die is determined by their class. Their initial hit points are calculated with this first maxed-out die; in the case of a d4, it has 4 hit points, and in the case of a d10, 10 points. To this value, you add your Constitution modifier (which will be determined in step 4). This sum is your maximum hit point value.

Karon's Creation, Step 3

Karon's character level is set to 1, so when he's created, we can choose a Class for him to have that level. Since in his story we defined that he was a Noxian Soldier and that he learned to use magic, we chose the Combatant Class, the Honor of the Armaster and the Combat Technique of the Arcane Combatant, which is suitable for the entire concept created for him but has as a prerequisite Intelligence 13 or higher and the Heritage - Magic Spark. Therefore, we write down the characteristics related to this on the character sheet.

Since Karon is a 1st-level Fighter, he has 1 Hit Dice (maximized to 10) starting with hit points equal to 10 + his Constitution modifier. In addition, because he has a character level of 1, he notes the proficiency bonus which is +2.

Since the Class was defined as Combatant, we noted the proficiencies in all armor, shields, simple and martial weapons, as well as proficiency in the Strength and Constitution saving throws. With access to several skills, we chose Athletics and Acrobatics, reflecting their military training.

Determining Attribute Values ​​

In Runarcana, all characters have 6 basic attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Each of these attributes reflects the character's value in that characteristic.

There are three standard methods for determining attributes, each master normally chooses the one he thinks is most suitable for his narrative and it is important to always define these attributes for your character with the knowledge of the master.

Method 1 - Point Buy

Cost
Value Cost Value Cost
8 0 12 4
9 1 13 5
10 2 14 7
11 3 15 9

The first method is based on planning. In this method, you have a base value of 8 in all attributes and have 27 points to increase them. The value of each increase is shown in the attribute table. For example, an attribute value of 13 costs 5 points. Weighting is important in this step to define the attributes, since spending too much on one of them can cause other attributes to have a very low score.

When using the points method, you cannot raise an attribute above 15, and it can only be increased by Origin values. Additionally, you cannot have any attribute lower than 8.

Method 2 - Rolling

The second method is based on luck. In it, you must roll 4 6-sided dice (4d6) and add the three highest numbers. For example, if you roll 3, 6, 2, and 4 on four dice, you will eliminate the 2 and add the rest, obtaining a value of 13. After doing this a total of 6 times (once for each attribute), you can apply each of these values ​​to an attribute, marking them on your character sheet in the space corresponding to the attribute value and, next to it, the attribute modifier corresponding to that value.

Method 3 - Fixed Values ​​

The third method is based on fixed values ​​that are distributed at your discretion among the six attributes, Strength, Dexterity, Constitution, Wisdom, Intelligence and Charisma. These values ​​are:

15, 14, 13, 12, 10 and 8

Creating Karon, Step 4

Attribute Modifiers
Value Modifier Value Modifier
1 -5 16 - 17 +3
2 - 3 -4 18 - 19 +4
4 - 5 -3 20 - 21 +5
6 - 7 -2 22 - 23 +6
8 - 9 -1 24 - 25 +7
10 - 11 +0 26 - 27 +8
12 - 13 +1 28 - 29 +9
14 - 15 +2 30 +10

Since Karon is made for a table with a rolling method for determining attribute values, the player makes this roll with the GM, obtaining the following numbers on the dice, 14, 15, 13, 12, 11, 14. Since he is a Combatant of the Honor of the Armaster with the Combat Technique of the Arcane Fighter, we prioritize his Strength, placing 15 in this attribute. Next, the most important attribute for this character can be seen as both Intelligence, to cast spells, and Constitution, to gain a better bonus on his Life Points. Since we have two 14s, we place one in each of these attributes. Karon is agile, as a result of his military training, with this, the 13 is placed in Dexterity, leaving a 12 and an 11, which we place in Wisdom and Charisma respectively.

All origins in Runarcana have two attribute increases, one attribute receiving +2 and another attribute receiving +1. Since Karon is a Fighter with magical ability, we use the +2 for Strength, which is his main attribute, and the +1 for Intelligence, improving his magical ability. Thus, Karon now has Strength 17 and Intelligence 15

Heritages and Enhancements

Inheritances and Enhancements represent talents, gifts, and specialties that your character possesses. Each of these can be found in Chapter 5: Customization. Each Inheritance and Enhancement may have prerequisites that you must meet in order to choose it. During your adventures, if any of these prerequisites cease to exist, the Inheritance or Enhancement becomes inactive until the prerequisite is met again.

All characters have 2 Heritage points, while Humans have 3 and Runinatas have only 1, some Heritages can only be chosen at the time of creating a character, so think carefully before deciding which ones will be yours.

When you reach 4th level in a class, you can choose an Enhancement. When you do so, you can choose to increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, or you can choose an Enhancement from the Enhancements list, the prerequisites for which must be met. By default, you can't increase an ability score above 20 with an Enhancement unless the Enhancement states otherwise.

Variants

Some Heritages are called Variants, which demonstrate some genetic (or model) variations within an Origin. These variations present some additional characteristics.

Karon's Creation, Step 5

In Karon's creation, we created the concept that he is a Combatant who overcame the adversities of poverty despite coming from Ionia. As he is a character of Human Origin, he has access to 3 Heritage points to choose one of the Heritages from the list available to him. As his first Heritage, he will choose Magic Spark, which is one of the prerequisites necessary to use his Combat Technique. Since he still has 2 Hertiage points left, Karon will choose the Colossus Hertiage for himself twice, increasing his size category by 1.

Runes

In Runarcana, all existence, whether organic or not, whether conscious or not, are charged with magic by the existence of global runes. This ability, although it seems like magic, is not directly linked to the magical capacity of that being or creature; it is merely a form of expression of the nature of that existence.

At 1st level, characters can choose a Runic Nature, which is formed through a Runic Pulse and a starting Rune, either a Rune or a Runessence. At each new character level, you can gain mastery for a Rune or access to new Runes, as described in the Runes table.

Runessence

In addition to the Runic Potencies that are natural manifestations and can be channeled, the runic nature sometimes manifests itself through resonant patterns, in some structures that align with particular runic essences. These patterns are the Runessences.

These powers are usually connected to each other and for this reason have prerequisites. Most Runesences require some narrative situation in order to be chosen. More details about this can be found in Chapter 5: Customization - Runes - Runesences.

Karon's Creation, Step 6

As we defined that Karon is a Combatgant and his “runic awakening” happened in battle with an extraordinary force that took over him from that moment on. Looking at the list of Runic Pulses, we see that the Ruby Pulse fits well with the story, but since we already have an idea for the Rune he will choose, we thought of making this pulse linked to the Thunder damage type, reflecting his supernatural ability. On a second examination, we realized that the vast majority of Karon's attacks should not cause Thunder damage, but rather Slashing damage with his axe, so we chose that the pulse be linked to the Slashing damage, so that it is present most of the time.

As a Rune, we chose Elemental Strike, which further reflects the powerful attacks that were unleashed by Karon on the battlefield. Since this Rune has synergy with Ruby Pulse, the damage caused by these attacks is increased by its proficiency. Thus, when we choose this Runic Pulse and this Rune, we choose our Runic Nature and record it on the character sheet.

Character Description

Following the process described here, at this point you already have a general description of your character, a name and probably even an introductory story, which in itself already generates a good part of your character description, but still, many things still need to be defined and resolved.

What is your character's height, weight, skin color, or gender? Information on how to define these details can be found in Chapter 4: Character Details, however, character description goes beyond just their appearance.

Essence and Behavior

Part of your character's description is shaped by what your beliefs are, reflected in your essence, and how you act, reflected in your behavior. Details on this can be found in Chapter 4: Detailing - Essence and Behavior.

Past

During this chapter, following the steps up to this point, you have already built a concept for your character, a history, an appearance and even a behavioral structure. With this, you must choose one of the Pasts that describes where your character comes from and their place in the world of Runeterra. In Chapter 4: Detailing - Past, you will find a list with some options. If you do not find one that suits you, you can talk to your GM so that together you can build one.

When choosing a Past, you receive some characteristics such as languages, proficiencies that are part of that past, as well as other Class, Level or Origin characteristics. It is important to write down this information on your character sheet.

Attributes

When describing your character, you should take into account both its origin, its class, and its attributes. Interpreting it is not complicated, but it may require some attention. In some aspects it is worth counting more than one attribute for this description.

  • Strength: A character with high Strength tends to be someone with an athletic or muscular appearance, while someone with a low value tends to be more scrawny or without much muscle definition.
  • Dexterity: A high Dexterity usually reflects agility and a slender appearance, but it can also reflect someone who is careful, cautious or even has thin fingers who can be meticulous in their tasks. While a character with low Dexterity could be translated as a clumsy person or even clumsy with their hands.
  • Constitution: In turn, a character with high Constitution usually appears to be healthy, with a lively appearance and quite healthy, or perhaps a person without this aspect, but who usually recovers quickly from injuries or even has a large stature. Characters with low Constitution may appear to be tired or constantly ill.
  • Intelligence: Intelligence, when high, can be manifested in many different ways, from a person who is very curious, to someone with a lot of knowledge or who can retrieve knowledge and use it in similar situations. Someone with low intelligence may be someone with a poor memory, or who simply did not have a basic education.
  • Wisdom: With high Wisdom, a character usually shows themselves to be quite capable in their tasks, or even able to extract good experience from various situations, or simply someone who has a great capacity for observation. Someone with low Wisdom tends not to “read the mood well”, which can make embarrassing situations even more highlighted, or may even be someone who is disconnected from their surroundings, not noticing when someone is lying to them or if there is something being hidden from them.
  • Charisma: Finally, a high Charisma can be seen as both a person with great leadership skills, as well as someone with an ability to do well in social situations, having ease with interpersonal relationships, whether they be deception, persuading someone or even acting. A character with high Charisma tends to be very popular and outgoing, while one with low Charisma would be a little more introverted or socially unfocused.

As we saw in the examples above, there is a standard way to interpret attributes, but something important to keep in mind when creating your character description is that this standard description is not always the one you need to use. It is worth remembering that for some characteristics it is interesting to interpret more than one attribute, such as Strength and Constitution, which are very similar to describe both the height and physical build of a character. However, high Strength does not necessarily mean a tall character or one with well-defined muscles.

A strong character with a considerable Constitution value may also be seen as fat, with a thick layer of fat giving him “fuel” for muscles that may not be visible, but without much agility. Therefore, a strong character with Dexterity may appear thin, but his speed and agility make his Strength much greater than it appears.

As for Charisma and Intelligence, often an Intelligent character can seem charismatic or even a charismatic character can end up passing himself off as an intelligent character, obviously if the distance between the two attributes is too great, this becomes an impossibility.

The invitation here is an encouragement for you not to rely on a preconception about these aspects. A person with a lot of Wisdom may normally just be someone who doesn't talk much and pays close attention to their surroundings and whose words are always well placed, while a person with low Intelligence may not have a "slow" air but rather talk a lot and be clumsy in their decisions.

Karon's Creation, Step 7

Karon's essence and behavior are those of someone who saw the bad side of humanity in its poverty and migration to Noxus and yet chose to become a person acting for a just cause, to maintain the Noxian empire and consolidate its forces, lending his own strength to make this happen. However, his history in war makes it difficult for him to have good thoughts. It is as if his innocence had already been broken and a touch of cynicism had already given him armor before the world, for this reason, we chose the essence of the Conformist for him, because he understands that he is just a piece in the world, as for his nature, we chose cautious, because he is a good soldier and does not seek to take too many risks.

As for the Past, we look at Outsider and, since Karon was born in Ionia, it seems interesting, however, reading the description better, we see that it does not completely fit him. We would have to change his story and even part of his concept, with that we arrive at Soldier, which fits very well with his military past in the Noxian Army.

This Past gives some characteristics, we note them in Survival and Intimidation Skills, and in Craft and Tools, we choose the Craft of Guide (Pilot) of vehicles, in this case, carts.

Karon's attributes were: Strength 17, Dexterity 15, Constitution 14, Intelligence 15, Wisdom 12 and Charisma 11. When starting the process of his description, the first number that jumps out at you is Strength 17, followed by Dexterity 15, two really high values ​​in relation to the average. This could already give Karon an appearance of someone big and muscular, however, in addition to that, Karon has the Colossus Variant Inheritance, which in his description says that his clothes, weapons and armor have a cost twice as high as normal, due to his large stature. With this information we can start from a height well above average, around 2.10 meters and to that add another 40 to 60 centimeters of height, giving Karon about 3.00 meters tall, making him someone who certainly stands out in the crowd. Since his Charisma is only 11, this may be reflected in his military training, as someone used to following orders and whose expression and individuality were significantly suppressed in an intense environment of constant war.

Using these two characteristics, we can say that Karon is a giant 3.00 meters tall, of few words but still with a pleasant appearance, someone who can transmit security to allies and fear to enemies.

Choosing Equipment

No adventurer is safe without equipment. A character’s starting equipment is determined by its Class and Background, and includes weapons, armor, tools, and other items. You should record all of your starting equipment on your character sheet. Most of these items are detailed in Chapter 6: Equipment.

An alternative rule is, instead of receiving the equipment provided by the class and past, you buy your initial equipment with the initial value of gold that each class receives, this can also be seen in Chapter 6: Equipment, where you can also find some lists with different equipment.

Armor Class and Damage Reduction

In Runarcana, Armor Class (AC) and Damage Reduction (DR) represent your resistance to being hurt. These values ​​are made up of several factors such as armor, shield, Dexterity modifier, class-specific abilities, among others. An important rule is that values ​​coming from equal sources do not add up, only the highest value prevails. Furthermore, not all characters are able to use armor and shields. For example, if a character wears armor that gives him 12 armor AC (which is the equivalent of only +2 AC) and is targeted by a spell that gives him 13 base AC (which is the equivalent of +3 AC), instead of adding the values, only the highest number prevails, receiving 13 base armor AC. If this same character wears a shield that gives +1 AC, the shield's AC continues to be added normally.

A character's AC without armor or a shield is 10 + his Dexterity modifier + specific ability scores, such as class features or enhancements.

Using armor or a shield requires proficiency with that type of armor or shield to be used effectively. If the character does not have proficiency with that armor or shield, he or she will have disadvantage on any ability check, saving throw, or attack roll that involves Strength or Dexterity, and will not be able to cast spells, combat techniques, sutras, invocations, or other class abilities.

DR usually reflects how much armor is capable of mitigating the damage received, so it is not always present on a character. This reduction reflects the damage absorption provided by armor, acting passively. More about DR can be read in Chapter 6: - Armor and Shields

Weapons

Each weapon your character owns must be noted on your character sheet along with the attack modifier and damage caused by it.

Attacks made with a weapon are made by rolling a d20 and adding your proficiency bonus (if you are proficient with the weapon used) and the appropriate ability modifier:

Melee weapon attacks are made normally using your Strength modifier for both attack and damage. If your weapon has the finesse property, such as a rapier, you can use your Dexterity modifier instead of your Strength modifier for attacks made with that weapon.

Ranged weapon attacks are made normally using your Dexterity modifier for both attack and damage. If your weapon has the thrown property, such as a handaxe, you can use your Strength modifier instead of your Dexterity modifier for attacks made with that thrown weapon.

Creating Karon, Step 8

Since Karon is a Combatant with a Soldier Background, we have noted on his character sheet the equipment provided by that class and Background. His starting equipment includes chainmail and a light shield, which give him an Armor Class of 17 and DR of 2. Since it is heavy armor, his Dexterity bonus is not added.

For weapons, we can choose a battle axe for him in addition to two throwing axes, giving him some flexibility in combat. We also receive an adventurer's set, the contents of which can be found in Chapter 6: Equipment.

Beyond Level 1

As your character goes through adventures, acquires training and overcomes difficulties, he or she receives experience points. Upon reaching a certain number of experience points, this character can improve his or her skills or acquire new ones. This advancement in experience is called leveling up.

As you level up, your class grants you additional abilities or an improvement to an existing one. Every class has an advancement table where you can see which abilities you gain as you level up. Every class receives an enhancement at certain levels, giving you the ability to purchase an enhancement (you can read about enhancements in Chapter 5: Customization). Alternatively, you can increase one attribute value by +2 or two attributes by +1; as a rule, you cannot increase an attribute above 20 (unless an enhancement says you can). Don't forget that your Proficiency Bonus increases as you level up.

You gain an additional Hit Die every time you gain a level. You must roll this Hit Die or use its average and add it to your Constitution modifier, adding the result to your maximum Hit Points.

When your Constitution modifier changes, your maximum hit points should also change for each level you have. For example, when Karon reaches level 4, he decides to increase his Constitution score to 16, causing his modifier to increase by 1. This gives him +3 hit points to add to his maximum hit points.

The Character Advancement table shows the amount of XP you need to gain to level up from level 1 to level 20, and the proficiency bonus for characters at those levels. Refer to your character's class description to see what other improvements you gain at each level.

Character Advancement

Advancement Table
Level Experience Proficiency Rune - Magic -
Mana Class Max. Class Mana Sub Max. Sub
1 0 +2 Runic Nature 4 - -
2 300 +2 - 6 - - -
3 900 +2 Mastery 10 4
4 2.700 +2 - 12 - 6 -
5 6.500 +3 Mastery 16 8 -
6 14.000 +3 - 18 - 9 -
7 23.000 +3 - 22 10 -
8 34.000 +3 Rune 24 - 13
9 48.000 +4 - 28 14 -
10 64.000 +4 Mastery 30 - 15 -
11 85.000 +4 - 34 16 -
12 100.000 +4 Mastery 36 - 17 -
13 120.000 +5 - 40 20
14 140.000 +5 - 42 - 21 -
15 165.000 +5 Rune 46 22 -
16 195.000 +5 - 48 - 23 -
17 225.000 +6 Mastery 52 24 -
18 265.000 +6 - 54 - 25 -
19 305.000 +6 Mastery 56 - 28
20 355.000 +6 - 60 - 30 -