![]() Standard: Roll 4d6, discard the lowest die result, and add the three remaining results together. ![]() Record this total and repeat the process until six numbers are generated. ![]() Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores. Purchase: Each character receives 27 points to spend on increasing his basic attributes. No score can be reduced below 8 or raised above 15 using this method. See Table: Ability Score Costs for the costs of each score.Īfter all the points are spent, apply any racial modifiers the character might have. Note: The number of points received and the table of costs below have been updated. Pick a race, applying any modifiers to your ability scores and any other racial traits. Table: Race and Ability Score Bonuses Race Each race lists the languages a character of that race automatically knows. +1 to all (Standard), +1 to two (Variant)Ī character’s class represents a profession, such as fighter or wizard. If this is a new character, he or she starts at 1st level in this chosen class. As the character gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities. If your character is a spell caster that prepares spells (such as a wizard) you will need to determine the spells your character starts with.
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