I've gotten my first character sheet as of last night, courtesy of Molokidan! However, through no fault of Molo's, his sheet had a couple of relatively major errors--this isn't a big deal, it's just an indication that not everyone knows d20 quite as well as they might think they do. I'll gladly check sheets for errors--if I'm not around, Shaun and Adam both know d20 quite well and ought to be able to help you. I'm sure they won't mind, but if they do, they should smack me for recommending you to them.
Also, I'm going to upload a sample character sheet that uses the template that I want everyone to be using to show you how I want everything formatted. If I haven't given you the template, ask me--but I obviously plan to upload that, too, since I haven't yet.
Anyway, just a couple of rule notes that may or may not be clear from the SRD if you don't have a rulebook or don't feel like reading it thoroughly:
Ability scores are things like STR and DEX. These are also occasionally referred to as simply your "stats." Your stats modify your ability to do various things. However, your stats do not add themselves to your skills and whatnot at a one-to-one ratio. In other words, a STR of 17 does not add +17 to your to hit rolls, damage rolls, or STR-based skills. Each value for a stat has a modifier associated with it--whenever a stat modifies something, you add the ability modifier, not the number of the stat. For 10-11, the modifier is +0. For 12-13, the modifier is +1. For 14-15, the modifier is +2, and so on. There is a table in the beginning of the D&D player's guide (or in the "Basics" document in the SRD) that lists the ability modifier for each score.
Skills are things like Balance and Move Silently. Feats are things like Blind-Fight.
You get a feat every level that is a multiple of three. You get to add 1 to any of your stats every level that is a multiple of four. If you increase your INT, you get more skill points for that level.
Your base hit points at first level are the maximum for your hit die type. That is, if you are a fighter (d10 hit dice), at first level, you have 10 base hit points. Each level, you roll a hit die to determine how many base hit points you gain (for most of you, this will mean adding 14dn, where n is the hit die type). This is your
base hit point total. This is modified by your CON modifier multiplied by your number of class levels (or, technically, total hit dice). If you are a 15th level fighter and have a CON of 15 (+2 modifier), you get a bonus 30 hit points. Of course, if you have a level adjustment, you will have fewer than 15 class levels (again, technically hit dice), so multiply your CON mod by that instead. Changes to your CON score increase or decrease your hit points retroactively--wearing a +CON item will potentially give you more, but taking damage to your CON score will potentially reduce your hit point maximum.
You get an extra attack for every six points of base attack bonus. If you have a base attack bonus of +5, you only get that one attack. But if your BAB is +6, you get an extra attack at +1. Basically, if subtracting five from your highest base attack bonus leaves you with a positive number, you get another attack. This does
not factor in
modifiers to your attack roll, such as your STR, DEX, or the weapon you are using. It only factors in your base attack bonus. This is why fighters, paladins, rangers and the like get more attacks than other characters, even if the character has the same to-hit bonus as a result of a high STR or a magic weapon.
On buying equipment--armor and weapons are nice, but don't forget about other miscellaneous stuff. Potions and rings (in Magic Items III in the SRD) are great for just about any character, wands and staves (again, Magic Items III) are good for characters that can use them, and wondrous items that boost stats, saves or armor class or that can be used as magical tools (Magic Items V) are also excellent. You have a lot of money, and if you're not sure how to spend it, keep those in mind. Also remember that you will need at least a backpack or something if you're carrying a lot of gear that you won't be wearing. If you want to be able to more or less ignore weight and carrying limits, get a handy haversack or a portable hole. <p>
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Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=archmage144>Archmage144</A] at: 4/13/05 11:50