Alexiandra
... So I'm really confused about how we are supposed to make a character here....
What Teddy posted in the character thread is gibberish to me....
sweatdrop Well, I'd say, if nothing else, you can just fill in the smaller form here, and the rest can be added in once it's needed. The stuff here should be fairly self-explanatory, but just in case:
Name: In-game name
Armor Class: How solid you are. 10 is a base number for being a normal living humanoid. You can get bonuses with a high enough Dexterity, being small, or other factors.)
Class: Warrior, Bard, Rogue, Sorceror, and so on.
Level: Starts at one(or another level, maybe we should start at 3?), as you get Exp. you will go up in levels.
Hp: Hit points, life, when they run out you're in trouble. Not dead at 0, though, just unconscious, can be healed.
Hit dice: To show an approximate of what your level should be. Different classes get different types of dice, to reflect their hardiness. Warriors roll on a d10, Rogues were a d8 (I think?) and Wizards on a d4. (Again, I think.)
Abilities:
Strength/STR: How hard you hit. Possible bonus to damage and carrying capacity.
Dexterity/DEX: How nimble you are. Possible bonus for accuracy and dodging.
Constitution/CON: How healthy you are. Possible bonus to resist poisons and more hit points.
Intelligence/INT: How knowledgeable you are. Possible bonus to extra spells and breaking free of illusions.
Wisdom/WIS: How intuitive you are. Possible bonus to (I honestly forget what Wis was for.)
Charisma/CHA: How suave you are. Possible bonus for Non-player character reactions, and subordinate loyalty.
Base Attack Bonus: Basically, you'll add this to a d20 when you attack. If it's bigger than your target's Armor Class, you hit them.
Saves: Modifiers to your rolls when defending/challenging in certain situations. Have a difficulty rating based on each challenge's level.
Fortitude: Body-based challenges, like lifting an iron pillar.
Reflex: Speed-based, like running out of a collapsing cave.
Will: Mind-based, like resisting a hostile spell effect.
Weapon: A listing for each weapon you use.
Atk/Attack Bonus: When using that weapon, how good are you at using it?
Damage: If it hits, what do you roll?
Critical: Determines extra damage. If a weapon has critical on 19-20, if you roll 19-20, you may get a critical hit. Roll the d20 again, if it hits, you do extra damage, shown by the x2 or whatever the weapon's rating is. x2 and x3 being the most common.
Feats: Customized abilities you get. You start with talent points you can spend on the whole mess of them. Some have prerequisites, such as a certain other talent, or more likely, having a high enough level in a certain stat.
Skills: Kind of like feats, but on a smaller scale. Feats are flashier, but skills are very useful too. Things like Spot, Search and so on. You can put more points in them to make them stronger, or buy more of them to have more options. If you don't have a certain skill when a roll for it is made, you may get a negative modifier.
Languages: What all languages you can speak. Unless you have a REALLY low INT, you'll at least have the most popular one from where you live.
Gear equipped: What items you have on you, in terms of weapons, armor, and so on.
Inventory: What you have with you. Try to make sure you list everything. Generally, you'll be buying most of it, although you start with a regular set of clothes.
Money: Measured generally in GP/Gold Pieces. (CP is a penny, SP is a dime, GP is a dollar. Or was it 100 to 1 conversion?)
Character description/background: What you look like, who you are, and why.
Total Experience points: Handy for keeping track of how soon you'll level up.
I think that covers that, if there's anything else, just ask one of us.