Okay! To help out those of you who are not familiar with D&D at all, I'm writing out a full-on walkthrough of each and every section of the character sheet. This will include an example right with the description in parentheses. Hopefully, this will help you all out when I can't be available to do so. ^_^
INFO
NAME: This should be fairly obvious.
TOTEM:This should be fairly obvious.
RANK: This should be fairly obvious.
COURT:This should be fairly obvious.
KITHAIN:This should be fairly obvious.
SEX: This should be fairly obvious.
PERSONAL XP EARNED: Personal XP is all the stuff posted involving this character ICly (1000+ whatever you have recently posted, for an adult)
PERSONAL XP SPENT: Usually just whatever it's taken to get to whatever level you are. (1000 for an adult)
SHARED XP EARNED: This is whatever OOC stuff you've posted/earned
SHARED XP SPENT:
ALIGNMENT: Check the alignments table Sajhiri put up-- http://www.wizards.com/d20/files/v35/Description.rtf
CLASS/LEVEL: Suggestions have been made as to what class your character should be. Please take them into consideration. For finding the information on each class, These links:
http://www.wizards.com/d20/files/v35/ClassesI.rtf
http://www.wizards.com/d20/files/v35/ClassesII.rtf
http://www.wizards.com/d20/files/v35/NPCClasses.rtf
http://www.wizards.com/d20/files/v35/PrestigeClasses.rtf
Have all the information. Link 3 has the vague classes, such as Adept, Expert, Aristocrat, and that sort of thing. Link 1 will have all the major classes starting with Barbarian and ending with (but not including) Ranger. Link 2 has Ranger - Wizard (we're talking alphabetical order, my dears, I'm sure you're smart enough to figure out where your class fits.) Link 4 is a link most of you will not have to worry about just yet. Prestige classes usually aren't available until level 6 or 7 at least, depending on how quickly you can acquire the prerequisites for them. Most of you aren't suggested to use one of them, though Spina has been assigned Assassin, which is on that list.
Leave your class description page open the entire time you're filling out your sheet-- you'll have to refer to it frequently.
Their level is currently dependent on what stage they are in. Teens will be level 3, Adults level 5, and children level 1
STATS
The modifiers for these can be found in the document here-- http://www.wizards.com/d20/files/v35/Basics.rtf in table form. I'm sure you guys can figure it out. The numbers listed go in the (+ 0) section on this sheet.
So, for instance, if your character's stats are this: (Aranea is being abused for the purpose of this guideline, using Sayuri's permission)
str: 9
dex: 13
con: 10
Int: 17
Wis: 12
Cha: 13
Then your modified version would be
Str: 9 (-1)
Dex: 13 (+1)
Con: 20 (+0)
Int: 17 (+3)
Wis: 12 (+1)
Cha: 13 (+1)
HIT POINTS
Die: Look for this in your Class Description (For Aranea, because she is an Expert, her Hit Die would be a d6)
Base: You would roll one less than your level of whatever Hit Die your class indicates, and then add to that amount the highest number your Hit Die could produce. (For instance, if your Hit Die was a d6 like Aranea's, you would roll four d6 since she is a level five character. After rolling those four d6, you would add six to the total of those rolls, as six is the highest number a d6 could roll.)
Con HP Bonus: Multiply your Constitution bonus times your level
TOTAL: Base + Con HP Bonus
INITIATIVE BONUS
Dexterity bonus + any modifiers gained from a feat or special ability you might take or acquire. Most characters will not have to add anything to the Dexterity bonus, but if one of the feats you take (or if you're a rogue and you get special abilities that give you bonuses) tell you to add to your dexterity bonus, then you add to your Initiative bonus as well.
SAVES
These are found on the page with your character class, listed in table format. These will also change when you level up. These are given to you straight out. You just look up the level of your character in that particular class on the table, and put in the information. If you multiclass, this gets a little more complicated. You must add the two different numbers from each class' table to each other. IE: If you're a level 3 in one class, then look up the information for that class, and add those numbers to the numbers you get from being a level, say, 2, in another class on their table.
REFLEX: (for Aranea, her class indicates that her reflex at level 5 in Expert would be +1)
FORTITUDE: (For Fortitude, it indicates a +1)
WILL: (And for Will, it indicates a +4)
COMBAT
BASE ATTACK BONUS: (For Aranea, the table indicates that her base attack at level 5 in Expert would be +3)
MELEE: Add Strength bonus to base attack bonus
RANGED: Add Dexterity bonus to base attack Bonus
SKILLS
The information for this is in your class description as well. It will say your skillpoints per level are a number added to your intelligence modifier times four. You ONLY multiply it by four for the first level. You only add the two numbers together and add that to your previous amount for every level after that.
Skill Points/lvl: [Class] (In Expert, the number is 6 + your intelligence modifier (in her case, +3) and then come up with the total of these two (9)
Total Skill Points: Take the previously mentioned number (9), multiply it by the number of levels you have achieved not including the first level (In Aranea's case, four, as she is a level five character. Therefore, she would have 9 x 4 = 36 skillpoints) add to that the abovementioned number (9 again) multiplied by four, as everyone gets their first level amount multiplied by four. (36 +36 = 72) This is the number of total points you have to distribute amongst the various skills in your class (72)
Max Class Skill Level: your level +3 (8, in her case) -- This is the highest number of ranks (points) you can have in any given skill within your class-designated skills
Max Cross Class Skill Level: (half of the previously mentioned skill level) 4 -- This is the highest number of ranks (points) you can have in any given class that is -not- within your class-designated skills.
KEY:
+/- # (Bonus to add to roll) SKILL NAME: (BASE STAT)|[# of RANKS]|NOTES
SKILL NAMES in orange are class skills.
This means that you need to put all the skills listed in your Class Description as Class Skills, in orange. Just change all the "black" notations to "orange" in the skills that are your class skills (So, for Expert, you get to choose ten skills, rather than having skills assigned to you. Most classes will have assigned skills, however. These ten skills that are chosen by Sayuri for Aranea should be changed from black to orange.)
Also, any skills that have the little violet asterisk next to them which you decide not to put your skill points into, please delete from your template altogether. ^^
Stat Bonuses: These are the same as the ones on your Stats up at the beginning. Just fill in the information.
STR: +0 DEX: +0 CON: +0 INT: +0 WIS: +0 CHA: +0
You will then have to fill in this information for each of the skills, even the ones you are not putting ranks into (after you have deleted all the ones with a violet asterisk that you are not using)
At the beginning of the skill name, there is a (+0) After it, there is the skill name, and then it indicates one of your stats. The (+0) should be replaced with whatever your stat bonus for that stat is. For instance, if Aranea were to fill out this form for the skill Appraise (assuming she took it as one of her class skills), it would look like this:
(+3 ) APPRAISE: (INT)|[0]|
The zero after the stat that has been indicated is where you would put how many skill points you want to put into that skill. These points really do serve a purpose. If you want to use the skill Appraise, you must roll a dice to see if you succeed. To this roll, you will automatically add whatever bonus you have attached to your intelligence stat (which is why you need to put that bonus before the skill, to make it easier for you to find) and you can add in the amount of skill points you have. So, if you were to roll a ten, you would actually end up rolling a 13 + the skill points number.
FEATS
You get one feat at your first level, and one at every level divisible by three thereafter (3, 6, 9, etc). Some classes also get bonus feats. This will be indicated on the table after all the saves. Feats can be found here: http://www.wizards.com/d20/files/v35/Feats.rtf (so, Aranea, for instance, would get three feats. One at level one, one at level three, and one bonus feat given to her from her Expert class at level 5)
CLASS GRANTED PROFICIENCIES: These will be listed in your class section. These are just weapon and armor proficiencies, whether or not you can use light armor or heavy armor, martial weapons or simple weapons
CHOSEN: These are the feats that you choose to take out of the list.
BONUS: These are feats that are granted to you by your class. (This is if it designates a specific feat, rather than just saying "bonus feat")
SPECIAL ABILITIES
Innate: (automatic. This is the only innate feat you will have)
Ring Step (Su): Fey can pass through a fairy ring into the realm of Gaia.
Class: (These are given in the class description. These are non-feat abilities that are given after the list of saves on the table)
Ascension: (N/A for anyone but Cervus. XD)
SPELLS
Your class indicates whether or not you have any spells. It will have a chart for spellcasters, indicating what level of spells and how many spells you can have per day, depending on your level. For instance, if you are a level 5 character, you will only be able to cast spells up to a certain spell level (given in the table) and you can only use so many different spells in that level each day. Your class will have more specifics on this. Read it carefully.
Innate:
Continual Flame 1/day (for Sun Court, for Moon Court, Darkness 1/day)
Faerie Fire 1/day
Learned (Divine): If you are a cleric, paladin, or druid, your spells would go here.
Learned (Arcane): If you are a wizard or sorceror, your spells would go here
EQUIPMENT
Level 1 characters (children) will have 450 gold to spend on various types of equipment. Level 3 characters (teens) will have 1250 gold, and level 5 characters (adults) will have 2150.
All equipment and their descriptions can be found here:
http://www.wizards.com/d20/files/v35/Equipment.rtf
WEAPONS: Pretty self-explanatory. It's usually a good idea to pick one melee and one ranged weapon. Make sure you pay attention to your class proficiencies and only pick weapons of a type you can actually use. (for instance, some classes are not proficient with martial weapons. Those classes should not try to use martial weapons.)
ARMOR: Same as weapons, though you only need one kind of armor.
MISC MAGIC ITEMS: None, yet
NON-MAGICAL GEAR: Pick out items you think your character will need. Remember, this is also for any journeying your character might do, so things like blankets and water flasks are probably a good idea.
MOUNT: If you have one. Paladins get a special mount.
FAMILIAR: Wizards and Sorcerors get a familiar. Your class description will have the specifics on which animals you can use, and what they are capable of.
ANIMAL COMPANION: Druids and Rangers get animal companions. These are different from Familiars. Your class description will have a list of animals and their capabilities.
SUMMONED TOTEM: N/A
If you have any more questions, you can post them here, or you can IM me if I'm online. Just because I'm away doesn't always mean I'm really away. ^_^