Side note: If you do not have a Player's Hand book v3.5 or just don't feel like flipping through the pages, this link goes to a great resource.
http://www.dandwiki.com/wiki/Main_Page
1. You're gonna need to either upload a character sheet via scanner, or fill out the character sheet info below.
2. If you did not upload a filled out one you'll need to fill out each line individually. Fill out the description section, it's self-explanatory.
3. Languages. You will automatically start with Common + Racial Language, depending on your race. For each point of your intelligence modifier you get 1 more language. Ask a DM if you're unsure what your racial language is or what languages your race can learn.
4. Class and Level Section. You will choose one class at level 1. You will be able to multi-class if the DM allows it, but that depends on the campaign and your qualifications.
5. Ability Scores Section. Go to the Ability Score Rolls thread for this part. Rolling rules are posted there so no worries about having to revert back to this page. When posting a character sheet, post what page your rolls were on so a DM can verify your character sheet rolls.
6. Stats Section. hit points at level 1 are calculated by the highest possible roll for your class' health increase per level plus your constitution modifier. A 1d4 would be an automatic 4, a 1d8 would be an automatic 8, and so on. Each level past level 1 you do have to roll, but your constitution modifier still must be added.
AC= 10 + armor Bonus + Shield Bonus + Dex Modifier + Natural Armor + Size Modifier + Deflection Modifier + Misc Modifier
Damage Reduction: Depends on misc modifiers and gear.
Speed: Refer to creature size for speed. Most medium creatures move 30, and small creatures 20.
Touch Armor Class: Ignores anything you're wearing and is just your ability to dodge (or magical protections, which at 1st level you likely won't have). Fill in this space as if you had no armor on at all.
Flat-Footed Armor Class: Your AC without the dexterity bonus. Your character is always flatfooted until their first turn in the initiative cycle. A Flatfooted creature can not make attacks of opportunity.
Initiative = Dex Modifier + Misc Modifier
7. Saving Throws Section.
Fortitude = Base Save + Constitution Modifier + Magic Modifier + Misc Modifier
Reflex = Base Save + Dexterity Modifier + Magic Modifier + Misc Modifier
Will = Base Save + Wisdom Modifier + Magic Modifier + Misc Modifier
8. Feats Section. you will get one feat at level 1. They will get one more feat at level 3, 6, 9, 12, 15, and 18, depending on their class.
9. Special Abilities Section. Racials and other constantly active abilities should go here.
10. Spells Section. Most classes will be able to cast spells. As a Wizard, Cleric, or Sorcerer you will get to choose a Domain/Specialty school of training. These will be unchangeable selections, so preview your domains/schools spells beforehand. Your spell save is 10 (base) + Casting stat modifier + spell level + misc. modifiers.
11. Spells Per Day Section. Depending on your class and level you will only be able to cast a certain amount of spells per day. If you are unsure what this number is, check with a DM.
12. Skills Section. Depending on your class you will receive more or less skills per level.
2 Skill Points per level: Cleric, Fighter, Paladin, Sorcerer
4 Skill Points per level: Barbarian, Druid, Monk, Wizard
6 Skill Points per level: Bard, Ranger
8 Skill Points per level: Rogue
After determining your classes skill point increase do the following.
At level 1: (Class Skill Point Gain + Int Modifier)x4 + 4 more if a human (Note: Add 4 after multiplying if a human, NOT before)
Every level after 1: Class Skill Point Gain + Int Modifier
Spending Points: Your class has specific skills for their class, increasing it's rank by 1 costs 1 skill point. However, there are skills that your class is not proficient in, putting into them is a form of cross-classing. Each skill point in a skill not of your class will increase its rank only by 1/2. Do not round up or down for this number. A skill's rank can only be equal to Characters Level + 3. So at level 1, your max rank can be 4.
It's not mandatory but to make skills easier to determine when looking at your character you can:
Steelblue for your classes skills
Green for cross-class skills you have ranks in
Gold for cross-class skills with no ranks, but can be used without training/ranks.
Red for cross-class skills you have no ranks in and can not use without training/ranks.
13. Combat/Weapons Section. Looks at your class for information on the Base Attack Bonus.
Grapple = base attack modifier + Strength Modifier + special size modifier (When grappling roll a 1d20 and add your Grapple(+4 for every size category larger than medium or -4 for every size category smaller than medium))
Weapons can be bought with gold, in a linear Campaign you could buy/sell/trade wares with another player if they have possessions you want. Ammunition only needs to be held if using a weapon that requires such. Examples of these would be a crossbow or a bow. Add ammunition to your possessions list also with the weight.
14. Defense/Armor Section. Armor can be purchased from merchants. Armor such as Half-Plate, Splint Mail, and Hide Armor would you go in the first Armor Slot. Shields or similar items would go in the second armor slot. Protective Item's such as Rings or other objects would go under Protect Item Slot 1 and Slot 2.
15. Possessions. This is a list of all the possessions on your character. you may delete blank lines if you wish, but you may not add any. Make sure to have the item name and item weight. Such as:
-Rope, Silk - 5lb's
-Sack (empty) - 1/2lb
And so on. After each campaign section edit your possessions, or if you're willing keep track of it the entire time. For information on light load, medium load, and heavy load refer to page 162 of the Player's Handbook V3.5, or ask a DM. A heavy load is the max load "Lifts over head", "Lift off ground" and "Push or Drag" refers to.
16. Wealth section. Simple enough:
CP = Copper Piece
SP = Silver Piece
GP = Gold Piece
PP = Platinum Piece
10 copper is worth 1 silver, 10 silver is worth 1 gold, 10 gold is worth 1 platinum. Starting gold varies on the DM, I usually say 100+1d10g, more than enough for weapons, equipment and armor. Depending on the DM or campaign Property may not be able to be owned. Mercenaries/Servants/Workers can be hired usually by and player but some DM's may ask that the Leadership Feat is gained.
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Hopefully your on your way now to having a character sheet filled out. Best of luck to you with this shoddy information.
