Here is a Sample of how to create a character:
Avergore Flintstock – Dwarf male
Defying the warnings from fellow dwarves, Avergore came to Dillon Guard (A town on the outskirts of Lakeshore) to make a life out of killing gnolls. Little did he know that dwarves were not allowed in the militia. Instead of going back to the hills and admitting his error, Avergore remained in Dillon Guard as a bouncer, laborer, and official mead drinker to keep him afloat. He is rather charismatic for a dwarf and local dwarves come to him for advice when they have problems dealing with humans. When orcs were heard of slaying a local farmer, he gathered his gear and headed to whet his appetite.
After picking this character from the many available, the DM sent me the vital information for Avergore:
Avergore Flintstock
Dwarf
Str. 15 Dex. 10 Con. 18 Int. 10 Wis. 14 Cha. 15
Description:
Height: 4’ 7” Weight: 152lbs Hair: Long blonde, curly, beard
Eyes: Bright blue Handed: Right Age: 50 B-day: April 29, 353
Scars, and marks: has mystic tattoos covering his scalp hidden by his hair
Skills:
Feats:
Equipment: Breast Plate, Heavy Steel Shield, Battle Axe, Heavy Crossbow, Quiver, 20 bolts, Backpack
Money: 34gp, 12sp, 102cp
Rank: Laborer
History:
Avergore Flintstock is the son of a great weaponsmith of the kingdom of Delgar, dwarven citadel in the Spike Mountains. He grew up surrounded by war and battle lust and an ethnocentric culture that distrusted all non-dwarves. On a war excursion, his clan came across a small band of human pilgrims. They were unarmed and had barely enough ration to survive the trip. The band of dwarves maliciously attacked. They violently killed the humans. The only survivor was a small female baby that Avergore hid during the slaughter.
Using a special cloth given to him by his father that renders all inside silent, Avergore brought the baby back with him to his mountain clan. Finding a keg, he hid the baby inside and prepared his exodus. Gathering enough food, and gear to survive a trip, Avergore left the mountains under the mask of darkness, baby hidden in a small bundle on his back. No one questioned him as he was of the Flintstock clan and his bald head covered with tattoos revealed his heritage.
He ran non-stop to a human settlement known as Dillon Guard. He dare not venture in town until he was able to cover his scalp with his natural golden locks. He, however, had a small human babe he was barely able to keep alive. Again under the cover of darkness he stole into the town and left the baby on the doorstep of a wealthy appearing residence and crept out again.
After growing a substantial cover of hair, he ventured in town looking for work. Little did he know that dwarves were not allowed in the militia. Instead of going back to the hills and facing his brethren, Avergore remained in Dillon Guard as a bouncer, laborer, and official mead drinker to keep him afloat. He is rather charismatic for a dwarf and local dwarves come to him for advice when they have problems dealing with humans. He is currently checking on the babe he brought to town to make sure it is okay, but he has yet to locate her. Dwarves not being liked has hampered his questioning. When orcs were heard of slaying a local farmer, he gathered his gear and headed to whet his appetite.
Family:
Father: Zeffrok Flintstock, 190 years old
Mother: Delva, 167
Brothers: Zeffrok, 100; Dunggart 90; Korish, 78; Torgrit 40
Sisters: Munnet, 86; Sen 34
8 Steps of character creation:
(I have created a cheat sheet for characters as they level and progress. It is an excel file that displays what you did as you went from level to level - I'll attach Avergore's as an example and will also have a blank copy in the Charts & Supplement section)
Steps 1 (rolling stats) & 2 (choosing race) are done already.
Step 3: Class Selection
After looking at his stats and his history, I decide that he would make a good fighter (decent strength (can always increase it every 4 levels))and perhaps dabble in the cleric arts for a few levels as well since his wisdom and charisma are good.
Step 4: Alignment selection
Avergore has good in him, but he also has a lot of dwarf in him, who in Raden, are very unpredictable and act on whims. So, Avergore will be Chaotic Good.
Step 5: Skills/Language selection
Avergore will start off as a level 1 Fighter. Fighters get (2 Skill points + Int modifier) x4 at first level.
Avergore has an Intelligence of 10, so he gets no bonus so starts with (2 + 0) x 4 = 8 Skill Points to use on skills.
A fighter can choose from the following without cross-class penalties:
Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Avergore has decided to continue his family's craft so picked Craft (Weaponsmith) and put in 4 (the max for 1st level) of his 8 skill points in. He also put 2 in Intimidate because it's tough being a dwarf in a human's world, 1 in Handle Animal as he envisions working with horses, and 1 in Swim because he is afraid of falling in water. His skills look like this:
Skill + Modifiers (from abilities) = Total
For being a dwarf he gets the following bonuses on certain skills:
+2 appraise on stones and gems, +2 craft checks when working with stone or metal
Languages: Avergore has no intelligence bonus, so only knows the given languages of Common and Dwarf at 1st level.
There are many skills he can use that don't need training, but he still gets modifiers for. Check the attached Character Sheet for his other skills.
Step 6: Feats selection
Avergore gets to choose 2 Feats: 1 from fist level + 1 from fighter
He chooses Power Attack (he eventually wants to get Cleave so he can cut down gnoll after gnoll)
He also chooses Weapon Focus (Battleaxe) because he eventually wants to get Weapon Specialization to further increase his damage. Plus he now gets +1 to hit with battleaxes.
Step 7: Spell selection
This step is unnecessary for Avergore for he does not cast spells.
Step 8: Equipment selection
Avergore starts with some equipment, but he needs to ensure he has what he needs when he is delving into high adventure. He has no Haggle skills in human lands so he he pays full price and buys:
Item - Cost - (weight in lbs)
Backpack (empty)
Breast Plate
Heavy Steel Shield
free
free
free
2
30
15
Battleaxe
free
6
Crossbow, heavy
Bolts, crossbow (10)
Bolts, crossbow (10)
free
free
free
8
1
1
Bedroll
1 sp
5
Flint and steel
1 gp
-
Mug/Tankard, clay
2 cp
1
Pouch, belt (empty)
Pouch, belt (empty)
1 gp
1 gp
.5
.5
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
Rations, trail (per day)
5 sp
5 sp
5 sp
5 sp
5 sp
5 sp
5 sp
1
1
1
1
1
1
1
Sack (empty)
Sack (empty)
1 sp
1 sp
.5
.5
Torch
Torch
1 cp
1 cp
1
1
Oil (1-pint flask)
Oil (1-pint flask)
1 sp
1 sp
1
1
Artisan's tools
Dagger
Dagger
Morningstar
5 gp
2 gp
2 gp
8 gp
5
1
1
6
Cost = 20gp, 40sp, 4cp = 24gp, 4cp
Weight = 95 lbs
Remaining: 14 gp, 12 sp, 98 cp
You can use the included Character Sheet to help you keep track of your character as he gains in level.