I thik I got all your questions answered and in the format you wanted. Take a look at it I did add in your modifications too.
Name : Resfrix
Age: 28
Race: Half Elf
Sex : Male
Hgt: 5" 11"
Wgt: 145 lbs
Alignment: Chaotic Good
Class: Cleric
Level: 1
Deity: Sarenrae Goddess of the sun
Experience: 0
Initiative:+2
[Strength]: 15 +2
INT: 12 +1
[Wisdom]: 17 +3
[Dexterity]: 11
CON: 13 +1
CHAR: 12 +1
Hit points: 10
Base attack bonus: 0
Basic Melee Attack +2
Basic Ranged Attack +0
AC [17] = 10 +5 [Scale Mail]
+2 [Heavy Wooden Shield]
Touch AC [10] Flat-Footed [17]
Armor check penalty -4
Shield penalty -2
Armor:
Scale mail 30 lbs (50gp)
Heavy wooden shield 10 lbs (7gp)
Weapons:
Scimitar 1d6 18-20X2 critical 4lbs (15gp)
Heavy mace 1d8 X2 critical 8lbs (12gp)
Light crossbow 1d8 19-20 X2 critical 4lbs (35gp)
20 bolts 2 lbs (2gp)
Equipment:
Back pack 2lbs (2gp)
Bedroll 5 lbs (1sp)
Flint/Steel (1gp)
100" Rope 20 lbs (2gp)
2 Water skins 8 lbs (2gp)
14 days Rations 14 lbs (7gp)
5 Sacks 2.5 lbs (5sp)
Holy symbol wood (1gp)
10 Torches 10 lbs (1sp)
Healers kit 1lb (50gp)
Money: 5 gp 9 sp
Encumbrance: 120.5 lbs Strength 15 (0-66 light, 67-133 medium, 134-200 heavy)
Saving: Fort: +2 level +1Con = 3
Ref: 0 level +0 [Dexterity] = 0
Will +2 level +3 [Wisdom] =5
Skills: (I used a rank in Heal, profession and sense motive)
2+Int modifier/level : 3 total
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +0 = [Dexterity] 0+0+0
Appraise +1 = INT 1+0+0
Bluff +1 = [Charisma] 1+0+0
Climb* +2 = [Strength] 2+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +1 = [Charisma] 1+0+0
Disable Device*" +0 = [Dexterity] 0+0+0
Disguise +1 = [Charisma] 1+0+0
Escape Artist* +0 = [Dexterity] 0+0+0
Fly* +0 = [Dexterity] 0+0+0
Handle Animal" +1 = [Charisma] 1+0+0
Heal +7 = [Wisdom] 3+1+3
Intimidate +1 = [Charisma] 1+0+0
K (Arcana)" +1 = INT 1+0+0
K (Dungeoneering)" +1 = INT 1+0+0
K (Engineering)" +1 = INT 1+0+0
K (Geography)" +1 = INT 1+0+0
K (History)" +1 = INT 1+0+0
K (Local)" +1 = INT 1+0+0
K (Nature)" +1 = INT 1+0+0
K (Nobility)" +2 = INT 1+0+0+1 [Child of the temple]
K (Planes)" +1 = INT 1+0+0
K (Religion)" +2 = INT 1+0+0+1 [Child of the temple]
Linguistics" +1 = INT 1+0+0
Perception +5 = [Wisdom] 3+0+0+2 [half-elf]
Perform +1 = [Charisma] 1+0+0
Perform +1 = [Charisma] 1+0+0
Profession" +7 = [Wisdom] 3+1+3
Profession" +3 = [Wisdom] 3+0+0
Ride +0 = [Dexterity] 0+0+0
Sense Motive +7 = [Wisdom] 3+1+3
Sleight of Hand*" +0 = [Dexterity] 0+0+0
Spellcraft" +1 = INT 1+0+0
Stealth* +0 = [Dexterity] 0+0+0
Survival +3 = [Wisdom] 3+0+0
Swim* +2 = [Strength] 2+0+0
Use Magic Device" +1 = [Charisma] 1+0+0
Traits:
Half elven: +2 trait bonus on Initiative checks.
Child of the Temple: +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and one of these skills Knowledge (Religion) is always a class skill for you.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region-what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (If any) gain a +1 bonus.
Feats:
Endurance:
+4 bonus on the following checks and saves,
Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath;
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments;
Fortitude saves made to resist damage from suffocation
Skill Focus:You get a +3 bonus on all checks involving the chosen skill
Healing
Spell DC is 10 + spell level +wisdom modifier
Spells per day Special: Aura, Channel energy 1d6, domain, orisons.
Channel energy: A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.
Domains:
Healing: Rebuke Death, You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire: Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
The three spells I choose are Cure light wounds, Bless, and Bless water
Favored classes: Cleric and fighter
Race Ability's:
Speed 30" base, Low light vision 2X humans in dim light, Skill focus feat at 1st level, immune to magic sleep effects, +2 bonus to enchantment spells and effects, +2 on perception skill checks, 2 favored classes at 1st level gain +1 hit point or +1 skill point when taking a level in those classes.
Edited: KNtoran on 30th Sep, 2013 - 3:55pm
KNtoran,
I don't see that you added the +1 to knowledge religion for your missionary trait. You should put in parenthesis (Missionary) next to knowledge religion when you add your +1. It should be a 3, 1(Int) + 0 (Rank) + 1 (Child of the temple) + 1 (Missionary) = 3
Also I believe that your healing skill should be at 10, 3([Wisdom]) + 1 (Rank) + 3 (Bonus for putting a rank in healing) +3 (Skill focus) =10
So please after adding your +3 to your healing skill also put in parenthesis (Skill focus) next to it. Like I had put besides your bonus skill points for child of the temple and half elf.
Also please roll 1d4 and 1d6, this is for me to figure out how long you have been in Sandpoint before the festival.
Once you have made the necessary changes, you should be approved. I would just like to make sure you have done so before approving you.
Edited: Canabusis on 1st Oct, 2013 - 1:56am
I edited the character sheet again but my heal is only 7, 1 rank +3 wisdom and +3 skill focus. The two rolls I needed D4 roll : 2 D6 roll: 5
Name : Resfrix
Age: 28
Race: Half Elf
Sex : Male
Hgt: 5" 11"
Wgt: 145 lbs
Alignment: Chaotic Good
Class: Cleric
Level: 1
Deity: Sarenrae Goddess of the sun
Experience: 0
Initiative:+2
[Strength]: 15 +2
INT: 12 +1
[Wisdom]: 17 +3
[Dexterity]: 11
CON: 13 +1
CHAR: 12 +1
Hit points: 10
Base attack bonus: 0
Basic Melee Attack +2
Basic Ranged Attack +0
AC [17] = 10 +5 [Scale Mail]
+2 [Heavy Wooden Shield]
Touch AC [10] Flat-Footed [17]
Armor check penalty -4
Shield penalty -2
Armor:
Scale mail 30 lbs (50gp)
Heavy wooden shield 10 lbs (7gp)
Weapons:
Scimitar 1d6 18-20X2 critical 4lbs (15gp)
Heavy mace 1d8 X2 critical 8lbs (12gp)
Light crossbow 1d8 19-20 X2 critical 4lbs (35gp)
20 bolts 2 lbs (2gp)
Equipment:
Back pack 2lbs (2gp)
Bedroll 5 lbs (1sp)
Flint/Steel (1gp)
100" Rope 20 lbs (2gp)
2 Water skins 8 lbs (2gp)
14 days Rations 14 lbs (7gp)
5 Sacks 2.5 lbs (5sp)
Holy symbol wood (1gp)
10 Torches 10 lbs (1sp)
Healers kit 1lb (50gp)
Money: 5 gp 9 sp
Encumbrance: 120.5 lbs Strength 15 (0-66 light, 67-133 medium, 134-200 heavy)
Saving: Fort: +2 level +1Con = 3
Ref: 0 level +0 [Dexterity] = 0
Will +2 level +3 [Wisdom] =5
Skills: (I used a rank in Heal, profession and sense motive)
2+Int modifier/level : 3 total
SKILL Total + Ability Mod. + Ranks + Misc.
Acrobatics* +0 = [Dexterity] 0+0+0
Appraise +1 = INT 1+0+0
Bluff +1 = [Charisma] 1+0+0
Climb* +2 = [Strength] 2+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Craft +1 = INT 1+0+0
Diplomacy +1 = [Charisma] 1+0+0
Disable Device*" +0 = [Dexterity] 0+0+0
Disguise +1 = [Charisma] 1+0+0
Escape Artist* +0 = [Dexterity] 0+0+0
Fly* +0 = [Dexterity] 0+0+0
Handle Animal" +1 = [Charisma] 1+0+0
Heal +10 = [Wisdom] 3+1+3 (Skill focus) +3 (Rank)
Intimidate +1 = [Charisma] 1+0+0
K (Arcana)" +1 = INT 1+0+0
K (Dungeoneering)" +1 = INT 1+0+0
K (Engineering)" +1 = INT 1+0+0
K (Geography)" +1 = INT 1+0+0
K (History)" +1 = INT 1+0+0
K (Local)" +1 = INT 1+0+0
K (Nature)" +1 = INT 1+0+0
K (Nobility)" +2 = INT 1+0+0+1 [Child of the temple]
K (Planes)" +1 = INT 1+0+0
K (Religion)" +3 = INT 1+0+0+1 [Child of the temple] +1 (Missionary)
Linguistics" +1 = INT 1+0+0
Perception +5 = [Wisdom] 3+0+0+2 [half-elf]
Perform +1 = [Charisma] 1+0+0
Perform +1 = [Charisma] 1+0+0
Profession" +7 = [Wisdom] 3+1+3
Profession" +3 = [Wisdom] 3+0+0
Ride +0 = [Dexterity] 0+0+0
Sense Motive +7 = [Wisdom] 3+1+3
Sleight of Hand*" +0 = [Dexterity] 0+0+0
Spellcraft" +1 = INT 1+0+0
Stealth* +0 = [Dexterity] 0+0+0
Survival +3 = [Wisdom] 3+0+0
Swim* +2 = [Strength] 2+0+0
Use Magic Device" +1 = [Charisma] 1+0+0
Traits:
Half elven: +2 trait bonus on Initiative checks.
Child of the Temple: +1 trait bonus on Knowledge (Nobility) and Knowledge (Religion) checks, and one of these skills Knowledge (Religion) is always a class skill for you.
Missionary: You have come to town to see about expanding the presence of your chosen faith after receiving visions that told you your faith is needed in the region-what that need is, though, you're not quite sure. You gain a +1 trait bonus on Knowledge (Religion) checks, and Knowledge (Religion) is a class skill for you. If you cast divine spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (If any) gain a +1 bonus.
Feats:
Endurance:
+4 bonus on the following checks and saves,
Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running;
Constitution checks made to avoid nonlethal damage from a forced march;
Constitution checks made to hold your breath;
Constitution checks made to avoid nonlethal damage from starvation or thirst;
Fortitude saves made to avoid nonlethal damage from hot or cold environments;
Fortitude saves made to resist damage from suffocation
Skill Focus:You get a +3 bonus on all checks involving the chosen skill
Healing
Spell DC is 10 + spell level +wisdom modifier
Spells per day Special: Aura, Channel energy 1d6, domain, orisons.
Channel energy: A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier.
Domains:
Healing: Rebuke Death, You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Fire: Fire Bolt: As a standard action, you can unleash a scorching bolt of divine fire from your outstretched hand. You can target any single foe within 30 feet as a ranged touch attack with this bolt of fire. If you hit the foe, the fire bolt deals 1d6 points of fire damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
The three spells I choose are Cure light wounds, Bless, and Bless water
Favored classes: Cleric and fighter
Race Ability's:
Speed 30" base, Low light vision 2X humans in dim light, Skill focus feat at 1st level, immune to magic sleep effects, +2 bonus to enchantment spells and effects, +2 on perception skill checks, 2 favored classes at 1st level gain +1 hit point or +1 skill point when taking a level in those classes.
Edited: KNtoran on 1st Oct, 2013 - 7:00pm
KNtoran,
No your heal should be at 10,
+3 ([Wisdom]) +1 (Rank) +3 (Rank bonus) +3 (Skill focus) = 10
You get a +3 bonus to skills you put a rank in.
Also you need to choose a profession, I had almost forgot.
Edited: Canabusis on 1st Oct, 2013 - 5:56pm
I edited the above post to show my heal at 10. If your talking about a profession as in what I did before I became a cleric or adventurer then with my back ground story and everything I was untrained in a normal profession but you can say I was trained in clergy work.
KNtoran,
Your character is approved and you arrive in Sandpoint two weeks and five days before the Swallowtail festival begins. You may now post in the main game thread. The official start to the game will begin when I have at least three players, at which point I will fast forward to the Swallowtail festival. State your actions as this is time given to you to become familiar with the town.
Trake,
I had just seen what you and Role-playing Game Expert had to say in the review thread, I think it is a great idea and I would like you to please help with character creation. You can start with making one of he following character classes, Rogue, and a Wizard or Sorcerer, and a Barbarian or Fighter or Ranger. You can make as many as you like for the choosing of potential players. I will do the same when I have time. Thank you for your help.
Sorry I have not posted these until now, but I created three characters, a ranger, rogue, and sorcerer. I left the name, gender, and description blank for the player to be filled in, and I made them all human which can be changed along with anything else. Here is the Ranger:
Name:
Race: Human
Class: Ranger
Alignment:
Deity:
Height:
Weight:
Age:
Hair:
Eyes:
Ability/Modifier:
[Strength].- 11/0
[Dexterity]- 18/+4 (Racial Modifier)
Con- 12/+1
Int- 14/+2
[Wisdom]- 12/+1
[Charisma]- 14/+2
HP- 12 (Used favored class bonus here)
Base Speed- 30
Initiative- +4
AC- 16
Touch- 14
Flat-Footed- 12
Saves:
Fortitude- 3
Reflex- 7
Will- 1
BAB- +1
CMB- +1
CMD- 15
*=Class Skill
Skill/Total Bonus=Ability Mod+Ranks+Misc Mod.:
Acrobatics/ 4=4+0+0
Appraise/ 2=2+0+0
Bluff/ 2=2+0+0
*Climb/ 0=0+0+0
*Craft/ 2=2+0+0
Diplomacy/ 2=2+0+0
Disable Device/ 4=4+0+0
Disguise/ 2=2+0+0
Escape Artist/ 4=4+0+0
Fly/ 4=4+0+0
*Handle Animal/ 8=2+1+5
Heal/ 2=1+1+0
*Intimidate/ 2=2+0+0
Knowledge(Arcana)/ 2=2+0+0
*Knowledge(Dungeoneering)/ 3=2+0+1
Knowledge(Engineering)/ 2=2+0+0
*Knowledge(Geography)/ 7=2+1+4
Knowledge(History)/ 2=2+0+0
Knowledge(Local)/ 2=2+0+0
*Knowledge(Nature)/ 6=2+1+3
Knowledge(Nobility)/ 2=2+0+0
Knowledge(Planes)/ 2=2+0+0
Knowledge(Religion)/ 2=2+0+0
Linguistics/ 2=2+0+0
*Perception/ 5=1+1+3
Perform/ 2=2+0+0
*Profession/ 1=1+0+0
*Ride/ 10=4+1+5
Sense Motive/ 1=1+0+0
Sleight of Hand/ 4=4+0+0
*Spellcraft/ 6=2+1+3
*Stealth/ 8=4+1+3
*Survival/ 5=1+1+3
*Swim/ 0=0+0+0
Use Magic Device/ 2=2+0+0
Languages Known: Common, Sylvan, Elven
Feats:
Animal Affinity
Weapon Finesse
Special Abilities:
Favored Enemy- Undead
Track
Wild Empathy
Traits:
Deft Dodger
Scholar of Ruins
Favored Son/Daughter- Ameiko Kaijitsu
Starting Money= 200gp
Weapons:
Longbow/ 3 lbs. 1d8
Short Sword/ 2lbs. 1d6
Dagger/ 1 lbs. 1d4
Armor:
Leather Armor/ 15 lbs.
Gear:
40 arrows/ 6 lbs.
Backpack/ 2 lbs.
Bedroll/ 5 lbs.
Blanket/ 3 lbs.
Flint and Steel/ 0 lbs.
7 days Rations/ 7 lbs.
Soap/ 1 lbs.
2 torches/ 2 lbs.
2 Oil Flasks/ 2 lbs.
Healer's Kit/ 1 lbs.
Caltrops/ 2 lbs.
Whetstone/ 1 lbs.
Waterskin/ 4 lbs.
Total Weight= 57 lbs.
Light Load= 38 lbs.
Medium Load= 76 lbs.
Heavy Load= 115 lbs.
Lift Over Head= 115 lbs.
Lift Off Ground= 230 lbs.
Drag/Push= 575 lbs.
Remaining Money= 41gp 1sp 6cp