It's fine, as long as I know you're still here. My suggestion is using the generator given here or searching for "Pathguy's 3.5 generator" it will give you an easy step by step process of how to create a character, all you have to do is follow the red arrows. Once you finish up we can get the game rolling.
But, if you have any questions or need any help, don't hesitate to ask.
Ditto we will start with 2 players or you will wait for more? Of course there is the possibility for newcomers down the line.
Cypher
Male Aasimar Bard 1
Neutral Good
Representing Malcolmshaw
Strength 10 (+0)
Dexterity 17 (+3)
Constitution 12 (+1)
Intelligence 15 (+2)
Wisdom 17 (+3)
Charisma 19 (+4)
Size: Medium
Height: 5' 8"
Weight: 165 lb
Skin: Tan
Eyes: Hazel
Hair: Red Straight; Light Beard
Total Hit Points: 7
Speed: 30 feet
Armor Class: 16 = 10 +3 [studded] +3 [dexterity]
Touch AC: 13
Flat-footed: 13
Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +1 = 0 [base] +1 [constitution]
Reflex save: +5 = 2 [base] +3 [dexterity]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (Handheld): +0 = 0 [base]
Attack (Unarmed): +0 = 0 [base]
Attack (Missile): +3 = 0 [base] +3 [dexterity]
Grapple check: +0 = 0 [base]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
33 lb. Or less
34-66 lb.
67-100 lb.
100 lb.
200 lb.
500 lb.
Languages: Common Ratling Catfolk
Dagger [1d4, [Critical Hit] 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Rapier [1d6, [Critical Hit] 18-20/x2, 2 lb., one-handed, piercing]
Shortbow [1d6, [Critical Hit] x3, range inc. 60 ft., 2 lb., piercing]
Studded armor [light; +3 AC; max Dexterity +5; check penalty -1; 20 lb.]
Feats:
Persuasive
Traits:
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 6 = 24
Balance Dexterity* 3 = 3
Bluff Charisma 6 = 42 [persuasive]
Climb Strength* 0 = 0
Concentration Con 1 = 1
Craft_1 Int 2 = 2
Craft_2 Int 2 = 2
Craft_3 Int 2 = 2
Diplomacy Charisma 8 = 44
Disguise Charisma 4 = 4
Escape Artist Dexterity* 3 = 3
Forgery Int 2 = 2
Gather Information Charisma 8 = 44
Heal Wisdom 3 = 3
Hide Dexterity* 3 = 3
Intimidate Charisma 6 = 42 [persuasive]
Jump Strength* 0 = 0
Knowledge (Geography) Int 6 = 24
Knowledge (History) Int 6 = 24
Listen Wisdom 9 = 34 +2 [aasimar]
Move Silently Dexterity* 3 = 3
Perform_1 Charisma 8 = 44
Perform_2 Charisma 4 = 4
Perform_3 Charisma 4 = 4
Perform_4 Charisma 4 = 4
Perform_5 Charisma 4 = 4
Ride Dexterity 3 = 3
Search Int 2 = 2
Sense Motive Wisdom 7 = 34
Spot Wisdom 5 = 32 [aasimar]
Survival Wisdom 3 = 3
Swim Strength** 0 = 0
Use Rope Dexterity 3 = 3
* = check penalty for wearing armor
Zero-level Bard spells: 2 per day
Aasimar:
2 wisdom, +2 charisma (Already included)
2 on listen and spot checks (Already included)
Light once per day
Acid, cold & electricity resistance 5
Darkvision (See 60 feet in pitch-dark)
"Native outsider." Check with your referee.
Level adjustment +1
Bard:
Bardic Knowledge
Bardic Music
Can know only limited numbers of spells
High charisma gains bonus spells daily
Class HP rolled
Level 1: Bard 6
Cypher's Equipment:
25 lb
3 lb
2 lb
5 lb
1 lb
2 lb
10 lb
5 lb
2 lb
8 lb
3 lb
2 lb
_
68 lb Weapons / Armor / Shield (From above)
Arrows (Quiver of 20) x1
Backpack
Bedroll
Case (For map or scroll)
Pouch x4
Rations (1 day) x10
Rope (50', silk) x1
Torches x2
Waterskins x2
Musical instrument
Spell component pouch
Total
More about Cypher:.