Alrighty, everyone's here, let's get to character creation! As before, if you have any questions or confusion, please bring it up so that it can be addressed as soon as possible - You all have my Twitter, and that's probably the fastest way to get an answer to the question.
NOW, Character Creation time. I'm assuming you all have at least some idea of what you want to play, and I will include a quick description of these classes. (Note: I'm only going over the core stuff here - if you have questions about another one you ran across in the links I provided, let me know)
[*]Barbarian: Melee warrior, with their main class feature being the ability to fly into a Rage, boosting their damage-dealing -abilities at the cost of decreased defense and being fatigued afterwards.
[*]Bard: A class focused around using musical and magical abilities to support allies and mess with foes. Notable for being one of the only arcane casters in the game with actual healing spells natively.
[*]Cleric: Someone who gains divine spellcasting abilities from the god the worship. Their spell list and ability set is slightly customized depending on who they worship, and they have the ability to either weaken and destroy undead or strengthen them, depending on their alignment.
[*]Druid: Casters who get their spells from nature. They also gain the services of an animal companion who fights alongside them and eventually the ability to transform into an animal (though this ability would likely only be gotten at the very climax of this adventure, if the expected leveling curve holds).
[*]Fighter: The prototypical warrior, they don't gain any special abilities of their own, but rather get a lot of bonus feats to allow them to expand their combat abilities in just about any direction.
[*]Monk: Your semi-typical kung-fu action monk, fighting without armor, bare-handed.
[*]Paladin: Lawful Good (core, that's the only alignment they can be, but there are alternate options for some other alignments) fighters for justice and lawfulness. Their signature abilities are the ability to "Smite Evil", gaining a bonus to attack and damage against an evil opponent, as well as the ability to detect evil. They gain a small amount of spellcasting ability a little later on as well.
[*]Ranger: As the Paladin is to the Cleric, the Ranger is to the Druid - a warrior to their caster. They specialize in a particular combat style (two-handed or ranged in core) as well as being good at tracking and moving through the wilderness. They also gain an animal companion as the druid does as well as a small amount of spellcasting later on.
[*]Rogue: Sneaky and skilled, Rogues both have the best skill list out of any core class and the ability to get bonus damage when they attack an enemy who is distracted - "Sneak Attack". They also can find and disarm traps better than any other class.
[*]Sorcerer: An arcane spellcaster who casts spells "impromptu". They know a certain amount of spells, and can choose on the fly which one to cast when they do the casting (for instance, 1st level Sorcerer knows 2 spells of the 1st level, and can cast 3 1st level spells per day. They can cast one spell three times, one twice and the other once, or the other three times, and make those decisions on the fly). This is unlike any other core spellcasting class, who has to prepare their spells ahead of time (at the start of the day, they "prepare" a spell in each slot, and then have it there for the rest of the day). They also gain a familiar, a small creature who can do all sorts of things with them, but isn't really combat-oriented.
[*]Wizard: A "prepared caster" version alternate of the sorcerer, they collect and prepare spells each day from their spellbook. In addition, they can choose to specialize in one of the 8 different schools of spells, being able to cast more spells per day of their specialized school, at the cost of being unable to cast any spells of one or two other schools. (Schools of spells are Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, and Necromancy. There are a few spells that belong to the "universal" school, but that is not a school per-say, and it cannot be specialized in)
Again, this is just a quick overview, so ask if you want more specific information about any of them.
And at the same time, let's go over the core races as well. I'll list the stereotypical things that they're good at, which is generally supported by their racial traits, but you are under no obligation to make a character that aligns with them.
[*]Dwarves: Short, stocky, and unyielding, dwarves are hardy and tough, as well as good in stone environments.
[*]Elves: Graceful, keen-eyed, and possessing some skill with "elegant" weapons regardless of class.
[*]Gnomes: Short humanoids who possess a strong affinity for illusions as well as burrowing creatures.
[*]Half-Elves: Caught between two worlds, they are strong diplomats while retaining a touch of the elves' keen eyesight.
[*]Half-Orcs: Strong, but not very smart.
[*]Haflings: Small, lucky, plucky, and very good with thrown weapons.
[*]Humans: Versatile, adaptable, and good at just about anything they put their minds to, while not being particularly bad at anything.
is the character sheet. Or a version of it, at least. It looks like a lot, but it does most of the math for you (though I have noticed a few small bugs that I'll clarify), and we'll be going over it step by step, so don't freak out, alright? I'm always willing to answer questions you may have.
So, got ideas or questions about what race or class you want to be? Need help working out what your idea best fits in? *opens the floor*