Yurith said:
can u look here here to overveiw my character. I know ther is ?s and Xs but i dont understand them and thus...dont care. If someone has time, can you either mathematically determine them or if its a player choice thing, you choose. Thanks. Its taken me 3 days to get this far. Im zonked!
That's a good start, but still a few tweaks. Also, the rest of us can't edit your character sheet for you, so you'll have to make the changes yourself. But we can make suggestions, and you can decide whether to do as we suggest.
The first change: the numbers that go in the first set of XX's, right after your ability scores, should be, in order, 4,5,6,8,3,8. Note that they add up to 34. That's a problem -- they should add up to 30. You will have to lower some of your abilities by a total of 4 points (lowering Int or Cha from 15 to 14 will count for 2 points). I would recommend doing this by reducing Dex, Int and Wis by 1 point each -- then none of your ability bonuses will change, so the parts of the rest of the sheet that are right can stay as they are. (If you lower Str or Con, or lower any of the other abilities by more than 1 point, you'd have to make other changes.) I'm going to make the rest of my comments on the assumption that this is what you're going to do.
Next, for armor class: your shield bonus should be 0, since you don't have a shield, and I think your misc bonus should also be 0, since I can't figure out where your +2 is coming from. However, your Dex bonus is +2, so the total is 12. For touch, put 12 (that doesn't count armor/shield, which you don't have anyway) and for flatfooted put 10 (that doesn't count Dex).
Saves: in the "base" column put 0,0,2 respectively. (Those are the numbers from the sorcerer table in the classes section of the PHB or the SRD.) In the "mod" column put +1, +2, +0 respectively (your Con, Dex and Wis bonuses respectively). In the final column add those numbers (1,2,2 respectively).
Sling: damage should be 1d4+1 (you can use your strength bonus with a sling). Critical should be 20/x2.
Composite Longbow: (edit-if you read this earlier it would have contained some incorrect information) Critical should be 20/x3.
Skills: assuming you keep the Int at 14 or 15, you have 16 skill points (4 times 4). Next to "max" write "4/2" -- that means you can take up to 4 ranks in a class skill, 2 in a cross-class skill. So you can pick another skill to put your last 4 points in.
Knowledge(Arcana) is Int-based, so you get +2 in the "mod" column, +6 total.
With a high intelligence, you can choose to learn two extra languages. Check the elves section (under races) to see the options.
Money: write 97 gp, 4 sp. That's the amount you have left over, not the amount you already spent.
Under "max weights": 43, 86, 130, 260, 650. That's assuming you keep the 12 strength. Note that at 47.5 lb, this means you are carrying a medium load (43 is the maximum light load for you, 86 the maximum medium load, etc.) Either unload a few pounds of that, or change "speed" (at the top of the page) to 20', and change ACP to -3. Those are the penalties that come from having more than a light load.
Edit: another thing I missed the first time -- under "abilities" write
Low-light vision
Sleep immunity
Proficiency in longsword, rapier, longbow, shortbow
+2 to listen, search, and spot checks
Automatic Search check for passing within 5' of a secret door
(These are all elven abilities)
And yes, I know this is all very confusing, but you're almost there. Soon you'll be able to start playing for real!