Oops. I forgot modifiers. "Modifiers" are how your stats are used in the campaign. Each stat (or ability) has a modifier. It's called a modifier because it "modifies" certain aspects of your character. For instance:
Strength modifies... attacks, damage, climbing, swimming, etc.
Dexterity modifies... armor class (how hard it is to hit you), how well you dodge magical attacks, etc.
Constitution modifies... hit points (your "life", to use a video game term), how well you handle poison, etc.
Intelligence modifies... how good wizards cast magic, how skilled you are, etc.
Wisdom modifies... how good clerics, druids, and rangers cast magic, how well you handle some magic effects, how alert you are to danger, etc.
Charisma modifies... how good bards and sorcerors cast magic, how much sway you have over other people (persuasiveness), etc.
The way to determine a stats "modifier" is simple. Subtract 10, divide by 2, rounding down. Taking the stats above, we have the following modifiers (I put them in parenthesis after the stat itself with a plus "+" sign, because it gets added to stuff):
STR = 15 (+2)
DEX = 20 (+5)
CON = 13 (+1)
INT = 10 (+0)
WIS = 14 (+2)
CHA = 11 (+0)
This character, judging by his stats, is really, really quick on his feet. It's hard to hit him. He's pretty average in the smarts and likeability department, but he's more than decent in combat and magical prowess. Hit-points are not suffering, either.
Many times, when I build a character, I automatically think in terms of modifiers instead of stats, since it's the modifiers that actually get used, while the stats are generally only used to determine the modifiers.
Going to see Shrek 2. More to come afterwards.