I really wish I'd get some more input. Been waiting for some time for people to start talking. So I've decided to make a sheet for people to look at, if they aren't familiar with d20 or D&D.
Hit Points are a character's ability to shrug off being attacked. If a character is reduced to 0 hit points, he/she will go unconscious. At -10 hit points, that character is dead.
Also called subdual damage, some weapons can be used to knock a character unconscious instead of dealing lethal blows, in order to be subdued/captured.
Generally 30 feet per turn (6 squares), unless you're a dwarf or halfling, or are wearing armor that weighs you down.
This is how quick a character is to take action; essentially it is the order in which players and npcs take turns.
: Abilities are your physical and mental traits:
STR - Strength - To hit with a melee weapon, grapple and how much you can carry; affects skills like climb
DEX - Dexterity - To hit with a ranged weapon; affects dexterity based skills such as sleight of hand
and reflex saves
CON - Constitution - Affects hit points and ability to stave off poison and disease by a fortitude save
; also is a factor in how long a character can run or swim; overall endurance; also affects skills like concentration
INT - Intelligence - Affects the ammount of languages a character knows and extra skill points; also a factor in wizardry; affects skills like craft
WIS - Wisdom - Affects Will Saves, divine magic (clerics), and skills such as heal
CHA - Charisma - How charming and attractive your character is to npcs, creatures, and other players; it also affects sorcery and the Paladin/Cleric ability to turn the undead; affects skills like bluff
Saving Throws: Fortitude/Reflex/Will - These are a character's ability to dodge attacks from range, survive poison and disease, resist enchantments, etc.
Base Attack Bonus:
This is the base modifier for a character's ability to hit an opponent, or grapple.
This is how well a character is able to resist spells.
Armor Class (AC):
This is a character's defense rating. It is affected by armor, shields, dexterity, size, and magic. Touch AC is your AC without the bonus from armor; Flat Footed AC is your AC without the dexterity bonus.
Certain modifiers or magic may allow your character to negate a certain ammount of damage, from an attack.
Is essentially wrestling.
Skills allow a character to do many different things, based on their class; although, in D&D 3.5 you can customise your character pretty well. Everything from climbing, to pick pocketing, picking locks, riding horses, hearing and sight are skills to chose from.
Alignment is a character's moral standing.
Lawful Good/Lawful Neutral/Lawful Evil - Chaotic Good/Chaotic Neutral/Chaotic Evil - True Neutral
Human/Elf/Half-Elf/Half-Orc/Drow/Halfling (Hobbit)/Gnome/Dwarf and others. Each race has its own racial traits, both merit and flaw.
Feats are special skills that a character can attain, in order to do something out of the ordinary. Like, with the two-weapon fighting feat you may fight with two weapons more effectively.
Special abilities are those that are granted by race or class. Such as a barbarian's rage, or an elf's low light vision.
That's a general run down of most basic of terms you'll come to understand, in D&D.
Check out this character sheet in pdf form that you can look over and fill out for printing.
Any questions, please feel free to ask.