Attack bonus: 1/2 your level (I'm assuming level 1, so that'd be 0)+Ability score modifier (18 Strength= +4 modifier)+Weapon proficiency bonus (+2 for greataxes)+Any feat or item or power bonuses (I'm assuming none yet, so 0)+Enhancement bonus (A +1 weapon's enhancement bonus is ... +1)+ Any class features that give you a bonus (Slayers get a free +1 at 1st level)= +8 to hit vs. enemy defenses.
The Red Box may not tell you this, so here's how you calculate your ability modifier: (Score-10)/2. So, for 18 Strength it's (18-10)/2= 8/2= 4. Eventually, you'll just have the numbers memorized so there's no need to calculate them every time.
Skills: Pick what you think fits your character, unless you're trying to qualify for certain feats or paragon paths or whatever.
A quick PC for ya. Don't have the RED BOX with me so i don't know the options(Themes/Backgrounds). A simple Human Sword and Board Fighter. Spoiler:Show
====== Created Using Wizards of the Coast D&D Character Builder ====== Test PC, level 1 Human, Fighter (Weaponmaster) Build: Guardian Fighter Fighter Option: Combat Superiority Fighter Talents Option: One-handed Weapon Talent Human Power Selection Option: Heroic Effort Goblin Foe (Perception class skill) Theme: Ironwrought
FINAL ABILITY SCORES STR 18, CON 13, DEX 14, INT 8, WIS 14, CHA 10
STARTING ABILITY SCORES STR 16, CON 13, DEX 14, INT 8, WIS 14, CHA 10
FEATS Level 1: Improved Defenses Level 1: Master at Arms
ITEMS Longsword x1 Javelin Scale Armor x1 Heavy Shield x1 Adventurer's Kit ====== End ======
If you really would like to get into the game and don't have access to alot of material i would suggest a sub in the Dungeon and Dragons insider. This will give you access to all the online content and PDF's are now available for purchase.
Go to meetup.com to see if you can find some groups in your area or if you have a Friendly local gaming store you should hang out there to find like minded folks. You could also try to get your friends involved and one of you guys run the sample adventure.
If you want to make other characters, you still more or less follow the same pattern.
A rouge for instance, 18 Dex, 16 Cha, 13 Str or Con. To-hit, defense, damage. Will net you a fairly good character.
One you play for a bit, you can start fiddling with the details (which is what this fourm is all about). Like when to take damage over defenses, or when to go 18/13/13/13. But get the basics of the game down first.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
If you want to make other characters, you still more or less follow the same pattern. A rouge rogue for instance, 18 Dex, 16 Cha, 13 Str or Con. To-hit, defense, damage. Will net you a fairly good character. One you play for a bit, you can start fiddling with the details (which is what this fourm is all about). Like when to take damage over defenses, or when to go 18/13/13/13. But get the basics of the game down first. And above all, have fun.
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way. Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken. Elven Critters Crit op with crit generation. 5 of these will end anything. Broken. King Fisher Does an excellent job at keeping an enemy disabled in a few ways. Strong. Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading. Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered. Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square. Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong. Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked. Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic. Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation. Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses. Indestructible Simply won't die, even if you sleep though combat. Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent. Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof. Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it. Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways. Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful. The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken. Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken Unnamed Avenger|Runepriest/Hammer of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered. Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5. Super Knight A tough, sticky, high damage knight. Strong. Super Duper Knight Basically the same as super knight, only far more broken. Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken. Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.
D&D Insider is great once you know what you're doing, but you should also read through the parts about creating a character in the Players Handbook 1. You need to know the basics so you can understand what your choices mean. You can probably find it in a library, or some game stores have a "community copy" they lend out, if you're not sure you're ready to start buying books just yet.