@ Ace of Moxes
Yeah I think we can handle one more. You need any help with the character creation process?
@Storyteller
Okay let's do Race and Class Features.
Firstly for Racial Features you can check
here for the abilities elves get. If there is any bonus you don't particularly like feel free to have a look through the 'Alternate Racial Traits' just beneath that - it allows you to swap out certain racial features for new ones. If you chose to use one all I ask is that you tell me what you took so I don;t have to open a half-dozen pages to find out what it was okay.
For class features you gain the abilities of a 2nd Level
Bard and a 1st Level
Wizard. You can see what abilities you get by checking the charts on the class pages. Most of the abilities are pretty straight forward and work as they come out of the box. For those that involve math or choices;
Bardic Knowledge gives you a +1 bonus to all Knowledge Skills (record this in the Misc column of the skills section).
Bardic Performance can be used for 8 rounds per day (4 + 2 Charisma Mod + 2/level).
You will need to pick what skills 'Versatile Performance' effects - you can find the list on the class page.
As for Wizard you have two choices to make.
Arcane Bond - you can chose between a magic item (amulet, ring, staff, wand, or weapon) that will allow you to cast a spell you didn't prepare once per day
or you can gain a familiar - a small intelligent magical creature that will accompany and assist you on your journey. Familiars can be chosen from
this or
this list.
Arcane School - As a wizard you must choose to be a member of an arcane school. Your school will provide you additional powers at the cost of also having to choose two additional schools that you are weaker with (called forbidden schools). You can also choose to be a Universalist Wizard instead (that is a wizard who does not specialize).
In brief the schools are;
Abjuration deals with magical wards, barriers and the control of magic
Conjuration deals with summoning items and creatures to your aid
Divination deals with seeing the future and scrying over vast distances
Enchantment deals with magic that manipulates peoples emotions and thoughts
Evocation deals with channeling raw magical energy into destructive effects
Illusion deals with magic that misleads and deceives the senses
Necromancy deals with the flow of life and death
Transmutation deals with change allowing you to alter yourself and others.