STEP 0: Fleshing Out Your Character
You may start with this or put it off till the end, but this is stuff like name, hair color, etc.
Names can be a guiding light for your character. For those of you that struggle with naming, I use this site, it is really rather helpful.
Hair and Eye color can be totally meaningless (Brown always works, can be just something you think looks cool(shocking blue and copper strands in sunshine blonde), or you can pick something meaningful(Stormy blue eyes and fiery red hair for a warrior with a troubled heart and child-like kindness), Sometimes I even make up a list of colors then roll a die to pick it.
Height and weight are odd. I take the races recommended mins and maxes and plug them into this formula then roll: ((max+6-min)/6)d6 + min – ((max+6-min)/6), and that gives me a good random number. Use a bmi calculator to get an idea of your appearance afterward. I do ask you randomize your height and weight values.
Genders may be male, female, freemason, or what have you. I don’t require you to be your real gender, but do remember this is like 500 c.e. or so.
STEP 1: Generating Your Raw Ability Scores
Start by rolling 5d6 and adding the 3 highest then record that number, repeat this 6 times, unless you use the provided link, in which case enter “repeat 6 5d6z3” and write down the numbers somewhere. You may assign your raw scores now, keep in mind that race and class will add bonuses to your Ability Scores, so use pencil or prepare to scribble if you do it now. Ability Scores are the standard Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
STEP 2: Select Your Race
Read through each race carefully, then pick a race. The races are High Elf, Wood Elf, Human, Mountain Dwarf, Hill Dwarf, Stout Halfling, and LightFoot Halfling. Read the class thoroughly making notes as necessary, note the stat mod options, and copy down racial traits under the appropriate section. Record your race in the appropriate line in the top left of the sheet.
STEP 3: Select Your Class
Read through each class carefully, but please try to at least glance at each classes description paragraph (the first paragraph after the big bolded class name. The classes are: Barbarian, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, and Wizard. Record your class on the appropriate line in the top left.
Step 4: Spellcasters Select Spells
First read your class carefully to see what and how many spells you need.
Then look through the spell document to find spells but check that you can use them and that they do what you think.
Record your spells as your class says to, note the spellbook section on the bottom right of the page.
STEP 5: Finalize your Ability Scores and Modifiers
Assign each number to one of the ability scores. You may only use each number once. Add the bonuses your class and race to your Ability Scores. Your modifier for an Ability Score is the Ability Score – 10 divide by two and round down (13 is a +1, 14 is a +2, 11 is 0, 9 is -1, 8 is -1 etc.) fill these values into the Ability Section in the center top of the page. Modifier Table
STEP 6: Select a Background and Skills
Your background gives you certain advantages which you should make note of and suggests skills, pick your background first. Your class lists a suggested background. You don’t have to use the recommended skills but you must pick 4 of the listed skills. and write which background you used on the appropriate line in the top left of the first page of your character sheet and record your skills under the skill section on the right center of the front sheet.
STEP 7: Select a Specialty and Feat
Specialty is optional, but I recommend you use it because its just one more tool in you arsenal to do well. You can use a Specialty provided in the document or you can make one up. Either way you need a Feat that you qualify for and write it under Feats on the front page.
Step 8: Buy Equipment
Every player starts with 150 gp and nothing else. You then go into the Equipment Document and buy items. When you buy an item, write it into your inventory and subtract the cost from from your current amount. 10 cp = 1 sp, 10 sp = 1 gp, 10 gp = 1 pp, 10 pp = 1 ep (However using ep or pp will make locals suspicious). Whatever money you do not spend is written in at the end of your inventory.