The process of character creation is potentially lengthy, usually a bit time consuming and altogether crucial for reasons I doubt need explaining.
First off, you'll need a character sheet. If you don't have a character sheet, hit your happy little 'back' button and download the one I've got linked. Print it off if you like. Next, grab your dice or a handy little dice rolling application. Thereafter, hit yourself on the head with a swimming noodle and hop like a penguin.
I don't see enough arm flapping!
Alright, alright...on we go.
Looking at the character sheet, you'll see a bunch of terribly complicated stuff like "Name" and "Eyes" and "Race" and things. If you do not see those things, turn the sheet right side up or right side forward. If this still doesn't help, stop eating the sheet and look at it. Once you have found the correct side of the sheet and have it turned right-side-up, you will have to fill in the blanks. Under 'Name', you would be expected to put the name of your character; Example- Bognar Thundergrub.
Under such things as "Eyes" and "Race" and "Height" and "Weight" and "Class" and such, well...oh hell. Here's a do and do not list.
Eyes- Do elaborate on the color. Do Not think it wise to put "six" here, or you just might get stuck that way.
Hair- Do elaborate on color, length, etcetera. Do Not elaborate on where all of this hair is in grotesque, morbid detail.
Weight- Do elaborate on a standard measurement of your character's weight, and be sure to ask your DM how/if your character's Con and Str scores might affect the weight you choose. Do Not list an abstraction, such as "fat", or I will assume you to mean 13,842 pounds per foot of the height you probably listed wrong anyway.
Height- Do address the DM and find out what the general heights are for the creature type you are playing. Do Not list an abstraction, such as "short", or I will assume you to be a 13,842 pound person that is 2" tall, and I won't care if you listed the weight correctly.
Isn't this fun? Don't answer that; it was rhetoric.
Ok, moving along...
Now that you have filled in the top line or two of your character sheet, you'll need to fill in such things as "Class" and "Alignment" and other such game mechanic stuffs. These are blanks that you will need to consult your DM on how to fill. What to fill them with may or may not include nostril nuggets, but I wouldn't suggest it.
The stats are what you'll need to fill in next. Consult your DM and reference the stat listings that I have cheerlessly provided on this website for rather simple directions of what to write in which blank when you get 'x' for a stat. In any case, if your DM disagrees with the listed values, side with the DM. You'll get better treasure that way. Trust me. I wouldn't lie about these sorts of things.
Should you manage to survive the process of rolling stats and filling them in as applicable without any permanent mental scarring, we'll be cheerfully moving right along to the rest of the sheet. We'll start with armor.
Again, and I'll repeat myself just because I can, consult with your DM and get yourself set up (if applicable) with armor. Not only will you get better treasure, but you might live to spend it if you do, and you'll also then know the joy of writing something down in the armor spaces on the character sheet. The listings for armor provided on this site are merely suggestions and suggested AC values. The final ruling on anything in particular is, of course, DM jurisdiction.
Hit points. The way I do things is this: On 1st level, everyone gets max HP's for their class or classes. If you're single classed, this is pretty easy to figure out, and I refuse to tell you here what hit die each class gets, as it is very nicely in place on the class description. If you are multi-classed, it gets a bit trickier. As a multi-classed character; a fighter/thief in this example; you'll combine the two hit dice for each class; a d10 and a d6 for our example. You would discern the max value for each hit die, add them together (the total being 16 for our example) and divide the total by the number of classes you have. In this case, your base starting HP before Con modifiers would be 16/2, or 8. When you advance a level as a multi-class character, you receive exactly half (rounded up if need be) of the value you roll on that class's hit die; i.e- you get to level 1/2 as a fighter/thief and roll the 1d6 for HP, dividing the 1d6 roll by 2 for how many HP's you actually receive. A Con modifier to HP may be applied as you see fit or the DM dictates. The way I do it is simple; each class gets half the con modifier when it levels up. If the modifier is an odd number, my char's primary class gets the bigger portion of the Con HP modifier.
Using the example of the fighter/thief, we'll say she's got a 17 Con, giving her a +3 HP modifier. She starts with 11 HP (base of 8, +3 for Con). When she goes up a level as a thief, she rolls the 1d6 and gets a 4, receiving 2 HP as a result. Because she's more the fighting sort than the roguishly comported, she considers Fighter to be her primary class, and thus adds +1 to that 2 HP she gets for her thief level. When she advances a level as a fighter, she'll get (1d10/2) +2 for HP, and (1d6/2)+1 for every thief level unless her Con should change.
When your char takes damage, record it in the 'Wounds' section. Don't erase your HP total, or you'll get really bad treasure. And if you do directly tinker with your HP total and forget what your HP total is supposed to be, I'll assume it to be 3, and I'll somehow manage not to care if you're a 28th level fighter when I assume such if you're not able to follow this simple directive.
Weapons. See the stuff about 'armor' on getting yourself equipped with armaments. As for the spaces, fill them in as your DM directs. What the stuff means is explained elsewhere, so I'll not reiterate here.
Next, you'll need to work on proficiencies and such. The means by which to do this is also elaborated on under the section specifically for proficiencies. Read it, follow it and get 'er done with.
Once you manage to choke your way through all that and have double-checked your proficiencies, ranks, racial and stat skill modifiers and such with your DM (which I presume that you did, right?), set yourself up with equipment, or items as they're usually called. I strongly urge you to make a note of where those items are at (in beltpouch 1 or sack 2, for example), because if you don't and you lose a bag to a thief, or drop a pouch down a chasm...I get to decide what was in it. And you don't want that. Trust me.
I'll finish this later. I'm too tired to care right now.