Character Creation:
 
  1. Create Base Character Concept
  2. Recieve Discretionary Character Points
  3. Pick a Race
  4. Assign Ability Scores
  5. Pick a Class
  6. Compute Energy and Hit Points
  7. Calculate Saving Throws
  8. Spend Starting Skill Points
  9. Choose Starting Feats
  10. Spend Unspent Character Points
  11. Purchase Equipment


Create Base Character Concept

Before you can do anything else, you will need to decide what and who you are, at least in general terms, to guide you through the rest of this.
 

Recieve Discretionary Character Points
 
 
Power Level Character Level Discretionary Character Points
Low-powered game 1-4 40
Average-powered game 5-8 42
High-powered game 9-12 44
Very high-powered game 13-16 46
Extremely high-powered game 17-20 48
Epic-powered game Epic-Level 50

Pick a Race

Every character belongs to one of the races of the world; some races cost points to belong to, others give you points, and many are free.  See the Fantasy Races page.

Assign Ability Scores

The bulk of your starting discretionary points will probably need to go into your Ability Scores:  Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.  You gain 2 points of Ability Scores for every DCP you spend on them.  Further details on this topic are found on the Attribute Page.  

Pick a Class

Every character belongs to one or more Classes, which are a cross between a profession and an archetype, defining the character's major aptitudes and powers.  Class membership does not cost you any DCPs.

Each Class you belong to, you have a 'Level' in that class, which shows how good you are at that classes' traits.  This ranges from 1 to 20.  It is possible to belong to more than one class; this is called Multi-classing.  The sum of all your levels in all your classes is your Character Level.

Starting characters are normally first level, but the DM may choose to start characters out at higher levels.

The Class Page, which describes all classes from 1st to 20th level, can be found here.

Compute Energy and Hit Points

Your starting Energy and Hit Points depend on your Level:


Calculate Saving Throws

Every character has three Saving Throws:

Each Saving Throw has an associated stat; you add the appropriate Ability Modifier to your base saving throw (determined by your classes) when rolling a save.
 
 
 

Spend Starting Skill Points

This is one of the trickiest stages in the process.  Each level in a class gives you some number of Skill Points to spend.  You can buy Ranks in any Class Skill with that Class' skill points on a one for one basis.  You can buy other skills (called 'Cross-Class' skills), unless they are Restricted, but it costs 2 Skill Points to buy one Rank in the skill.  No Class Skill can be more than 3 ranks higher than your Class Level.  No Cross-Class Skill can be more than your (Character Level +3 ) / 2, rounded down.

For example, Bob is making a 4th level Dwarven Fighter named Bofur with a 14 Intelligence (Intelligence Modifier is 2, therefore).

The Fighter’s class Skills (and the key Ability for each) are:

Bofur therefore starts with [ (4 + 2) x 4 ] + 3 (4 +2) = 24 + 18 = 42 Skill Points.

Bofur decides to spend them on:


Skills are described in more detail on the Skill Page. 

Choose Starting Feats

Everyone starts with one Feat, or two if they are Human.  They may recieve additional feats due to any Classes they belong to.

Every character gets another Feat for every 3 Character Levels they have.

Feats are described on the Feat Page.
 

Spend Unspent Character Points

You may possess unspent Discretionary Character Points at this point to buy Character Features.  The Character Feature page is here.

Purchase Equipment

Where would heroic adventurers be without their gear?  Butt-naked, that's where.

Starting Characters receive some amount of money, depending on their starting class and level.  This can then be spent on starting gear.
 

Equipment is on this page.