Here are the guidelines to build your character with the PF ruleset.
Character Creation OutlineHere is a quick outline of the character creation process. Generate all characters as if 1st level only for the initial submission for me to review. Anyone starting over 1st level will be subsequently raised before the game starts.
1) Determine Ability Scores:
Purchase: Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.
Players have 20 points to spend on their ability scores.
Start by generating your character's ability scores. These six scores determine your character's most basic attributes and are used to decide a wide variety of details and statistics. Some class selections require you to have better than average scores for some of your abilities.
2) Pick Your Race
Next, pick your character's race, noting any modifiers to your ability scores and any other racial traits (see Races). Allowed races are human, choshu, half-choshu, bragdwrgan, Outcast (by permission.) A character knows a number of additional bonus languages equal to his or her Intelligence modifier. Get with me about languages.
3) Pick Your Class
A character's class represents a profession, such as fighter or wizard. If this is a new character, he starts at 1st level in his chosen class. As he gains experience points (XP) for defeating monsters, he goes up in level, granting him new powers and abilities.
4) Pick Skills
Determine the number of skill ranks possessed by your character, based on his class and Intelligence modifier (and any other bonuses, such as the bonus received by humans). Then spend these ranks on skills, but remember that you cannot have more ranks than your level in any one skill (for a starting character, this is usually one).
5) Select Feats
After skills, determine how many feats your character receives, based on his class and level, and select them from those presented in Feats.
All characters begin with 1 feat. If you are human you get 1 additional feat. If you are a fighter you get another feat.
6) Determine Hit Points (HP)
A character or creature gains maximum hit points at 1st level or if its first Hit Die roll is for a character class level.
To determine a creature's hit points for levels beyond 1st, roll the dice indicated by its Hit Dice. Creatures whose first Hit Die comes from an NPC class or from his race roll their first Hit Die normally. Wounds subtract hit points, while healing (both natural and magical) restores hit points. Some abilities and spells grant temporary hit points that disappear after a specific duration. When a creature's hit points drop below 0, it becomes unconscious. When a creature's hit points reach a negative total equal to its Constitution score, it dies.
HD by Class
Class HD
Bard d8
Cleric d8
Druid d8
Fighter d10
Paladin d10
Ranger d10
Rogue d8
Pathmage(Sorcerer) d6
7) Buy Equipment
Table: Starting Character Wealth
Class Starting Wealth Average
Barbarian 3d6 × 10 gp 105 gp
Bard 3d6 × 10 gp 105 gp
Cleric 4d6 × 10 gp 140 gp
Druid 2d6 × 10 gp 70 gp
Fighter 5d6 x 10 gp 175 gp
Monk 1d6 × 10 gp 35 gp
Paladin 5d6 × 10 gp 175 gp
Ranger 5d6 × 10 gp 175 gp
Rogue 4d6 × 10 gp 140 gp
Sorcerer 2d6 × 10 gp 70 gp
Wizard 2d6 × 10 gp 70 gp
Each new character begins the game with an amount of gold, based on his class, that can be spent on a wide range of equipment and gear, from chainmail armor to leather backpacks. This gear helps your character survive while adventuring. Generally speaking, you cannot use this starting money to buy magic items without the consent of your GM.
The armor or other protective devices you purchase may affect his starting Armor Class (AC), so once you have purchased armor or other protective devices you can determine your Armor Class (AC).

Determine Saving Throws, Initiative, and Attack Values
Determine all of a character's other details, such as saving throws, initiative modifier, and attack values. All of these numbers are determined by the decisions made in previous steps.
9) Description & Personality (age, alignment, height and weight)
Decide your character's name, age, alignment, and physical appearance (such as height and weight etc). It is best to jot down a few personality traits as well, to help you play the character during the game.
10) Select Traits
Each character can select up to two traits. These must be approved by me to make certain they won't break the world-mold or are counter to certain social and geo-political or economic realities of the world.
I strongly recommend the use of the open source d20Pathfinder site to assist you in the creation process if you are not that familiar with it at this time.
As in everything, please let me know if I left anything out or if you have any questions.