How to roll up
1: roll 4d6, and drop the lowest number. write that number down, and repeat the process an additional 23 times, grouped into 4 sets of 6 numbers. Pick the set of 6 numbers that you want for your character. Distribute those into your ability scores
After you roll you should have something like this:

2: Pick the set of numbers you want, and put them into your ability scores. DM note: Take a look at your class before finalizing your stats. Some classes scale off certain ability scores, and can feel weak when they don’t have their most important stat at a +2 or higher.

3: Pick 2 traits, and make sure you apply any bonuses received by them here. You should not need to go to the traits page after this.
3.5: Once you have chosen your traits, go back to your ability scores and fill in your ability modifiers.

4: Fill in your base saves, base attack bonus, and the ability modifier for these, and then add them over. These base stats will be found on your class page.

5: pick your skills. You can only put skill points in class skills, otherwise, they cost double. You cannot have more than (your level +3) skill points in a skill, however, the total skill can exceed that limit.

6: take any special feats or abilities and write them down.

7: take a character creation feat.
8: roll your hit die and add your con mod. This is your starting HP.

9: pick languages. You start with Int mod languages, as well as common.
10: Choose a weapon and armor (or 2 weapons). Gain proficiency with any armor chosen.
11: Fill out your weapon.
Your ATTACK is the chance you will hit, and is the attack bonus found above the weapons.
Your DAMAGE is how much damage you will deal if your attack is successful. Note that melee weapons deal bonus damage equal to your strength mod, and deals double damage when 2 handing the weapon.
Your CRITICAL is what you need to roll to deal extra damage and how much extra damage you do.

12: Fill out your AC. Make sure you add together your Armor Bonus, Dex Modifier, and any other bonuses you get to the flat 10 armor you naturally get.

13: Fill out your Initiative, Speed, and Actions Per Round. Base Speed is 30 feet, and Actions Per Round can be found on your class page. Your Initiative is based on your Dex modifier.
And now you should be all rolled up!