Choose two classes (\cref{ch:class}) for your character. You may choose two combat classes, two non-combat classes, or one combat and one non-combat class.
Add their stats to those you already have. Add their weapon, armor and skill proficiencies to your character.
Name your class combination. Come up with a name for your unique combination of classes; something that describes who you are. Warrior monk, lone ranger, druid -- you are not just the sum of your parts, but a new whole.
For a weapon, you should choose a weapon you are proficient in. If you are not proficient in any weapons, you may use a simple weapon, such as a knife.
Normal clothes count as no armor. If you choose heavy armor, make sure to subtract a point of \stat{dex}.
If you are not sure what category the weapon you want your character to have falls into, talk to your GR.
It is a good idea to give your character a name. Your fellow adventurers and the GR will need to refer to your character a lot, so make sure to pick one that you don't mind saying and hearing a lot.
\subsection*{Background}
Giving your character an interesting background makes telling the story of your adventures easier.
What drives your character? What made them pursue their chosen profession, i.e., their classes? Why do they wield the weapon they do? Is their armor a family heirloom?
\begin{framed}
In this book I use ``you'' and ``your character'' more or less interchangeably, because most of the time, the goal in a role-playing game is for you to \emph{become} your character. To, for a few hours, inhabit your character's very being -- to speak and act as they would.