For the most part, whatever you need can be found on the Pathfinder Reference Document, hence forward known as the PRD.
Determine Ability Scores
Just ask the DM for this. :)
Perhaps the two most important decisions to make in creating your Privateer hero is your race and class.
Here are the races which are appropriate for adventurers.
Dwarves: These short and stocky defenders of mountain fortresses are often seen as stern and humorless. Known for mining the earth’s treasures and crafting magnificent items from ore and gemstones, they have an unrivaled affinity for the bounties of the deep earth. Dwarves also have a tendency toward traditionalism and isolation that sometimes manifests as xenophobia.
Elves: Tall, noble, and often haughty, elves are long-lived and subtle masters of the wilderness. Elves excel in the arcane arts. Often they use their intrinsic link to nature to forge new spells and create wondrous items that, like their creators, seem nearly impervious to the ravages of time. A private and often introverted race, elves can give the impression they are indifferent to the plights of others.
Gnomes: Expatriates of the strange land of fey, these small folk have a reputation for flighty and eccentric behavior. Many gnomes are whimsical artisans and tinkers, creating strange devices powered by magic, alchemy, and their quirky imagination. Gnomes have an insatiable need for new experiences that often gets them in trouble.
Half-elves: Often caught between the worlds of their progenitor races, half-elves are a race of both grace and contradiction. Their dual heritage and natural gifts often create brilliant diplomats and peacemakers, but half-elves are often susceptible to an intense and even melancholic isolation, realizing that they are never truly part of elven or human society.
Half-orcs: Often fierce and savage, sometimes noble and resolute, half-orcs can manifest the best and worst qualities of their parent races. Many half-orcs struggle to keep their more bestial natures in check in order to epitomize the most heroic values of humanity. Unfortunately, many outsiders see half-orcs as hopeless abominations devoid of civility, if not monsters unworthy of pity or parley.
Halfling: Members of this diminutive race find strength in family, community, and their own innate and seemingly inexhaustible luck. While their fierce curiosity is sometimes at odds with their intrinsic common sense, halflings are eternal optimists and cunning opportunists with an incredible knack for getting out the worst situations.
Humans: Ambitious, sometimes heroic, and always confident, humans have an ability to work together toward common goals that makes them a force to be reckoned with. Though short-lived compared to other races, their boundless energy and drive allow them to accomplish much in their brief lifetimes.
Ironborn: Wrought of iron, steel and wood, but possessing an organic core, ironborn are the newest race to walk the world. Effectively immortal, they are seeking to find their place in the world, but often misunderstood by, or incomprehensible to, the other races.
Fetchlings: Long ago, fetchlings were humans dwelling in the Shadow Plane, but that plane’s persistent umbra has transformed them into a race apart. These creatures have developed an ability to meld into the shadows and have a natural affinity for shadow magic. Fetchlings—who call themselves kayal—often serve as emissaries between the inhabitants of the Shadow Plane and the Material Plane.
Ifrits: Ifrits are a race descended from mortals and the strange inhabitants of the Plane of Fire. Their physical traits and personalities often betray their fiery origins, and they tend to be restless, independent, and imperious. Frequently driven from cities for their ability to manipulate flame, ifrits make powerful fire sorcerers and warriors who can wield flame like no other race.
Oreads: Creatures of human ancestry mixed with the blood of creatures from the Plane of Earth, oreads are as strong and solid as stone. Often stubborn and steadfast, their unyielding nature makes it hard for them to get along with most races other than dwarves. Oreads make excellent warriors and sorcerers who can manipulate the raw power of stone and earth.
Sylphs: Ethereal folk of elemental air, sylphs are the result of human blood mixed with that of airy elemental folk. Like ifrits, oreads, and undines, they can become powerful elemental sorcerers with command over their particular elemental dominion. They tend to be beautiful and lithe, and have a knack for eavesdropping.
Undines: Like their cousins, the ifrits, oreads, and sylphs, undines are humans touched by planar elements. They are the scions of elemental water, equally graceful both on land and in water. Undines are adaptable and resistant to cold, and have an affinity for water magic.
More exotic races such as the Aasimars, Tieflings, Catfolk, Ratfolk, Svirfneblin and Tengu might be available with DM permission (and a compelling story!)
And here are the classes:
Alchemist: The alchemist is the master of alchemy, using extracts to grant him great power, mutagens to enhance his form, and bombs to destroy his enemies.
Artificer*: Armed with his strange devices, the artificer is able to emulate magic, use all sorts of magical devices, and create magic items.
Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands.
Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame.
Cavalier: Mounted upon his mighty steed, the cavalier is a brave warrior, using his wit, charm, and strength at arms to rally his companions and achieve his goals.
Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods.
Druid: The druid is a worshiper of all things natural—a spellcaster, a friend to animals, and a skilled shapechanger.
Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor.
Gunslinger: For a renegade few, battle sounds different than it does for the typical fighter. The clash of steel and the sizzle of spell energy are drowned out by the thunderous rhythm of gunfire—the pounding beat of the gunslinger.
Inquisitor: Scourge of the unfaithful and hunter of horrors, the inquisitor roots out the enemies of her faith with grim conviction and an array of divine blessings.
Magus: There are those who spend their lives poring over ancient tomes and texts, unlocking the power of magic, and there are those who spend their time perfecting the use of individual weapons, becoming masters without equal. The magus is at once a student of both philosophies.
Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense.
Oracle: Drawing upon divine mysteries, the oracle channels divine power through her body and soul, but at a terrible price.
Paladin: The paladin is the knight in shining armor, a devoted follower of law and good.
Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes.
Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes.
Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers.
Summoner: Bonded to a mysterious creature called an eidolon, the summoner focuses his power on strengthing that connection and enhancing his strange, otherworldy companion.
Warlord*: The warlord is a master of tactics, bolstering his allies in battle, the archetypal leader of men.
Witch: Lurking on the fringe of civilization, the witch makes a powerful connection with a patron that grants her strange and mysterious powers through a special familiar.
Wizard: The wizard masters magic through constant study that gives him incredible magical power.
Your number of skill points received is based on your class, Intelligence and race. The number of feats you receive, and which ones you can select, is based on your class and race.
Because I am a kind and benevolent DM, worthy of your gifts and great praise, I have elected to use the “Hero Points” and Traits rules located in the PRD.
You’ll begin play with one Hero Point. (Not to be confused with Hit Points! If you only have one hit point…. well…. watch out for angry housecats.)
You’ll also need to select two traits. One of them will be from the trait list in the PRD. The other will be a Campaign Trait based on the starting scenario, Scimitar Rock. (Note: these aren’t 100% ready yet, so we may begin play without all of the characters having them, or may change them on the fly. Suffice it to say that they will be minor benefits, and the game won’t break if everyone doesn’t have one yet.)