As a first word, this is a game of House Rules. A ton of the Pathfinder has been re-customized to fit what I believe to be the spirit of the rules. While I don’t think you’ll have any problems with the rules I’ve made (they’re all trying to reinforce common sense) we’ll still go over some of the more ambitious ones. I’ll consider repealing a rule, especially if everyone just finds it to be downright offensive.
There’s a lot stuff here, and to a new player, it might look like that you’ve gotten into something that is too complicated for you. The best arguing point that I can make is that when this whole dance is done in person, I can just simply answer any question you have with nothing irrelevant. Here I have to consider and spell out every possibility players can possibly take ever. So the ensuing walls of text are really D&D’s principle strength: its infinite possibilities. Don’t worry so much, we’ll be doing all of this in person, everything here is just theorycraft. Really, it’s like the half fun for some of us.
- Choose Region: Your region is more important than anything else as it dictates your race choices, ability scores, powers, and all the roleplaying goodies.
- Choose Race: Many are familiar to D&D-Pathfinder setting, none are the same. For those that are familiar with Pathfinder, please note that ability score modifiers for races have been halved. Regions are intended to play a more significant role versus race.
- Choose Ability Scores: Point buy system, 10 points. Minuses and pluses to ability scores are added in after determining how many points you spend/receive.
- Choose Class: Classes are almost untouched – but nothing remains a virgin to my DM touch shudder. Like the races, most of the changes are about context: how this class is seen differently in roleplaying world than it would in standard D&D. Monks are practitioners of an obsolete Elven art, while Druids consort with barbaric fiends; a good, man-grown Fighter is the salt of the earth. All of the classes fit aesthetically into the campaign setting; yes even the ninja, monks, gunslingers, and samurai. If you don’t have the rulebooks on you, this is a great substitute.
- Pick Traits: Two specifically. This campaign will use the ‘Traits’ rules found in the Advanced Players Guide. There are the standard APG traits along with some special ones and their special requirements.
- Gain one Hero Point: This campaign will also use the ‘Hero Points’ rules found in the APG. Because everybody likes Hero Points.
- Generate Vital Stats: I like how Pathfinder puts the “vital” statistics after everything else. Well I consider them more important anyways; after all your name, gender, height, weight should probably make more of an impression on others than if you took Improved Initiative vs. Stand Still. I have a comprehensive list of all the vital stats here.
- Choose Alignment: Choose your alignment. For anyone that plays D&D for any length of time, this becomes one of those sources of constant confusion and misinterpretation. I will discuss in person, as I consider it to be the first or second more important thing about your character. For easiest purposes, a lawful versus chaotic alignment dictates how you carry out your methods; and a good versus evil alignment dictates how society views your actions.
- Favored Class:: Choose your favored class. Favored class = +1 hp/level or +1 skill point/level. Keeping with infinite customization, there are also alternate favored class choices in the APG.
- Pick Skills & Choose Feats: Skills are largely untouched. Every character receives a free fatality feat. As you’ll quickly find out, it is the furthest-reaching of the house rules and the one I would certainly consider pulling from the campaign.
- Buy Equipment: 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. Refer to here for starting values and campaign-unique items. You also get a haversack, which is described in the previous link.
- Charter Business: The premise of the campaign is that (insert number) young adventurers of promise from different walks of life are handpicked by a patron to form a charter. As you quickly find out, this kind of arrangement is not uncommon. A name is decided on, a few ground rules are established, and a charter alignment is decided upon (which serves as the alignment of the patron). Every character in that charter must start within one degree of the alignment (patron chooses like-minded individuals), and the alignment of the charter itself says a lot about how you conduct yourselves.
The campaign will start in Salermium, a port city in southern Campagnia.