Starting out in Dan's Pathfinder Campaign
 
    Ability Score Costs (Table 1-1, Core Rulebook page 16)
1. Purchase your stats based on page 16 of the core handbook, with a 25 point total. Score Points Score Points Score Points
  Co-horts use a 23 point buy. 7 -4   11 +1   15 +7
    8 -2   12 +2   16 +10
  I will be allowing single class characters from the standard books, I will allow the hybrid classes from 9 -1   13 +3   17 +13
  Pathfinder Advanced Classes, and classes from Occult Adventures, Ultimate Intrigue and the Psioinc Books.
10

+0

  14

+5

  18

+17
2. Select a Race from either the Core Rulebook or the Advanced Race Guide. Choose a race with a value of 20 points (Standard or Core Races only), for those of lesser points read Paul Caldwell's articles on Core Races and Other Race (found under Karth > Races - New and Modified). I am not including the new races created by Paul Caldwell, since they don't normally exist in Golarion. Make any stat modifications required by the race. Notice the new rules for the core races, under Paul Caldwell's and Mike Galifaro's Core Race Balancing. If your race is not normally native to Golarion you must have a reason for their being on Golarion, like travel through a portal.
3. Write down the stats, modified by your race. Calculate the stat Bonuses, then record them, those using the automatic character sheet PDF will have these values calculated for them (those character sheets, and the ones I prefer you use can be found under Dan's Game > Blank Character Sheets use either the 0-Blank Caster for those with caster classes or 0-Martial Class Character Sheet).
4. Select one Character Classes, denote the saving rolls bonuses, the BAB, select your favored class, and decide if you want to the hit point per level or skill point per level. Once chosen at first level that same choice will be assumed for all other levels unless otherwise recorded on your character sheet at the level at which the alternate choice is made, including the standard alternates allowed for specific races and character classes. Hybrid characters may chose among the base classes from which their character class comes from and humans may take a feat to give them choices from another race. Once chosen that race remains the human's primary race and they may not change it again with the selection of another feat or with retraining, the same holds true for half-elves.
5. Select your Gender and record it. Name your character see the "What's in a Name" article. Work on character motivation and develop a background history for your character.
6. Select an alignment and record it (it must be approved by the DM and explained in your background story). Good alignments are encouraged, all alignments will be allowed.
7. Select a Deity as described among the Pathfinder Gods, use the domains listed for those gods. All the deities presented in the books and the game in general are represented in this section, You can worship the general alignments law, chaos, neutral or good, a pantheon (most nondivine casters do) or a faith like the druidic Green Faith (see acceptable religions).. If you get divine spells from the general alignment this is covered in the Pathfinder Core Rulebook. Those who select a general alignment will not be eligible to pray direct to their god for divine intervention. Oracles and Shaman do not require the selection of gods, but are encouraged. to select a god, any faith selections must be approved by the DM.
8. Roll up a birthday; roll 1d12, for the month, roll 1d4, for the week, and roll 1d8, for the day. Give the results of your roll to the DM and he will tell you when you were born, record the date (1d12 equals the month, 1d8 equals the day, 1d4 equal the first, second, third, or fourth week, and 1d8 for the day of the week; generating a number between 1 and 32 in a specific month).
9. Calculate your Base Attack Bonus (BAB) with your weapons, then calculate your Combat Maneuver Bonuses (CMB) and Combat Maneuver Defense (CMD).
10. Determine how many feats you will have (humans get a bonus feat) and select them. Don't forget to check the prerequisites for feats. In return for taking one flaw you may gain a bonus feat. Those flaws can be found in the Flaws I and Flaws II books under either Dan's PDFs or Karth folder Other Materials. You may take a second flaw and gain 3 skill points, however you can't have more skill points than your level invested in any one skill. Most flaws are designed to not be bought off eventually and usually can only be bought off at 4th level or higher.

11

11. Determine your saving rolls and record them with the proper modifiers. Select two traits, note that you cannot take a campaign trait, unless the DM says you are in that campaign, or take 2 traits from the same grouping (like 2 social traits or 2 combat traits).
12.

You will start at 1st level with an experience point total of zero. I will be using the Medium Experience Chart, however I plan on using milestone leveling. That means that the DM will determine when the characters advance a level, all characters will advance at the same rate, experience points won't be used as a bonus or penalty for players. This is an experiment to see how it works.

13. Record your vital statistics (Size, speed, initiative modifier, etc), hair color etc. Note your class skills.
14. Calculate your skill points, and buy your skills. You get your native language(s) and Common for free (unless your race description says otherwise) plus one language for each intelligence bonus point. The choice of those languages are typically determined by your race. All Arcane casters, who read their spells (not formulas), can learn Draconic, the root tongue of magic. Languages cost one skill point; therefore a pick in Linguistics to learn. Remember that you can't put more than your level of skill points into a skill and you get a +3 bonus for selecting a class skill. Make sure to allow for your armor penalty and for the skills that can be used untrained. If you are using the automated character sheet then it will track most of this for you. I am removing the skill Spellcraft from the game, instead of Spellcraft use the appropriate Knowledge skill: Knowledge (Arcane), Knowledge (Nature), Knowledge (Psionics) and Knowledge (Religion), you will not be getting extra class skills since all classes normally get the class skill associated with the type of magic that they cast.
15.

Roll your chance to see Octorange (the color of magic) based on your favored class:
Psions, Psychic Warriors, Soul Knifes, and Wilders = 01%-20%
Avengers, Barbarians, Fighters, Cavaliers, Gunslingers, Ninjas, Paladins, Rangers, and Rogues = 01%-25%
Divine Casters, Inquisitors, Monks, Ninjas, and Oracles = 01%-35%
Alchemists, Bards, Magus, Sorcerers, Summoners, Witches, Wizards and other arcane casters = 01%-45%
Other Classes = 01%-25%.
If you chose a hybrid class then chose the chance that works best for your character from the root classes.

Characters only roll once for their chance to see magic, that is ONLY done at character creation. Octorange Vision acts like a Detect Magic spell with a requirement for the character to make a concentration check. In normal situations a character can take 20.

 
16. Characters start with the average starting gold amount, for their character class, if they have a backstory then they get 100 extra gold pieces, if they have a reason to be adventuring with each other then they start with one masterwork item or weapon (that cannot be valued at more than 1,300 gp and cannot have any unusual adjustments like strength bonuses) and one potion of healing (heals 1d8+1). Check the Pathfinder Core Rule book, the Ultimate Equipment Guide, Auroa's Whole Realms Guide and other books. Then record your equipment purchases. You can buy scrolls or any magic items if you can afford them (say by taking the rich parents trait). Determine your carry capacities and the weight of your items. All equipment and magic items are at standard price. You may not sell your masterwork weapon, however you can chose to have a different masterwork item such as a masterwork backpack. Casters who need to read and study their spells get a free spellbook with all their cantrips and the spells that they are able to learn at first level in them, they may forego their masterwork item for a backup traveling spellbook with a copy of their spells. After 1st level they will need to pay the standard fees to record their spells in both spellbooks, as per page 219 in the Core Rulebook (Materials and costs to write a new spell in a spellbook).
17. Calculate your Armor Class, based on your feats and the armor you wear, and record it.
18. Calculate your attacks with each weapon you purchased and record it., don't forget to purchase ammo for projectile weapons. Primitive guns are allowed.
19. Select your spells and record those you learn. If you fail to learn a spell you can try again in 1 week (8 days). You must have a primary casting stat of 10+ the level of the spell to learn it. You need to pass a Knowledge (Arcane) check to learn a arcane spell. Spontaneous casters don't need to pass this check, they just know their spells, most divine casters also just know their spells. In the case of clerics they are granted by their divine power source (typically deities).
20.

The DM will allow two flaws, but you must clear them with the DM first. This can only be done at character creation. The flaw(s) and bonus feat(s) should be explained in your character history. You may only take one bonus feat for one flaw, the second flaw grants you 3 extra skill points.

21. Spellcasters must choose their spells from their respective spell lists. Divine casters (Oracles can freely select divine spells, but are limited in the number of spells they can learn) get access to the entire list. Spells are limited to those found in the Core Rulebook, the Advanced Player's Guide, Ultimate Combat, Ultimate Magic, Ultimate Intrigue, Occult Adventures and any supplements allowed by the DM (see texts allowed in the game). The DM will have access to spells from D&D 3.5, other supplements, and other possible 3rd party resources. If the characters gain access to these spells through scrolls, spellbooks or other sources they may then learn these spells themselves, even divine spells (for divine casters).
22. 22. I will be using the Medium Experience Chart, with milestone experience leveling; you level when the DM says so, and that will be determined by experience points based on the creatures you kill, defeat or outwit, traps you disable, and adventure milestones you reach. You don't have to kill a creature to necessarily defeat it, outwitting them or causing them to avoid you are all fair tactics. You will not be awarded experience points for retreating unless the DM considers that to be the most reasonable response to the situation (for example first level characters running from an ancient red dragon might be the best recourse).
After the first game any character choices made can be changed, but by 10:00 pm of Thursday of the next week any new choices must be finalized. When characters advance a level changes must be finalized at that same time. Character sheets will be stored in the Dan's Game folder under your player name. Viewing of these sheets by any but the DM and that player is not recommended. Please don't use abbreviations on your character sheet unless you know the DM will know them.
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