Starting out in Dan's Pathfinder Campaign; See Headlines
 
    Ability Score Costs (Table 1-1, Core Rulebook page 16)
1. Purchase your stats based on page 16 of the core handbook, with a 20 point total. Score Points Score Points Score Points
  Assign the stats as you desire. Co-horts rolled up after the game starts use the Elite set of stats (18,16,14,12,10,8). 7 -4   11 +1   15 +7
    8 -2   12 +2   16 +10
  I will not be allowing Gestalt characters at first, later you will be gestault characters and I will allow the hybrid classes from Pathfinder Advanced Classes. I will not allow paladin/rogue or gunslinger/rogue. 9 -1   13 +3   17 +13
    10 +0   14 +5   18 +17
2. Select a Race (Check out the "Allowed Races," of the campaign you are playing in, for racial adjustments and abilities) and record the special abilities of the race. Make any stat modifications required by the race. Notice the new rules for the core races, under Core Race Balancing.
3. Write down the stats, modified by your race. Calculate the stat Bonusess, then record them.
4. Select one NPC Character Classes (Commner, Expert, Warrior or Adept) and select an Adventurer Guild to train in (you will get a guild ability, typically a feat and a method to make extra money).
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 will be rewarded, whenever the character plays good.
7. Select a Deity as described in Gods in the D&D World page (Use the D&D 3.5 Gods and their domains). All the deities presented in the books and the game in general are represented in this section, if you can't find it you can't become a cleric to that God. You can worship the general alignments law, chaos, neutral or good. If you get cleric 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.
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. Yes, birthdays are required. You should learn your friend's birthdays and celebrate them by giving gifts; this is traditional.
9. Calculate your Base Attack Bonus (BAB), and record it 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 (A guild selection may grant you a bonus Guild Feat). Don't forget to check the prerequisites for feats.

11

Determine your saving rolls and record them with the proper modifiders.
12.

You start with 5 characters at zero level.

13. Record your vital statistics (Size, speed, initiative modifier, saving rolls etc), hair color etc. Note your class skills.
14. Calculate your skill points, from your best skilled character class and buy your skills. You get your native language and common for free plus one language for each intelligence bonus point (Middle Sorish is Common on Sorrid and is a free language, players should consider other racial languages). Languages cost one skill point 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.
15.

Roll your chance to see Octorange (the color of magic):
Psions, Psychic Warriros, and Wilders = 01%-20%
Barbarians, Commoners, Fighters, Cavaliers, Gunslingers, Knights, Paladins, Rangers, Rogues, Samurai, Scouts, Warriors, and Soul Knifes = 01%-25%
Divine Casters, Experts, Inquisitors, Monks, Ninjas, Oracles, Shungenjas and Spelltheives = 01%-35%
Adepts Alchemists, Archivisit, Bards, Magus, Sorcerers, Summoners, Witches, Wizards Wu Jens = 01%-45%
Other arcane casters = 01%-40%
Other Classes = 01%-25%.

Characters with more than one class at the start of the game can choose their best class. If you later take a Prestige Class or other character class that offers a different chance you do NOT re-roll your chance to see magic, that is ONLY done at character creation.

 
16. Characters start with 800 crowns (gold pieces) for their group of five characters (Brother's of the Staff only receive their quarterstaff and their starting money), 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. All equipment and magic items are of standard price.
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.
19. Select your spells and record those you learn. Check "How to Gain Spells." If you fail to learn a spell you can try again in 1 week (8 days).
20.

The DM will allow two flaws in exchange for two feats, but you must clear them with the DM first (flaws were first introduced in the Unearthed Arcana). This can only be done at character creation. The flaw(s) and bonus feat(s) (from Dropbox) should be explained in your character history. You may also select up to two traits from Pathfinder PFSRD20. I will be using the PFSRD20 flaws article I and II or any DM approved flaws that you can come up with. Selecting two flaws for two feat is against the rules in the flaws books, I am making an exception.

21. Spellcasters must chose 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. Arcane spellcasters who share the Brother's of the Staff spell list are limited to those spells in the Pathfinder core rulebook, the Complete Arcane, the Complete Mage, the Advanced Race Guide, the Spell Compendium, the Advanced Player's Guide and Ultimate Magic. Assassins and Bards are allowed any spell on thier respective spell lists.
22. I will be using the Slow Experience Chart, characters start out at zero level.
 
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