Okay, here are the character creation rules in full, which is still subject to edit in the future depending on the desires of the players and possibly my own whims. Building Characters
Characters in this world are not all equal, and this isn’t a game of conflict and battle or passion and sex (though those themes are acceptable, simply not the game's focus). It’s a game about the lives of characters in a fantasy world, each exceptional in their own way. Character Creation
will begin on this page, using the rules there and the ones following: Character Concept
Your character concept will go through me, and we will determine what point-buy you’ll get, what starting gold, if you get traits, and if you can use a special race. Also, not everyone will start at the same level, I want diversity. Third Party Materials
Generally, anything made by Paizo will be okay, but check with me on anything from Paizo peripherals. Otherwise, no Third Party stuff until you run it by me completely, and I really don’t want to use fan-made stuff. I will possibly allow feats (and MAYBE spells) from the 3.5 Player’s Handbook 2 and the Complete books, if it can fit into the existing Paizo rules and fits your character concept well. Character Sheets
I prefer to use PlotHooks
for your character sheets, and remember to make your character public. Also, please keep these organized, so try to think ahead of time, like when you’re doing spells known, leave space for spells you’ll learn in the future so that they can be arranged by level. Point Buy Rules
Most characters are ‘adventurer types’, unique individuals from the norm, and gain 22 points in point-buy. Some are particularly exceptional, however, and get a 25-point-buy. The rest of the characters will be less adventurous (barkeepers, tradesmen, and such) generally with a 15-point-buy, or people that fit in a bit of a limbo (nobles, thieves, guards) with 18-point-buy. Race
You can pick any of the standard races, and maybe the third party races (as per the above rules about 3PP). Races from the Bestiary may be used, if you go through me, but you may have to tradeoff traits or point-buy for it.
(Note on Languages: The listed Languages under Linguistics
all work, though the extraplanar ones will be rarer and may be used differently. Also, add Eldritch (the language of magic), Thieves’ Cant (a secret language which includes signals and special words to hide meaning), and Sign Language (which is a rare language and has special rules regarding it, and cannot be chosen as a base language unless your character is deaf). Also, it takes 2 ranks in Linguistics to learn a new language.) Classes
Alignment restrictions are generally guidelines, especially if you have a good character concept. Try to follow them, but if you can explain it well, go ahead and break them. Alignment is subjective anyway, and I may change your character alignment to fit my outlook (just because it matters to Detect spells and such).
Prestige classes are fine, though those alignment restrictions should be adhered to unless you ask me specifically (except for Assassins, they can be treated like other classes for alignment restriction, but you’ll have to do a good job of convincing me how you’re a Good aligned Assassin).
For non-adventurers, NPC classes may be taken, and I may design modifications based on concept. A character can also take a 10-level modified Aristocrat, Commoner, or Expert class which grants double progression in Skill points and ranks per level (and may gain a few class features to allow specialization in a skill or set of skills).
For example, a blacksmith who has been crafting his entire life may use a 10-level Expert class and get bonuses to Craft skills, representing the fact that an adventurer has no reason (even at high levels) to be as skilled a craftsman as a professional master blacksmith. On top of that, an enchanter may be granted the ability to enchant magic items without actual spell-casting ability.
(In-Game Note: Don’t refer to characters by their class unless that’s how you’d reasonably refer to them. A fighter isn’t a fighter’s job, he may be a fighter, or a guard/militiaman, or a knight. When you build your character, consider what they would seem like to the rest of the world. Class doesn’t define fluff, it’s supplemental rules to help you build a character.) Feats
Read the Third Party material section. Hit Points
Starting hit points are max. Each level thereafter, adventurer types (or guards, or thieves, people who would reasonably see combat or dangerous situations) will roll and take the roll or half max whichever is higher. Anyone who would not see combat often will get half max hit points. Starting Gold
You may get more (or even less) gold based on level. A noble or merchant might get more (this might by a multiplier (1.5x or 2x, POSSIBLY 3x), or just a be treated as a few levels higher. This may be a trade-off to traits or point-buy, depending on concept. Traits
Normal 22-point-buy characters should get 2 traits, once again, refer to the Third Party material section of this. These may be traded away for a non-standard race or better starting gold.
(Character Example: An Undine Barbarian/Monk 22-point buy character, trades off traits for the ability to take a non-standard Race. Reflavoring turns Rage into a channeled focus that drains a character's resolve afterward. This character takes a level in Wizard and gains the Practiced Spellcaster feat (from Complete Arcane), which increases her caster level for her Wizard spells by 4 (as long as her caster level doesn't exceed her total level).)