Start of Play
Based on your character type, you may have a few questions about how to play without starting wealth or items. Here are a few tips:
Weapons: You will not have weapons or armor at the start of the campaign. This may give characters like monks or those who invest in the Improved Unarmed Strike feat an early game advantage. However, you will have ample opportunity to rectify your weakened start.
Armor: Similarly, you will not have access to armor early on. High dexterity and constitution characters will thus have a slight edge in that regard.
Gear and Tools: Without gear and tools at hand, you may consider investing ranks in crafting skills that you would otherwise ignore, such as Craft(Rope).
Wealth and Coins: Without coins or other money at the beginning, you will not be able to waltz into a shop and buy whatever gear you need. Crafting, thievery, and creativity offer refuge from this, if you can find a settlement.
Spellbooks, Bonded Items, and Divine Foci: Casters who use spellbooks may have a particularly rough start as they will not have access to such an item at the beginning. Their cunning will be invaluable to a party, but until they can find paper to copy down spells to memorize or scrolls they can use in place of it, their casting will be minimal. Clerics, Druids, Inquisitors, and others who channel through a Divine Focus will not have access to such an object early on, though they have the option of making one if they can find tools to shape stone or wood.
Material Spell Components: Without a spell component pouch, casting is very difficult. Sorcerers will, as spontaneous casters who gain the Eschew Materials feat, have an easier start than Wizards when it comes to casting spells.
Familiars and Animal Companions: Your characters will not have any companions with them. To accommodate these as class features, however, you will have the opportunity to create a bond with a creature after campaign start at no cost other than the standard time to establish a link. This is most pertinent to Wizards, Arcane Bloodline Sorcerers, Cavaliers, Druids, and certain archetypes of Ranger who gain their companion at 1st level.
Phantoms and Eidolons: Summoners and Spiritualists find themselves in a strange place regarding their companions. Because those creatures are not bound by physical bodies in the same way mortal animals are, the rules will be a bit different. Spiritualists will begin play with a phantom they can manifest from their mind, but that phantom will not have any knowledge of either its own life or the Spiritualist’s prior to the beginning of the campaign. Similarly, Summoners will begin play able to conjure and Eidolon. For reasons unknown, when you conjure your Eidolon for the first time it is functionally a new entity you have no prior experience with and, to the best of its ability to communicate with you, has no prior experience with you either. As such, this is functionally a brand new Eidolon for you, but you may still pre-build it with the appropriate evolutions before the session.
Alignment: Your character can have any alignment they choose at campaign start. However, this will be a campaign in which the GM will be initiating discussions about shifting alignments over time based on actions, more so than I have in the past. In addition, given your unknown pasts, you may discover that your past and current alignments do not match up. This is a setting in which playing an evil character is acceptable, with the standard caveat of ensuring fun for the group. Should people choose to play a group of villains waiting to stab each other in the back and would enjoy it, I am willing to run for such a group.
Divine Casters with Domains: If you are going to play a character who gains Domain Powers and Spells, please see the table of Domain Options and either select a group that looks good to you, or roll randomly. Details about the god you nominally serve will be unknown to you.
Wizards: If you are going to play a wizard with a specialty school, please refer to the Schools of Magic page for guidelines on how to play this when you do not know your background.
Food, Water, and Survival: Given your lack of tools and wealth, the ability to gather food and find water will be helpful. The GM will be enforcing tracking rations of food and water, and applying starvation and thirst penalties as needed.
Experience and Leveling: As your characters gain experience, they may advance in level. Contrary to Pathfinder’s written rules that leveling takes place as the Experience is awarded, this campaign will function under the “Rest to Level” system. As such, you will gain a level after resting in good accommodations for a full 8 hours. In addition, to gain the benefits of leveling up your character must not be suffering from starvation or thirst.
Death and New Characters: I’m going to level with you here. You all might die. But this campaign is written in such a way that new level 1 characters can be added in pretty easily. As such, it may be of interest to you to have a couple ideas in the wings. An early session death may see you rejoining the party the same night if you have a sheet prepped and ready. As such, I will highly recommend that you have a “Bull Pen Character”, ready to go should the worst come to pass. Your Bull Pen Character will follow the same Character Creation Rules as before.
Setting Details: Things like religion, cultural norms, and language prevalence will be unknown to you all. Divine casters will not know the name or tenants of their god. Wizards will not immediately know their specialty school. You will be piecing together details as you go. As such, I highly suggest utilizing the forum here, or notes in the Roll20 page to build up your understanding of the world.