The Wilderlands of High Weirdness
It’s come to my attention that the Pathfinder beta rules don’t really have character creation rules. My bad. The following entry describes how to roll up a character, serving as an adjunct to Chapter 2 in the beta rules. If you’re not happy with the races or classes available, let me know, and we can work something out. The the Wilderlands is a big and mostly unexplored place and can accommodate pretty much whatever you can come up with.
Step 1. Ability Scores
Roll 4d6 and drop the lowest die. e.g. you roll 5, 4, 4, 3 – drop the 3 for a total of 13. Record the results. Repeat this six times in total. Assign the results in any order to Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.
You may also select the “elite array” of ability scores if you don’t feel confident in your dice. Assign the following scores to your abilities: 15, 14, 13, 12, 10, 8.
You may not shift points around between your scores.
Ability modifiers: Exceptionally high or low ability scores give a bonus or penalty to die rolls, respectively, as noted on Table 2-3 in Chapter 2. Note your ability modifier next to your ability score, or in the appropriate field on your character sheet.
Step 2. Race
All races listed in Chapter 3 are available. Note racial abilities and apply racial bonuses or penalties to your ability scores at this time. Adjust your ability modifiers appropriately.
Step 3. Class
All classes listed in Chapter 4 are available. The sorcerer uses a variant spell list and spell progression, available for download here, and is otherwise as described in chapter 4. You start at 1st level with standard starting hit points (maximum for your class hit die, plus Constitution bonus). We’re using the slow advancement column on table 4-1 in chapter 4.
Step 4. Skills
Unchanged from Chapter 5. Your starting ranks points are as noted in Table 5-1. Humans get an additional skill rank per level. A quick and dirty way to assign skill points is to pick as many skills as you have skill ranks, then apply your +3 bonus to each class skill (as noted on table 5-4) that you’ve picked.
Step 5. Feats
Unchanged from Chapter 6. You start with at least one feat of your choice. Humans get a bonus feat of your choice at 1st level. Fighters and monks get a bonus feat at 1st level as specified in their class description in Chapter 4. Wizards receive Scribe Scroll as a bonus feat at 1st level.
Step 6. Equipment
Unchanged from Chapter 7. Starting wealth is determined from table 7-1.
Step 7. Details
Pick an alignment, fill out your encumbrance levels, and pick or roll an age, height/weight, and appearance.
Step 8. Everything else!
The fun part! Your characters can be as finely or coarsely detailed as you like. Page through the Player’s Guide to the Wilderlands and get some ideas from there, or just make something up. Again, the Wilderlands is a big and mostly unexplored place and can accommodate pretty much whatever you can come up with.