Character Creation Guidelines
All classes and races on this site are available. Don't use the normal Pathfinder options. 1st-level Characters start with the Starting HP value listed for their class. At each level after the first, they gain HP based on the HP roll specified for their class.
Feats and skills are the same as normal Pathfinder, unless modified on the Feats and Skills page. Always use the feat or skill description from this page in place of the usual one.
Magic has some fundamental changes detailed on this page, but for the most part, spellcasting works as usual (though some classes do it differently).
Alchemical effects, including alchemist extracts, are not magical (and therefore not subject to benefits and penalties applied to normal spells).
The currency in the endless frontier is the standard yen, or sy. 1 sy=1 gp for magic/technic items, and 1 sy=1/2 gp for mundane items.
For starting WBL after 1st, reference the Pathfinder table for gp, round up to the nearest thousand, and that is the number of sy you start with. No more than 25% or 2000 sy of starting wealth (whichever is greater) can be invested in a single item. At least 10% should be in consumables. Most characters will benefit from purchasing a Badlands Pack, a standard set of adventuring gear that's easy-to-find and of good value for the price.
Stats will be determined as follows: For one-shots, take the numbers: 17, 15, 14, 12, 10, and 8, assigning them to your attributes as you see fit. For games with a Session Zero (long campaigns), take the usual 4d6 drop low unless noted otherwise. You may instead opt to use the one-shot array for a long campaign - note that the array averages slightly higher than rolling.
Characters do not start with Traits (though they may take Traits with the feat). Instead, characters gain the following benefits.
Each character chooses a skill upon character creation. If that is a class skill for them, they gain a +1 trait bonus on checks with it. If not, it becomes a class skill for them.
Each character chooses another (non-knowledge) skill. They specify different physical attribute than the norm to use for a physical skill, or a different mental attribute than the norm to use for a mental skill. Examples: A character could choose to use Strength for Acrobatics, or to use Charisma for Spellcraft. This choice is permanent.
Each character gains one bonus skill point per level that must be spent on a single Profession skill. This represents the character's background.
Tinker gadgets may be purchased for 20*(gadget level squared) sy from shops. Note that you must still meet the requirements to actually use these gadgets (including limits on how many you can carry). Gadgets that require expensive components cannot be purchased.
Technic Artifacts will work when magic won't, and a few of them are pretty good options for healing and other purposes.
Information on the setting and some of the lore can be found under The Setting and in Magic: What's New. This is very much a WIP and I'm open to suggestions on or help with writing up the different worlds.
Rules changes and new feats, alternative favored class bonuses, and the like can be found under Rules and Features.
1st-level characters may start with one simple weapon of choice worth 200 sy or less, in addition to other starting wealth.
Characters start out with Hero Points based on their level. See the linked page for details.