Magic: Max spell-levels to start will be capped at roughly 1/2 as knowledge of anything higher has been lost. This means half casters (except rangers) cap at 2nd level, 2/3 casters stop at 4th level and full casters (except druids) cap at 6th level.
This does not mean higher levels don't exist merely that the spells are very rare and impossible to simply buy. Anyone wanting to play a wizard will no longer receive the 2 free spells/level beyond level 12. The same applies to anyone wanting to play a caster, once you reach the level where you would receive the next highest level of spell beyond the cap you no longer gain the free spells known per level. Every spell beyond that will have to be conceptualized and researched and will be unique to the caster.
Accordingly prices for scrolls, potions, wands, rods and anything else that replicates a spell are 2.5x more expensive.
Summoning/Planar Travel etc: Any magic that summons, enables travel to/from or contacts beings from other planes doesn't work.
Healing Magic: All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect.
Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.
Traits: 3 to start, 1 drawback. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.
PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.
Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.
Feat Tax: I will be using the system suggested here.
Crafting: A slightly altered system will be replacing Pathfinders crafting rule set to accommodate the campaign.
Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.
Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation in the campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.
Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.
Technology: Steampunk!! Airships!! Railroads (very limited right now)!! Lots of Clockwork stuff.
Mythic: Possible but not guaranteed.
Character Creation:
-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 50 times). You must accept stats as a set, no mixing and matching.
-->Starting Level: 1st
-->HP: Max.
-->Max gold 1st level.
-->All archetypes allowed.
-->Books allowed: All Pathfinder with the following exceptions; No Occult Adventures or 3PP. Also any books/PDFs dealing with the Machinesmith class from Louis Porter Jr Design are allowed.
-->Classes: Everyone will be starting out as level 1 npc class as you will begin as apprentices or something equivalent. Regular character classes will open up later. Machinesmith from Louis Porter Jr. Designs is the only 3PP class allowed once regular classes become available.
-->Restricted Classes: Over two thousand years ago the gods went silent and those who drew their power from faith or were blessed by the divine in their very blood lost all of their power. No clerics, paladins, oracles, celestial blooded sorcerer or any other class whose class features are divine related can be played. Druids and rangers are the exception to this rule as they Idolize nature itself.
Also Summoners will not be allowed due to the restriction on summoning magic.
-->Races allowed: Human, half-elf, dwarf, halfling and half-orc. If you want to play a half-orc you will suffer a -5 penalty on diplomacy rolls as you are considered to be in-bred and both of your parents will be humans. Additionally half-orcs receive +2 Str in addition to the +2 to a stat of their choice. Half-elves can be born from any combination of human/human, human/half-elf or half-elf/half-elf and are called Eldkin.
-->Background Skills: Yes.
-->Variant Multiclassing: Special. All characters will receive 1 variant class for free. Restrictions on divine characters still apply.
-->Firearms: Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.
-->Alignment: Not as strict a system since clerics and their ilk are no longer around but generally a good meter for the type of person you are . Cause too much conflict in the group and we will have a problem.