In the near future I will be running a Pathfinder campaign for a group of players rather new to the system. One has not roleplayed in many years and got out of the hobby late in the run of 2e D&D; the other two have not roleplayed before whatsoever. What I need to know is: What parts of Pathfinder are most important to teach these players before they build their characters ?
Note that I am speaking in terms of Pathfinder's character mechanics; that is, I'm seeking to know what mechanics might be considered uniquely Pathfinder and essential, rather than optional, to the experience of creating & customizing Pathfinder characters. I can teach players how to roleplay just fine and the social end of the affair is entirely handled. As a result I would prefer that advice relating to learning to roleplay or dealing with social troubles be kept to a strict minimum and preferably only be brought up when it relates to mechanical knowledge (e.g. if a specific mechanic or group of mechanics might help flesh out a character concept and thus be considered essential). Exotic subsystems such as Harrow are also not particularly desired.
Resources available and in-use for the upcoming campaign include PFSRD, Path of War (Dreamscarred Press) and Ultimate Psionics (Dreamscarred Press). Full access to the latter two books is being permitted and encouraged, so answers that include them are welcome. Other 3pp content is not currently being included for consideration.
The expected campaign style will place an emphasis on combat exploration and tactical encounters. Attrition is not expected (though it might happen anyway), and players will have significant control over their own wealth. It will not be set in Golarion.
Knowledge of what mechanics to avoid placing before new players would also be greatly appreciated, especially if aforementioned mechanics might bog down play or prove confusing and intimidating.
Thank you for your time, and let me know if further information would be helpful.