Also, thanks to Geek Related for providing an excellent write-up of how to use Fate Points in Pathfinder, copied and pasted below. I will be sending these rules out to the players for my upcoming game ;)
FATE ASPECTS AND FATE POINTS
For those who are interested, my other character creation rules for this game are as follows:
Stat Rolling: I'm experimenting with a new idea of doing 4d6, drop the lowest, but having the players roll 8 times and keep the lowest result along with the five highest results. Theoretically, this will create characters with multiple good stats, but one "flawed" stat, which I speculate could be good for character development.
In addition, a player can re-roll the entire stat line if they promise to do a song and dance at the first session ;)
Perk: Each character is allowed to pick one "perk." This can be
A) An additional feat.
B) A minor spell-like ability, equivalent to a 0th level spell (3x/day) or even weaker than a 0th level spell (at-will)
C) An heirloom magic item.
Some players have used this for other things. For example, we needed an arcane caster, and the closest we had was a Bard. So the Bard used her perk to gain the ability to cast as a Wizard, and to cast from the entire Wizard/Sorcerer arcane spell list, instead of just the Bard spell list.
Leveling up: We will start at level 0, and be leveling up per GM fiat. As this game will only meet approximately once a month, I'm going to be skimming quickly through the Rise of the Runelords content (with heavy modifications by yours truly), hitting only the important highlights and avoiding long dungeon crawls and side-adventures. If we can keep up the pace, I hope to level the characters once per session, and take about 3-4 sessions per module, getting us through the entire campaign in, well... about a year and a half.
Should be fun!