
Aardvark DM |
5 people marked this as a favorite. |

I have a couple friends either new to PbP or new to/inexperienced with Pathfinder in general, and I decided that I wanted to run a PbP campaign for them. Following along the idea of those lines, I also decided that I wanted to fill out the rest of the group with people very/fairly new to PbP/Pathfinder themselves.
I'm mostly putting this out there as an interest check, which will turn into an official recruitment in the not too distant future. I'm not sure yet what I would use as the metric to define someone as new to PbP, but I'm sure it will be based off number of posts/aliases/campaigns under their belt, and the number will be fairly small (maybe only double-digits).
As such, I also have not chosen which campaign I would like to run for this particular recruitment, but it will be one of the AP's (as I own all of them except Jade Regent). I also have a very specific set of House Rules, which I employ regularly across all of my games.
Character Creation:
I'm actually a rather strict GM, and don't always follow the 'say yes' style of DMing.
That being said, I'll allow just about anything Paizo from the SRD (feats, traits, gear, etc...). There are a few exceptions nonetheless.
No 3PP. Nothing personal, just that I end up having to review every component and don't want to have to cherry pick which ones I do or don't allow. The safest answer is just avoid them all.
Normally CRB races only as a base, but with a reasonable argument I may allow something outside the core to be played.
Classes will likely only be allowed from the CRB, ACG, or UM.
I may be okay with AN (as in only 1 per group, 2 would be pushing it) evil character, as long as they can play well with others and have a reasonable argument as to why they would work with the group to accomplish the AP's goals.
Ability scores will be rolled using 4d6 drop the lowest, 7 times drop the lowest roll. If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll. This helps alleviate the disparity that can happen based on rolling.
Starting wealth will actually be rolled in the thread.
Houserules:
1) A nat 1 on a skill check gives an additional -10 to the roll.
2) A nat 20 on a skill check gives an additional +10 to the roll.
3) The take 10/20 mechanic has been removed.
4) Weapon Finesse is a free feat for all (treat it as a quality of a finesse weapon).
5) Leadership is a free feat at level 9, but cohorts will be recruited out of the NPC's met within the game, based on character interactions. They will be controlled in combat by the player, but they will be RP'd by the GM.
6) All PC's get an extra skill point at each level in either a craft, perform, or profession (as long as the skill is not a class-specific skill for abilities e.g Craft Alchemy for Alchemists, or Perform for Bards). Also, they each get one skill point per level in a class-specific skill.
7) Group stealth, when sneaking as a group, the stealth total is the average of all those sneaking.
8) Aiding the best, when aiding another on skills or ability checks the highest roll is the base, all others are aiding.
9) Crafting Magic Items is only a single feat, but you will still need the appropriate level required by the previous feat of the item type being crafted.
10)All magic items have a chance of being either Cursed or Intelligent
The determining rolls will be made in the Gameplay thread under GM rolls spoilers.
Weapons:
1-5% means it's Intelligent
6-25% means it sheds light
96-00% means it is cursed
Armor, Shields, Rings, Rods, and (non-consumable) Wondrous Items:
01% means it's Intelligent
96-00% means it is cursed
All others (including consumables):
96-00% means it is cursed
When crafting, a Nat 1, will make a cursed item (as well as if you fail making an item by 5 or more). Every item can be cursed.
For Intelligence, first is a Nat 20 on the Skill check when crafting:
if it's a weapon, rolling 17-20 on a second d20 means it's Intelligent
if it's an Armor, Shield, Ring, Rod, or (non-consumable) Wondrous Item, rolling a 20 on a second d20 means it's Intelligent.
No items other than weapons, armor, shields, rings, rods, or (non-consumable) wondrous items can be intelligent.
Intelligent items will be within one alignment step of their crafter.
About me as a GM:
I just want to make sure there is an understanding on where I'm coming from as a GM, so there are no incorrect assumptions due to my lack of clarity. I use every rule in the book that I am aware of, and those I don't use will be adressed as houserules. I expect the players to be cognizant of, at the very least, the rules that apply to their character. If you have a ranged weapon, regardless of being an archer, you should take into account the firing into melee and firing past cover rules.
When I play, I consider the game to be one about taking actions, and you can't assume an action that has in game consequences is taken unless declared. If there are rules for it, then it should be accounted for. If it is assumed you ate, then you should mark off a ration.
If you didn't say you used Survival to find food, then you didn't do so.
If you didn't say you were moving stealthily, you didn't do so.
If you didn't say you prepared different spells than the ones the day before, you must have kept the same ones.
If you didn't say you slept, you are fatigued or exhausted (these I'm not certain of, I can't seem to find sleep rules for anyone other than prepared casters).
If you didn't set up a watch rotation while you slept, then you all get the -10 to your perception checks for being asleep.
If you didn't say you when and where you mapped, you don't have a map.
If you didn't search for something hidden, you won't find it.*
And if you didn't say you told the party what you saw/learned/know, they don't know.

Aardvark DM |

I don't have a set time yet for how long I'm going to leave this open, but ideally enough time to drum up a fair amount of interest.
I've narrowed down the list of AP's I will be looking to run with this, based off either ones I've already run, am running, or just don't think I would like to run in PbP.
It will likely be one of the following:
Legacy of Fire
Council of Thieves
Serpent Skull
Carrion Crown
Reign of Winter
Giantslayer
Strange Aeons
Ironfang Invasion

chubbs |

I like it, I started a couple of new campaigns over the past two months, and have had a pretty good time. I typically choose 1-2 new players to the game every time I started a new campaign. I wanted to wish you luck because I always feel bad because I have been watching most recruitment threads, and new players I think have a rough time getting chosen. I was new to Pbp but not Dnd or Pathfinder. (mostly table games) so I started my own rather than wait to get chosen.
Good luck.

Aardvark DM |

Glad to see that it is drumming up some interest. As such, I will go ahead and call this an official recruitment.
On that same note, after speaking to the two people I started this for, the adventure will be Reign of Winter.
For anyone unfamiliar with it, here is the Summary:
It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea region. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
The player's guide can be downloaded for FREE, from HERE
Feel free to start throwing together characters and concepts here in the recruitment. I will be taking 2-4 players (above the two I already have). I will take class/race requests outside those I've listed above on a case-by-case basis.
If anyone has any questions about either how to do something on the forums, or about PF in general, just ask me here and I will try to answer them to the best of my ability.

Pastiche |

Cool! (bad pun intended...)
I'd like to play the apprentice to Heldren's blacksmith. Big and strong, fiercely loyal, but not very bright. Looking through the class list, brawler seems the most appropriate, but if hybrid classes are not allowed, he could be a fighter. He'd be human, with the "Blood of Giants" campaign trait.
If this sounds like something which could mix in with your existing players, I'll flesh out the character sheet.

Aardvark DM |

The other two players haven't built characters yet, but thus far I have no problems with the concept.
Also, as a recruitment thread, the general practice is to build the character and backstory and present it in the thread (a profile isn't required until chosen). Then out of all the applicants, I will go through and pick the ones that best fill out the group.
The first step, typically comes from rolling the ability scores in the thread.
In case they got lost in the deluge of text I put in the initial post, it would be 4d6 (drop the lowest) 7 times (drop the lowest). If the total is lower than 15 point buy or a total modifier of +5 you will reroll. Also, if the total modifier is higher than +12, you will reroll.

Slayde77 |
I think I'd like to run an Elf Kensai Magus. I'd probably give him either the the Warded against Witchery or the Vigilante Witch Hunter trait. With the former I would run off the story that either the encounter with the evil witchcraft in the former case or escaping the witches in the latter case left him fearing his own arcane power and leaning on the martial side to give him focus.
I'm still working on why He's in Heldren but this my base idea. I'll work on getting some crunch and fluff written up.
Rolling dice I hope
4d6 ⇒ (3, 3, 4, 4) = 14
4d6 ⇒ (6, 5, 3, 2) = 16
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (1, 3, 1, 6) = 11
4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (3, 3, 5, 1) = 12
4d6 ⇒ (3, 4, 4, 6) = 17
If my math is correct, that is one point under a 15 point buy so I should reroll
4d6 ⇒ (3, 5, 5, 3) = 16
4d6 ⇒ (4, 5, 4, 2) = 15
4d6 ⇒ (4, 4, 5, 2) = 15
4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (5, 3, 3, 3) = 14
4d6 ⇒ (6, 3, 4, 5) = 18
4d6 ⇒ (3, 4, 1, 5) = 13

Pastiche |

Here are my rolls:
4d6 ⇒ (4, 6, 5, 4) = 19
4d6 ⇒ (5, 3, 6, 3) = 17
4d6 ⇒ (4, 4, 3, 5) = 16
4d6 ⇒ (5, 3, 4, 6) = 18
4d6 ⇒ (1, 4, 1, 5) = 11
4d6 ⇒ (4, 6, 6, 4) = 20
4d6 ⇒ (3, 1, 1, 1) = 6
Not bad... So my scores would be 11, 16, 17, 18, 19, 20. But since the 20 would give me a +5 modifier, I would need to re-roll, right?

Slayde77 |
Here are my rolls:
4d6 - lowest
4d6 - lowest
4d6 - lowest
4d6 - lowest
4d6 - lowest
4d6 - lowest
4d6 - lowestNot bad... So my scores would be 11, 16, 17, 18, 19, 20. But since the 20 would give me a +5 modifier, I would need to re-roll, right?
you forgot to drop the lowest of each. That gives you rolls of 15, 14, 13, 15, 10, 16.

Pastiche |

@Patische, Slayde77 is right, and the scores he listed are what you would end up with (which is still a decent spread).
Strange, I thought I was able to use the '4d6 - lowest' syntax successfully somewhere else in the forum...
Anyway, is there a specific template you'd like us to follow for the application, since we should not yet create an alias profile page?

Slayde77 |
Quick question, I was looking through different options to run with the Magus other than the typical shocking grasp build and came across a build using Enforcer with a spell struck frost bite. Doing a bit more research it seems there is debate on the legality of this.
Enforcer requires non-lethal damage to be dealt by a melee weapon.
Spell strike casts touch spells through the weapon
Frostbite is a touch spell that deals non-lethal damage
Is a spell struck frostbite melee weapon damage?

invisliz |

4d6 ⇒ (2, 5, 6, 2) = 15
4d6 ⇒ (5, 5, 2, 5) = 17
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (5, 5, 6, 4) = 20
4d6 ⇒ (2, 1, 4, 6) = 13
4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (5, 5, 1, 4) = 15
That comes out tooo.... 13, 15, 10, 16, 12, 15, 14
I'm considering trying my hand at a Cavalier. Getting some banner support in is always handy while you charge back and forth across the tundra :P
I think the Northern Ancestry or Warded Against Witchery campaign traits would fit well, I'm imagining a slight Harry Potter rip-off with my character dropped off on a random doorstep in Heldren as a baby. Not too tough to see how either of those traits could branch off from there, it'll be worth some more thought later.

Ironskull |

I have lurked for a while now and finally decided to bite the bullet and try to apply for a game. I am new to PbP, but medium experience with Pathfinder. I am thinking a dwarven priest, Travel and Rune domains, out to see if the tales of lost dwarven ruins are true.
4d6: 4d6 ⇒ (5, 3, 6, 1) = 15
4d6: 4d6 ⇒ (1, 4, 3, 2) = 10
4d6: 4d6 ⇒ (2, 6, 4, 5) = 17
4d6: 4d6 ⇒ (1, 2, 1, 5) = 9
4d6: 4d6 ⇒ (1, 2, 2, 6) = 11
4d6: 4d6 ⇒ (3, 2, 1, 4) = 10
This would come out to 14, 9, 15, 8, 10, 9 which equals out to an 8 point buy. Trying the second roll:
4d6: 4d6 ⇒ (5, 5, 4, 3) = 17
4d6: 4d6 ⇒ (6, 1, 1, 6) = 14
4d6: 4d6 ⇒ (2, 4, 5, 6) = 17
4d6: 4d6 ⇒ (2, 2, 4, 1) = 9
4d6: 4d6 ⇒ (6, 3, 6, 5) = 20
4d6: 4d6 ⇒ (6, 3, 1, 5) = 15
That one comes out to a 14, 13, 15, 8, 17, 14 which is a lot better, but still keeping under the +12 mod cap if I am reading it right.
If the concept is accepted, I will start working on the more crunchy bits of the character. Thanks in advance for any comments/questions from you, or the other potential players, on him.

Aardvark DM |

@Pastiche
You can create an alias, or just add the build to a post. If you create an alias, as long as you don't post 10 or more times with it, you can still fully modify it later. If you post 10 or more, then the only thing about the alias you can't change is the name. All other information in the alias is malleable.
It will take some time, but later tonight I will try to post the format I use for a lot of my characters.
@Slayde77
Hmmm, let's see. Legally (as per RAW), I don't see why it wouldn't work for the sole fact that you deliver the spell via a melee weapon. I only see two issues with the concept. First, if the enemy hit has Cold resist high enough to negate the cold damage, they would suffer no NL, therefore not having an effect (not to mention the DC would be only based on the NL damage done), unless you choose to do NL with the weapon damage as well (and suffer the -4 for NL). Secondly, you will be raising the moral quandary of what to do with all the unconscious, but not dying enemies, produced by having NL damage.
@Invisliz
Sounds fine. If they were dropped on the doorstep as a child, then they would be a Heldren native. If they are going to be a Heldren native anyways, why be an orphan?
@Ironskull
I see no problem with the concept thus far, at least the travel domain will make up for the dwarf's short little legs. :-)

Aardvark DM |

Okay, I save this sheet in a text document, just because it keeps all the coding in place. If you copy and paste the data between the two dotted lines into the text block on your profile, it should have all the info you need for a PbP character (if not feel free to update as you wish).
-----------------------------------------------
[spoiler=Basics][b]AC:[/b] ##
[b]Touch:[/b] ## [b]Flat:[/b] ##
[b]CMD:[/b] ##
[b]HP:[/b] ##/## (dead at -##)
[b]BAB:[/b] +#
[b]CMB:[/b] +#
[b]Fort:[/b] +#
[b]Ref:[/b] +#
[b]Will:[/b] +#
[b]Init:[/b] +#
[b]Speed:[/b] ##'[/spoiler]
[spoiler=Racial traits]
[b]:[/b] .
[b]:[/b] .
[/spoiler]
[spoiler=Class Features]
[b]:[/b] .
[b]:[/b] .
[b]:[/b] .
[b]:[/b] .
[b]:[/b] .
[b]:[/b] .
[/spoiler]
[spoiler=Feats and Traits]Feats
[b]:[/b] .
[b]:[/b] .
Traits
[b]:[/b] .
[b]:[/b] .[/spoiler]
[spoiler=Basic Attacks]
: +#, 1d# damage, crit , blunt
(thrown #'): +#, 1d# damage, crit , blunt
(80'): +#, 1d# damage, crit , pierce,
(Load is a Move action that provokes)
[/spoiler]
[spoiler=Skills (*trained)]
+0 Acrobatics
+0 Appraise
+0 Bluff
+0 Climb
+0 Craft
+0 Diplomacy
+0 Disable Device
+0 Disguise
+0 Escape Artist
+0 Fly
+0 Handle Animal
+0 Heal
+0 Intimidate
+0 Knowledge (Arcana)
+0 Knowledge (Dungeoneering)
+0 Knowledge (Engineering)
+0 Knowledge (Geography)
+0 Knowledge (History)
+0 Knowledge (Local)
+0 Knowledge (Nature)
+0 Knowledge (Nobility)
+0 Knowledge (Planes)
+0 Knowledge (Religion)
+0 Linguistics
+0 Perception
+0 Perform
+0 Profession
+0 Ride
+0 Sense Motive
+0 Sleight of Hand
+0 Spellcraft
+0 Stealth
+0 Survival
+0 Swim
+0 Use Magic Device
[/spoiler]
[spoiler=Spells][b]Spells/Day:[/b] #/0th, #/1st
[b]Concentration:[/b] +#
[b]Spellbook:[/b]
[b]0th[/b] - [i][/i]
[b]1st[/b] - [i][/i]
[b]Spells Prepared:[/b]
[i]0th - DC 1#[/i]
[i]1st - DC 1#[/i][/spoiler]
[spoiler=Equipment]
[b]Encumbrance:[/b] / lbs
[b]Gear:[/b]
[lbs]
[lbs]
[lbs]
[lbs]
[-]
[lbs]
[-]
[lbs]
[lbs]
[lbs]
[b]Money:[/b]
PP:
GP:
SP:
CP:
[/spoiler]
[spoiler=Background]
[/spoiler]
------------------------------------
To see it in practice, HERE is one of my aliases using it.

Ammon Knight of Ragathiel |

stats: 4d6 ⇒ (6, 5, 4, 6) = 21 17
stats: 4d6 ⇒ (3, 4, 4, 6) = 1714
stats: 4d6 ⇒ (1, 1, 4, 2) = 8 7- dropped
stats: 4d6 ⇒ (5, 3, 3, 4) = 15 12
stats: 4d6 ⇒ (2, 2, 5, 2) = 11 9
stats: 4d6 ⇒ (6, 5, 4, 5) = 2016
stats: 4d6 ⇒ (2, 6, 5, 4) = 1715
Still trying to come up with an idea, but in general thinking Half elf oracle using the spell scar mystery.
The idea is that she was created through witchcraft, magic, and alchemy by her father. In the process she grew to hate both him and arcane magic.
Now she actively hunts down those who abuse magical.

Sia Bajirgri |

4d6 ⇒ (1, 3, 6, 5) = 15
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (2, 5, 3, 3) = 13
4d6 ⇒ (4, 2, 1, 2) = 9
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (1, 5, 6, 3) = 15
4d6 ⇒ (1, 4, 4, 2) = 11
So reroll it is....
4d6 - 1 ⇒ (2, 5, 5, 1) - 1 = 12
4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
4d6 - 2 ⇒ (2, 4, 6, 4) - 2 = 14
4d6 - 1 ⇒ (1, 3, 1, 3) - 1 = 7
4d6 - 1 ⇒ (2, 5, 1, 3) - 1 = 10
4d6 - 3 ⇒ (4, 3, 4, 6) - 3 = 14
4d6 - 1 ⇒ (2, 1, 4, 2) - 1 = 8
Wealth: 4d6 ⇒ (4, 6, 6, 6) = 22x 10 =220

Ironskull |

@Aardvark: Thanks for the catch, will roll here since the other post is too old for me to edit.
To add to first set of numbers:
4d6: 4d6 ⇒ (1, 6, 3, 6) = 16
4d6: 4d6 ⇒ (5, 3, 6, 1) = 15
4d6: 4d6 ⇒ (1, 4, 3, 2) = 10
4d6: 4d6 ⇒ (2, 6, 4, 5) = 17
4d6: 4d6 ⇒ (1, 2, 1, 5) = 9
4d6: 4d6 ⇒ (1, 2, 2, 6) = 11
4d6: 4d6 ⇒ (3, 2, 1, 4) = 10
This would make the new numbers become 15, 15, 14, 10, 9, 9 which gives me a total bonus of +6, so I will work with these. Thalin Ironskull will not be the typical image of a dwarf, as I will put the two 15s to Wis/Int, but he is as hardy as they come (14 before racial.)
The others I will place in Str/Dex/Chr giving us a studious, but frail, and socially inept priest.
To add to second set of numbers:
4d6: 4d6 ⇒ (2, 5, 5, 5) = 17
4d6: 4d6 ⇒ (5, 5, 4, 3) = 17
4d6: 4d6 ⇒ (6, 1, 1, 6) = 14
4d6: 4d6 ⇒ (2, 4, 5, 6) = 17
4d6: 4d6 ⇒ (2, 2, 4, 1) = 9
4d6: 4d6 ⇒ (6, 3, 6, 5) = 20
4d6: 4d6 ⇒ (6, 3, 1, 5) = 15
That one would have came out to a 17, 15, 15, 14, 14, 13 which would have put him right at a total of +12 bonus.
I will assign the stats and go from there on finishing up the backstory aspects as well.

Thalin Ironskull |

@Aardvark: How do you handle Linguistics? Is the standard skill point +3 at first level as it is a class skill for clerics? With Thalin being a travel priest, especially if he knew he would be heading to the remote North, I was going to have him take a language or two that the Player's Guide recommended. I just wanted to make sure I was factoring them in right.
Common/Dwarven - Flat racial
Celestial/Giant - +2 Languages due to 14 Int
X/X/X/X - 4 ranks in Linguistics, but +6 total due to Int bonus
Any clarification from you/others would be appreciated.

Aardvark DM |

@Ironskull,
First, lucky you, your first set of rolls is only a +4 bonus, as the two 9's are each a -1. That means you get to use the second set of scores.
Secondly, Linguistics gives you an extra language per rank in the skill. You can only have max ranks in a skill equal to your level. The +3 you get for a class skill is a bonus, and not ranks. Meaning, you would only get 1 bonus language, just that your linguistics score would be a +6. I hope that helps, or did I make it more confusing?
@Ammon,
I hate to say it, but I noticed something yesterday. You have well over 4,000 posts, and many PF characters with over 100 each. The goal for the recruitment is for players new to either PbP or PF, and I'm afraid you don't meet either of those.

Thalin Ironskull |

@Ironskull,
First, lucky you, your first set of rolls is only a +4 bonus, as the two 9's are each a -1. That means you get to use the second set of scores.Secondly, Linguistics gives you an extra language per rank in the skill. You can only have max ranks in a skill equal to your level. The +3 you get for a class skill is a bonus, and not ranks. Meaning, you would only get 1 bonus language, just that your linguistics score would be a +6. I hope that helps, or did I make it more confusing?
@Aardvark: It makes perfect sense and will still let me get one of the recommended languages for the campaign setting. At the end of the day, I was just wanting to ensure that Thalin would have some means of communicating with the locals.
I will update the stats and everything along those lines as well and keep pressing to get you a finished submission today. The more I am playing with this concept, the more I like how he is shaping up.

Thalin Ironskull |

@AArdvark:
Per other conversation, I wanted to send you the link to Magrim. There is not much written on him, so I was hoping to take some dramatic license and add the Travel domain to him as well. I am leaning Thalin towards an order of priests who search out lost/forgotten dwarven burial chambers to see if they exist, as well as to ensure they have not been looted.
He will be searching for information on a potential location at the start of the adventure with the others.

Aardvark DM |

I had been looking at it after you asked, and considering Magrim normally only has 3 domains available, I have no issue giving him access to the travel domain under the auspices of seeing the dwarves ferried to or from the realm of the dead. Especially, given the line that says "He is responsible for restoring racked souls to be ready to return to the mortal plane."

Thanion Aeraviel |

Here is what I've worked on so far for my submission. I still need to come up with the second trait. I went with the Arctic Elf, however, if you would prefer I stuck with the base version I can do that. The basic attack and AC is done assuming I can buy what I want. (I'm intending and Estoc, Longbow, and haramaki) If my wealth roll doesn't allow this I'll rework. Should I roll the wealth roll here or wait until you make a decision on players?
My thought if you look at the back story is that "the event" awoke his magus powers and that I would focus on the cold spells like frostbite. If we were up against several things with cold resistance, I should be able to change gears as I do have other spells. However, with that said, if you would prefer I don't focus on cold spells I can change that.
Let me know what you think

Aardvark DM |

Oh, before I forget, everyone gets a free skill rank/level in a specific class skill, based on class. Don't forget, you also get the free skill point in a craft/perform/profession as per the House Rules above.
@Ironskull, I give Clerics a free rank in Knowledge Religion per level
@Slayde, I give Magi a free rank in either Knowledge Arcana or Spellcraft (don't have my notes on me), but I'll get back to you.
Either way, that means both of you should have 1 more skill point.
Everyone else, let me know when you are putting together your character what class you are making, and I'll let you know which free skill you get per level.
Also, is everyone finding the character sheet I posted helpful at all?

Slayde77 |
Oh, before I forget, everyone gets a free skill rank/level in a specific class skill, based on class. Don't forget, you also get the free skill point in a craft/perform/profession as per the House Rules above.
@Ironskull, I give Clerics a free rank in Knowledge Religion per level
@Slayde, I give Magi a free rank in either Knowledge Arcana or Spellcraft (don't have my notes on me), but I'll get back to you.Either way, that means both of you should have 1 more skill point.
I thought I already included them. I should have 5 skill points (2 +int modifier. Then I took 1 in craft bows and 1 in what I thought was a class skill. Since I have 1 in both arcana and spell craft we'll call it one of those 2.

Aardvark DM |

@Pastiche,
Despite the flavor text of the trait, you are not officially in the 'Large' size category. You are just a really big 'Medium' creature. So you do not suffer/gain any of the 'Large' modifiers.
Also, the Fighter free skill rank is in Intimidate
@Slayde,
I counted you as having added your favored class point in skills, since you didn't add it to your HP. Did you use it for the alternate option as an elven Magus of the 1/6th of a Magus Arcana? Also, I would ask that you not add your Canny Defense into your base AC, as it is a conditional modifier based off having your chosen weapon in hand. If anything, I would ask that you add it as a note to your AC section.
@Everyone, don't forget, you all get Weapon Finesse as a free feat.

Aardvark DM |

To all, be careful with your moral concept. This is very much a 'Lesser of Two Evils' campaign vice a definite 'Good vs. Evil' type campaign.
As for the character sheet, forgive me, I forgot to fix the skill section. The '*' should read 'Class skill' instead of 'Trained'. For skills you have trained, I use a #r at the end of the skill name to indicate how many ranks I have in set skill.
@Braham, Your Intimidate should be at least 1 higher for your Chr bonus. Also, you don't need to take a 'Small' hammer. That means it is sized for a creature in the 'Small' size group. You will likely want a Medium hammer, and can go ahead and roll/spend your starting wealth (give yourself at least some armor, man) :-)

Aardvark DM |

@Ironskull,
Your 'dead at..' number under HP should be your Con score in negatives. So you have until -17. Also, don't forget the favored class bonus, of either a HP, a Skill Point, or a class specific benefit (easily found under the 'class' entry on the PFSRD site).
@ALL,
I've found it to be one failing of the adventure, in that no PC's actually 'know' they will be in the frozen north. The whole story begins with a freak bout of snow during summer, in a warm to temperate climate area.

Thalin Ironskull |

@Aardvark: I didn't know initially if the option to take anything other than skill or h.p. was there, but I would like to take the dwarven cleric ability of gain 1/2 extra usage of a domain ability per level as my choice. Having the ability to add extra runes down the line seems a good one.
For why he is in town at the beginning, I was thinking of being sent to sit vigil with a dying dwarf who is in/near the town. Chanting the last rite hymns with the dwarf and his family until at last the soul was ready to be with Torag. While a goal of the clergy is always to find/protect the dwarven burial grounds, along the way Thalin could offer aide/peace to dwarves, or anyone dealing with an imminent passing. His Northern Ancestry could come from a distant clan relative that once lived in the North and the genes are in his blood waiting to be awakened by being exposed to the area. Before that Thalin will just have always assumed that the cold didn't bother him due to his training.
If the scope of the game is more gray, would shifting Thalin's alignment to LN make more sense? It would still fall within the axis of Magrim's faith and it would still work with how I am seeing Thalin now. A dwarf who is called upon in times of great sadness to give what comfort he can to any dwarf in their final hours and to tell them the truth of what lies beyond the pale. I am seeing him dressing in more somber colors when on *duty*, but regular travel clothes when on the road going from village to village.
Or is this straying too far in left field for a workable concept?

dronedog |

I'm going to go ahead and post some rolls
4d6 ⇒ (5, 3, 3, 3) = 14 11
4d6 ⇒ (1, 5, 1, 1) = 8 7
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (4, 5, 3, 1) = 13 10
4d6 ⇒ (1, 4, 1, 2) = 8 7 dropped
edit: forgot a roll!
4d6 ⇒ (4, 6, 5, 2) = 17 a 15!
That would be 16 18 15 11 10 7
Sevrin Withers does not yet understand that he is a witch. The son of a woodcutter and a hunter, he spent his youth exploring the local wilds, foraging for useful and edible plants. He always seemed a little wild and strange, but not so unusual that he ever failed to find the love and acceptance of his family and community. Things began to change for Sevrin as he entered his early teens, he began to feel the attention of something he could not see or name as he began to wander increasingly far from home. It was not malevolent and it did not frighten him, but it led him to spend more time further away from home. He became more moody and mercurial, but it was nothing his friends and family saw as unusual in a teenager.
In time he began to notice a small brightly colored creature haunting his peripheral vision. The creature proved elusive, flying away every time Sevrin turned to face it. Eventually he tracked the creature to a secluded grove, where it proved to be a tiny flying lizard. The creature locked eyes with Sevrin and in a sudden rush a deep understanding established itself between the two, and his familiar began to show him things he could not imagine.
Now 20 Sevrin has become initiated into mysteries he cannot begin to grasp the depth of. His patron remains a remote, seemingly amused force. His mood swings have cleared up, he has begun to spend more time in town, always helpful, always thoughtful. Nobody yet knows that this behavior is masking a growing coldness in his heart as the teachings of his patron have begun to influence him in strange ways, encouraging him to see the people he has known all his life in a more removed and clinical fashion. He is not evil or cruel at heart, and he still loves his home but he feels more apart than ever.
Sevrin knows he's different, he knows he is a magician, but he has not connected what he is with dark tales of witches who can hunt children by smell and consume the flesh intelligent beings. Thus far he has concealed what really makes him different from his fellow villagers.