
GM Zed |
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Deep below the anarchic city of Kaer Maga, someone—or something—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity.
I am looking for 4 – 5 adventurers to accept this call for aid and to investigate the Godsmouth Ossuary. I will make my selection based on interesting characters (background and/or character concept), party balance and what looks like fun to play.
This adventure takes place in the Varisian City of Kaer Maga. All characters should have a tie to the city and should either be living or newly arrived in the city when the quest starts.
Your ‘employer’ for the adventure will be the Church of Pharasma. Your character should be known to the Church in some way.
The ‘Crunch’
All Paizo created classes other than Gunslinger, Summoner, Ninja and Samurai are acceptable; all characters will begin at level 1.
20-point ability buy.
Maximum HP for your class.
This being the ‘cosmopolitan’ City of Kaer Maga, Core races AND Featured races from the Advanced Race Guide are acceptable (Uncommon races and Custom races will not be considered).
Two traits maybe selected (preferably thematic to Kaer Maga, Varisia or your Character’s background)
Average gold for your class.
Non-evil alignments only.
All character options must originate from Paizo published Pathfinder products; No 3rd Party Materials.
Recruitment will be open for a week, during which time I will try and answer any questions, with an expected close date of 19th April, Midnight GMT. I will make my selection over the following weekend and look to start the adventure on the 22nd April. The selected persons should be able to commit to posting at least once per day during the week.
I look forward to seeing some interesting characters ready to delve the Ossuary.

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Thoughts on a Cleric or Inquisitor or Groetus? He'd be a bit of a heretic in that he sees Groetus as a force of entropy. Groetus is about as evil a mushrooms or maggots. Others followers are mislead. He isn't going to destroy the world, mearly clean it up when it's purpose has been served.
He'll still be mad as a hatter.

GM Zed |

Twilsemail - I think a follower of a religion other than Pharasma could be quite interesting... especially something 'out there' like Groetus. Can I ask you to think of a reason why the Church of Pharasma would be willing to engage the services of someone actively following the God of the End Times? Maybe something in his past is so special that the Church is willing to overlook certain things?

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I have a character that is an ifrit that is schizophrenic. One side was an oracle of flames and CG. The other was a sorceress fire bloodline and was CN. If you would like to see how a character that depending on what personality she is depends on her class is interesting that'd be neat.. if its a little too much ill stick with sorcerer but keep the schizophrenic aspect. You would have control or we could let dice decide who she is how long she is and such.

GM Zed |

Saint Abel - That is certainly an interesting proposal and would be very interesting from an RP perspective (seeing how the Ifrit's response may vary according to the split personality). How would you see the mechanical aspects working? What happens when your character casts a spell as a Sorceress - does she lose the equivalent Oracle spell as well?
Twilsemail - that would certainly work...although I'm sure the Church would be despairing of their inability to convert your character's viewpoint to that of Pharasma.
Michael - looks okay - why is Thogg in Kaer Maga during this adventure? Why would the Church of Pharasma be aware of him / seek him out?
Rafael - looking forward to reading your characters.
...and Biophilia... love the alliteration...

Airon87 |

Would you consider a Neutral cleric (or inquisitor) of Norgober?
Norgober is described as the less evil of the evil gods, more interested in manipulation than destruction and slavery, and I thought he could be there to learn secrets from another cult.
The reason why the church is ok with him helping them... well I always thought that "a favor for a favor" is the perfect mantra for a Norgober follower...
Otherwise I have already prepared an inquisitor of Pharasma, but it's a bit obvious...

Efka / Ifka |

Female Ifrit Oracle 1
CG Medium Outsider (native)
Init +3; Senses Perception -1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8
Fort +0, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4-1/19-20/x2)
Unarmed strike +3 (1d3-1/x2 nonlethal)
Ranged Dagger +3 (1d4-1/19-20/x2)
Oracle Spell-Like Abilities (CL 1st)
8/day—touch of flames(melee touch) +3 (1d6 fire dmg)
Oracle Spells Known (CL 1st)
1st (4/day)—cure light wounds, sanctuary
0 (at will)—detect magic, read magic, resistance, stabilize
Mystery flame
Spell-like Ability burning hands 1/day (DC 15)
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Statistics
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Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits Ease of Faith, Fast-Talker
Skills Bluff +9, Diplomacy +9, Heal +3, Intimidate +8, Knowledge Religion +4, Use Magical Device +5
Languages Common, Ignan, Elven, Gnome
SQ fire resist 5, tongues(may only speak/understand Ignan in combat)
Combat Gear ; Other Gear simple robe, dagger, Sorcerer's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.), 60g.
Female Ifrit Sorcerer 1
CN Medium Outsider (native)
Init +3; Senses Perception -1
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 6
Fort +0, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee Dagger +3 (1d4-1/19-20/x2)
Unarmed strike +3 (1d3-1/x2 nonlethal)
Ranged Dagger +3 (1d4-1/19-20/x2)
Sorcerer Spell-Like Abilities (CL 1st)
8/day—elemental ray(ranged touch, 30ft) +3 (1d6 fire dmg)
Sorcerer Spells Known (CL 1st)
1st (4/day)—burning hands, magic missile
0 (at will)—detect magic,, mage hand, predidgistation, read magic
Bloodline elemental (fire)
Spell-like Ability burning hands 1/day (DC 15)
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Statistics
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Str 8, Dex 16, Con 10, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -1; CMD 12
Feats Weapon Finesse
Traits Ease of Faith, Fast-Talker
Skills Bluff +9, Diplomacy +9, Intimidate +8, Use Magical Device +8
Languages Common, Ignan, Elven, Gnome
SQ fire resist 5
Combat Gear ; Other Gear simple robe, dagger, Sorcerer's Kit (This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.), 60g.
Yes, spells will share same a day and they match up quite fine, I even picked similar spell-like abilities that will share the same. only difference between the two are hp the oracle will have 2 more then the sorcerer and skills. the oracle has 2 more skills and her use magical device is less since it isn't a class skill for her and is for the sorcerer counterpart.
edit: forgot about this
this makes my spell like go up 1 more x a day. is it ok if the oracle does as well or should the oracle have 1 less of that type?
also later today I will post background and all that jazz

GM Zed |

Twilsemail - A mass of filthy rags can certainly mechanically be an Armored Coat if it suits your character better.
Efka/Ifka - I think that the mechanics for your character would work okay as you appear to have aligned things well. I don't think the 'Spell Like' should go up for the Oracle (Your racial trait is very specific to 'Sorcerer'). I also like the idea / impact of having different HP levels for your split personality... If you are selected (and I certainly do like the concept of your character), we will have to agree the drivers / mechanics by which it is determined which personality is dominant at any one time (I think over the course of the adventure we should definitely see both personalities but maybe the changes shouldn't be too frequent).
Airon - So long as the character isn't aligned or acting in an Evil way, I would certainly consider it. Just convince me of the reason that the Church of Pharasma would be willing to ignore 'certain aspects' of your character's beliefs.

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Cool. I'm going to work something up before I'm out of work for the day. I'll be away from the internet for most of the weekend. Hopefully I can chip in on Sunday if there are any questions.
I think I'm going to spend my 50 on an "Armored Coat" and the rest of my starting cash on a whole sack full of broken items.
Amusingly, I keep on typo-ing "armored coat" as "armored goat." It kind of makes me want to switch to an urban druid.

Trexy Vextrotter |

Sounds fun. Here's my application:
Presenting Trexy Vextrotter, soon to be one of Golarion's most famous Treasure Hunters and Tomb Raiders. Or at least that's her belief. Yet so far she hasn't seem to be able to find a single treasure or even come close to one. In fact she hasn't even set food in any underground crypts, catacombs or caves and has been known to get lost in her own basement. What she perhaps lacks in skill she does however compensate by her determination and (over?)confidence. In fact, she is that sure that one day she'll be a world famous archaeologist that she makes sure to write down her every day actions in her diary. Only this way can she be sure that her heroic actions will be conveyed truthfully over coming generations.
Day 102 - Kaer Maga
A minor setback occurred 2 days ago. The aforementioned map to the location of one of Golarion’s most treasures turned out to be nothing more than a muddy sheet of paper containing a game of tic-tac-too tossed away by some young famer’s son. Luckily my keen senses spotted the fraud quickly (only took me 2 days).
Nevertheless, having arrived today in the city of Kaer Maga, I soon got word that the local clergy are looking for brave adventures to explore the catacombs of the Godsmouth Ossuary to find out why recently corpses have gone missing.
Of course, I explorer extraordinaire, volunteered to the clerics to sort out their little problem.
Trexy Vextrotter
Female Gnome
Bard (Archaeologist) 1
CG Small Humanoid (Gnome)
Diety: Desna
Init: +3, Senses: Low-light, Perception: +5
Languages: Common, Dwarven, Gnome, Sylvan
=================================================
DEFENSE
=================================================
AC 17, Touch 14, Flat-footed 14, CMD 13
HP 10 (1HD)
Fort: +2, Ref: +5, Will: +1
=================================================
OFFENSE
=================================================
Speed: 25 ft. (5 Squares)
Melee Spear (small) +1 (1d6/x3)
Ranged Spear (small/thrown) +4 (1d6/x3)
Ranged Shortbow (small) +4 (1d4/x3)
Melee Whip (small) +1 (1d2)
Face: 5 ft. Reach: 5 ft.
Base Atk: +0, CMB: -1
Known Bard Spells (CL 1 st):
0th - Detect Magic, Light, Open/close (DC 13), Read Magic,
1st - Charm Person (DC 14), Grease (DC 14),
=================================================
STATISTICS
=================================================
Abilities: Str 11, Dex 16, Con 14, Int 12, Wis 8, Cha 16
Feats: Armor Proficiency, Light, Lingering Performance, Shield Proficiency, Simple Weapon Proficiency
Traits: Sprint, Vagabond Child (urban)
Skills: Acrobatics +2, Acrobatics (Jump) -2, Appraise +1, Bluff +3, Climb -1, Craft (Untrained) +1, Diplomacy +3, Disable Device +7, Disguise +3, Escape Artist +2, Fly +4, Heal -1, Intimidate +3, Knowledge (Dungeoneering) +6, Knowledge (History) +6, Knowledge (Religion) +6, Knowledge (Untrained) +2, Perception +5, Perform (Untrained) +3, Ride +2, Sense Motive -1, Stealth +10, Survival -1, Swim -1,
Possessions: Spear (Small)(Extra damage when set against a charging character (pg. 144)), Studded Leather (Small), Arrows (20) (Small), Backpack (Small), Bedroll (Small), Inkpen, Paper (Sheet), Rope (Silk/50 ft.)(4 hp, DC 24 Strength check to burst), Thieves' Tools, Torch, Vial, Shortbow (Small), Whip (Small)(Bonus to disarm an enemy (pg. 144), Deals nonlethal damage (pg. 145), May be used to make trip attacks (pg.145)),
Will add more details about her history and how she found her calling as an archaeologist later.

Sir Kane Ravencourt |

Doomed Hero here with my first submission.
Kane is a paladin of Pharasma with a kind and merciful heart, and a body cursed with a dark and terrible form. He was born of a human family, and might technically still be human, but for mechanical purposes he's something else.
I've built him as a Stryx because that was the most inhuman and frightening looking race I could find, but that could easily be changed to whatever the GM prefers.
His reasons for being in Kaer Maga are pretty simple. In a place like that, someone like him is more easily accepted.

Aklo Dragonkeeper |

Aklo Dragonkeeper was only a child when the Dragonkeepr Tribe ceased to exist. Bandits, and raiders the tribe soon became to much for the local authorities to ignore. A band of adventures was assembled and they hunted down and destroyed the tribe, and reclaimed the stolen treasures the Dragonkeepers had amassed. The also found the last living child of the tribe, Aklo. Though some in the party wanted the kolbold child killed, the Cleric of Pharasma with the party took pity and brought the child, and his pet "dragon" ( a winged lizard resembling a dragon or a wyvern) back to Kaer Maga where he was raised as a ward of the church. Despite the churches best efforts to civilize the kolbod it has been hard to reign in his kolbold nature. Though he has learned well the lessons of good over evil, he still has a sporadic personality. With the recent troubles below, the church leaders think this is a good opportunity to get Aklo, "out of their hair" and use him to keep an eye on the adventures they employ. It never occurs to them that he just might be a worthy hero in his own right.
I would stat Aklo as a chaotic good ranger (beast master archetype). I would like him to start with his "dragon" pet that would become his Animal companion when he reaches 4th level. To stat the "dragon" I would suggest the Wasp, giant for stats that represent a winged lizard that would not break the rules of animal companions. I'd like him to have the Beast Bond alternate racial trait instead of the normal Crafty. For character traits I was thinking Child of the Temple making Religion a class skill, and Courageous.

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Here's what I've got for Yggdra, Mad Tengu cleric of Groetus.
I still have to pick traits.
Yggdra
Male Tengu Cleric of Groetus 1
CN Humanoid (tengu)
Init +3; Senses low-light; Perception +5
AC 17, touch 13, flat-footed 14
hp 8 (1d8)
Fort +2, Ref +3, Will +5
Speed 30 ft
Melee Heavy Flail +0 (1d10/19-20/x2)
Melee Claw +0 (1d3/x2)
Melee Bite +0 (1d3/x2)
Ranged Touch +4
0 level spells (3) Detect Magic, Purify Food and Drink, Resistance
1st level spells (2+1)Cause Fear, (Free), + Confusion (Lesser)
Domain: Chaos (Protean)
Domain: Madness (Nightmare)
Str 11, Dex 16, Con 10, Int 12, Wis 16, Cha 14
Base Atk +0; CMB 0; CMD 10
Languages Common, Tengu, Varisian
SQ Aura
Other Gear Armored Coat (Filthy rags) 90 gp
Confiscated Equipment Rapier
Aura (Chaos) As cleric level
Touch of Chaos (Sp): 6/day Yggdra can imbue a target with Chaos as a melee touch attack. For the next round, any time the target rolls a d20, he must roll twice and take the less favorable result.
Fearful Touch (Sp): 6/day Yggdra can, as a standard action, make a melee touch attack against a creature, causing it to experience terrible hallucinations for 1 round. During this time, the creature loses any immunity to fear effects it might possess and takes a -2 penalty on attack rolls made against him. In addition, the creature takes a -1 (half cleric level) penalty on Will saves made against fear effects. This power is a mind-affecting effect.
Domain spells – 1st: Confusion (Lesser)
Carrion Sense - Gain Scent in relation to corpses or badly wounded (50% or fewer hp)
Claw Attack - gain two claw attacks. Treated as having improved unarmed strike for purposes of qualifying for other feats.
Gifted Linguist - +4 bonus on linguistics checks. Gain 2 languages every time he takes a rank in linguistics.
Sneaky - +2 bonus to perception and stealth
[spoiler=Feats]
Selective Channel
Acrobatics +3
Diplomacy +6
Knowledge: Religion +5
Perception +5
Stealth +6
When the world needs devoured. When the Bloated Moon descends on the fat, festering corpse of this world. Yggdra will be there and will help. Then Yggdra will die and a new existence will arise.
In the mean time, he observes and he helps. The plan does not say we will destroy the world, only that our lord will clean up the mess we’ve left afterwards.
Once, Yggdra met another of the Touched. He spoke about Groetus and what needed to be done. The other, the Wolf Man, screamed and attacked Yggdra. Yggdra had to run and find solace somewhere. He ran to the Children of the Boneyard. They knew the way. They would help him.
Yggdra was protected, for a time. Her protectors were his protectors. They fought and killed the Wolf Man, but they couldn’t see his muzzle. They called Yggdra mad. Perhaps they were right.
Yggdra returned to the gutters when it was safe. In the Gutters, they have trouble finding you. The Fox is still out there. Maybe he found another Wolf.

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I do plan on Yggdra being tied in some way to a member of Pharasma's clergy, though that can be a PC or NPC. If anyone wants to be the cleric that sheltered him or the warrior that smote the "Wolf Man" or some other tie while he was staying with the church, I'd be happy to have you. I'm always glad for character ties.

Horatio Labreque |

Horatio here with a VERY brief and rough concept for a Monk of the Endless Step.
Born to prostitutes - his mother worked in The Blushing Rose and his father a Tallow Boy - Horatio sought to rebel from his parents' life-choices from the moment he was able. He looked for companionship through numerous child gangs of Kaer Maga, but eventually found direction and enlightenment from The Temple of the Endless Step around his 15th year. A focused and dedicated pupil, Horatio endured the trials of the monks and pursued perfection with an obsessive intensity.
On his 18th birthday - or around it, as he wasn't actually sure when he was born - he was tasked with leaving the monastery to aid the city in some way. It wasn't long until he was contacted by a representative of the church of Pharasma.
Let me know if you have any questions or would like to see any more info.
Thanks for the consideration!
EDIT: I can't change my avatar for some reason. Weird.

Urok Scratcher |

Urok Scratcher received word that troubles in the Godsmouth Ossuary need dealing with. This may be a good opportunity to make amends with his mother and father.
Male Half-Orc Fighter 1
CG Medium Humanoid (Orc)
Init +2; Senses Darkvision; Perception +1
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DEFENSE
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AC 20, touch 12, flat-footed 18 (+5 armor, +3 shield, +2 Dex)
hp 13 (1d10+3)
Fort +5, Ref +2, Will +1
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OFFENSE
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Spd 20 ft.
Melee Heavy Shield Bash +4 (1d4+3/20/x2)
Flail +4 (1d8+3/20/x2)
Ranged Shortbow +3 (1d6/20/x3)
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STATISTICS
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Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Saving Shield, Shield Focus
Traits Brute (APG)
Skills Acrobatics -4, Appraise +1, Climb -3, Escape Artist -4, Fly -4, Intimidate +6, Ride -4, Stealth -4,
Survival +5, Swim -3
Languages Common, Orc
SQ Orc Ferocity (1/day)
Combat Gear Arrows (40), Flail, Scale Mail, Shield, Heavy Wooden, Shortbow; Other Gear Backpack
(empty)
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SPECIAL ABILITIES
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Orc Ferocity (1/day) 1/day, when brought below 0 HP but not killed, you can fight on for 1 more round
as if disabled. The next round, unless brought to at least 0 HP, you immediately fall unconscious and
begin dying.
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Shield Focus +1 Shield AC

GM Zed |

So far we have Backgrounds and Character Sheets for:
Yggdra - Male Tengu Cleric of Groetus
Urok Scratcher - Male Half-Orc Fighter
Horatio Labreque - Male Human Monk of the Endless Step
Trexy Vextrotter - Female Gnome Bard (Archaeologist)
Efka / Ifka - Female Ifrit Oracle / Sorcerer (Schizophrenic Character)
Thogg No Tribe - Male Half-Orc Paladin (Redeemer)
Gazzer - Male Ratfolk Alchemist (Cryptbreaker)
Backgrounds for:
Aklo Dragonkeep - Male Kobold Ranger (Beast Master)
Sir Kane Ravencourt - Male Stryx Paladin of Pharasma
Posts for interest from:
Airon 87 - Cleric or Inquisitor of Norgorber
Biophilia - Catfolk Monk, Sorcerer or Catburglar
Rafael the Silent - Half Elf Cleric of Shelyn or Magus Kapenia Dancer
Some really good ideas and interesting characters already...and, as sort of expected for Kaer Maga and a game where the ARG is allowed, only one Human so far!!!!!

Gazzer |

Gazzer is a coward and a thief and a sneak.
And he's very happy being all three. He was born in a Kaer Maga warren and expected to die there, but circumstances changed all that. A roving band of cut-throat adventurers slaughtered them, all save Gazzer who stuffed himself in a crack until the slaughter was over.
The next few years were a blur, as Gazzer experienced life on his own.
And loved it. A chance encounter with a book of alchemist formulae turned him from a sneak thief into an accomplished alchemist. At least until the Church of Pharasma caught him sneaking into their crypts. Instead of turning him over to the authorities or executing their own rough justice, they released the rat with a warning and expectation of a favor, to be disclosed later.
The time has come to pay up.

Leiff Druidking |
I was thinking of why Throgg would be in Kaer Maga he was but couldn't think of something that I really liked so I'm pitching a different character. Maldrek, tiefling inquiisitor of Asmodeus. I think his character has more of a reason to be in Kaer Maga and more chance to have the Church of Pharasma take notice.
Maldrek was born in a devil’s bargain, where his mother was to give up her first born. He was raised by the church of Asmodeus who adopted him and raised him to follow the way of the Dark Prince. Being devil blooded in Cheliax made him a second class citizen to the common folk but the Church of Asmodeus treated him as an equal.
Maldrek hated the irony that a devil worshipping country looked down upon one of devil blood. He had no love for Cheliax and his only loyalty was to Asmodeus so he left to find refuge where he would be more tolerated as soon as he was able to. Eventually he found a city where everyone was tolerated, Kaer Maga. The anarchy of the city was perfect for one who was able to twist his words and lock others into contracts.
Maldrek mostly works as a bounty hunter for those who break their word but always kept his ear open for other jobs. Recently he heard of the Church of Pharsma’s need for outside help and he jumped at the opportunity in hopes of having the church owe him a favor… (OOC: having a decent diplomacy modifier I see him using Gather Information to hear about jobs like this). Maldrek finds people and that is exactly what the Church needs right now.
Maldrek
Male Tiefling Inquisitor (Asmodeus) 1
LN Medium Humanoid
Init +3; Senses Darkvision; Perception +7
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DEFENSE
--------------------
AC 16, touch 13, flat-footed 13 (+3armor, +3 Dex)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
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OFFENSE
--------------------
Spd 30 ft.
Melee Heavy Mace +1 (1d8+1/20/x2)
Claws +1 (1d4+1/20x2)
Ranged Longbow +3 (1d8/20/x3)
--------------------
STATISTICS
--------------------
Str 13, Dex 17, Con 12, Int 14, Wis 16, Cha 5
Base Atk +0; CMB +0; CMD 13
Feats Point Blank Shot
Traits Reactionary (+2 initiative), Blood stalker (You gain a +4 trait bonus on Survival checks made to track or follow a trail so long as you have dealt damage to the creature you are hunting within the last week.)
Skills Bluff+9, Diplomacy+7, Intimidate+8, Knowledge (arcane)+9, Knowledge (religion)+9, Perception+7, Sense Motive+8, Stealth+9
Languages Common, Infernal, 2 undecided
Combat Gear Arrows (40), Heavy Mace, Studded Leather, Longbow; Other Gear Backpack
(empty),
--------------------
SPECIAL ABILITIES
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Claws: You have two claws that each deal 1d4 points of damage. These attacks are primary natural attacks.
Prehensile Tail: You have a long flexible tail that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action
Fiendish Resistance Tieflings have cold resistance, electricity resistance 5, and fire resistance 5
Skilled Tieflings gain a +2 racial bonus of Bluff and Stealth checks.
Monster Lore: The inquisitor adds his wisdom modifier on knowledge skill checks in addition to his intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Judgement (1/day): An inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a profane bonus or special ability based on the type of judgment made.
Stern Gaze +1: Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale on all Intimidate and Sense motive checks equal to 1/2 her inquisitor level (minimum +1).
Domain (Conversion)
Charm of Wisdom: You use your Wisdom modifier instead of your Charisma modifier when making Bluff, Diplomacy and Intimidate checks.
Spells:
0th: Brand, Detect Magic, 2 undecided
1st: Cure Light Wounds, Magic Weapon
Gear: Traveler’s Clothes, Quiver, Manacles
Coins: 7 gp

Trexy Vextrotter |

Some really good ideas and interesting characters already...and, as sort of expected for Kaer Maga and a game where the ARG is allowed, only one Human so far!!!!!
Ratfolk, Tengu, Strix, Kobold
Note to self: Consult healer prior to mission regarding the need for tentanus and birdflu vaccines.

Aklo Dragonkeeper |

I think my profile now has everything you need, a few notes:
Kolbolds are supposed to start play with only Draconic and can pick up common with INT bonus, I dropped Draconic and picked up common thinking that he would have been young enough to forget his native tongue and learn common growing up in the temple instead.
I only kept 1 gp after buying gear to cover the cost of having his pet. Essentially I'd like it to be a miniature wyvern like lizard so I thought using the stats of a Wasp, giant would be reflective of that. It has a sting attack, but no INT score making the species a fairly dumb kind of lizard. Starting off it is just a pet, but when I reach 4th level the Beast Master takes an animal companion like a druid and I'd like this to be the one. Tak is what I named it, and it is the tribes "dragon" that they kept hence their name the dragonkeepers. If you prefer I could swap it for a dinosaur which is also on the animal companion list, it would be small size and wouldn't fly but it would have an INT score that I could train up with my Animal Handling. The amount spent on the pet is 98gp.
I put his favored class bonus into skill points.
I picked vermin as his favored enemy and added a line to his background about how the clerics used him to patrol the crypts and keep them bug free.

GM Zed |

So far we have Backgrounds and Character Sheets for:
Yggdra - Tengu Cleric of Groetus
Urok Scratcher - Half-Orc Fighter
Horatio Labreque - Human Monk of the Endless Step
Trexy Vextrotter - Gnome Bard (Archaeologist)
Efka / Ifka - Ifrit Oracle / Sorcerer (Schizophrenic Character)
Maldrek - Tiefling Inquisitor of Asmodeus
Gazzer - Ratfolk Alchemist (Cryptbreaker)
Aklo Dragonkeep - Kobold Ranger (Beast Master)
Sara Evergreen - Aasimar Paladin of Pharasma
Vladumai - Dhampir Inquisitor of Pharasma
Stabber Fogeyes - Goblin Oracle
Background for:
Sir Kane Ravencourt - Male Stryx Paladin of Pharasma
Posts for interest from:
Airon 87 - Cleric or Inquisitor of Norgorber
Biophilia - Catfolk Monk, Sorcerer or Catburglar
Rafael the Silent - Half Elf Cleric of Shelyn or Magus Kapenia Dancer
Really enjoying seeing the variety of characters people are submitting. I will spend a little bit of time this weekend reviewing back stories to make sure everyone has a decent tie in to the story...
Still only got one human!!!
Laughmask - are you still submitting Urok Scratcher or would you prefer me to focus on Stabber Fogeyes? Happy to consider both (but obviously would only take one character into the game)

GM Zed |

So far we have, split into roles;
Combat
Urok Scratcher - Half-Orc Fighter
Horatio Labreque - Human Monk of the Endless Step
Aklo Dragonkeep - Kobold Ranger (Beast Master)
Sara Evergreen - Aasimar Paladin of Pharasma
Sir Kane Ravencourt - Stryx Paladin of Pharasma
Divine
Yggdra - Tengu Cleric of Groetus
Maldrek - Tiefling Inquisitor of Asmodeus
Vladumai - Dhampir Inquisitor of Pharasma
Arcane
Efka / Ifka - Ifrit Oracle / Sorcerer (Schizophrenic Character)
Stabber Fogeyes - Goblin Oracle
Skilled / Miscellaneous
Trexy Vextrotter - Gnome Bard (Archaeologist)
Gazzer - Ratfolk Alchemist (Cryptbreaker)
Vladumai and Efka/Ifka - You still need to post backgrounds
Urok Scratcher - I don't think the background story really explains why the Church of Pharasma would be aware of your character / approach you for this 'task'
Already looking very difficult to choose a party of just five!!! Thanks for some really great submissions....interesting range of characters and some cool back stories as well....

Horatio Labreque |

I updated my background a bit - I'm staying human. Perhaps by picking such a "boring" race I'll stick out!
As he tightened the cilice around his thigh, Horatio's vision went white. The pain was familiar, but no less severe. He savored this first moment of pain - it helped clear away the noise and distractions that built up in between the purifications.
Born to prostitutes - his mother worked in The Blushing Rose and his father a Tallow Boy - Horatio sought to rebel from his parents' life-choices from the moment he was able. He looked for companionship through numerous child gangs of Kaer Maga, but eventually found direction and enlightenment from The Temple of the Endless Step around his 15th year. A focused and dedicated pupil, Horatio endured the trials of the monks and pursued perfection with an obsessive intensity.
As his vision returned and the pain transitioned away from a searing burn to a dull one, he heard a knock on his door and one of the Temple elders entered his room. "Is it already time for another purification?" the elder said, smiling. "Your dedication and focus is unmatched for one so new to our fellowship." He paused before continuing. "We have decided it is time. Time for you to leave the Temple and walk among the Imperfect. See what assistance or aid you can provide the City. Test the bounds of your dedication outside of these walls. You are to take whatever you have and leave within the hour. You must not return until your service to Kaer Maga - whatever form it takes - is complete. May the Master be with you." With that, he turned and left the room.
Horatio stood, leaving the cilice in place, and began to pack his meager belongings into a bag. He knew this day was coming, but he still felt a pang of sadness to be leaving. He immediately chastised himself for such weakness. This is just another test. Another purification. Thank you, Master, for giving me this chance.
As he left the room, he felt the barbs of the cilice dig into his thigh deeper than ever before. In a reflex, he reached down and undid the belt, throwing it onto the floor of his room. He would leave that implement behind - the purification from walking the streets of Kaer Maga would be sufficient.

Efka / Ifka |

Efka/Ifka would almost pass for human if it wasn't for having hair that were flames, slightly pointed ears, and skin that had a slight bronze hint to it. Her eyes are yellow and she wears a simple robe that is red with a gold design that looks like flames on the edges. She stands at 5'8" and weighs 130 lbs. She has an otherworldly awe and beauty about her.
Mannerisms
Efka is shy and has trouble talking to new people, but once she lets them in her circle its hard to get her to shut up. Efka gets heated when someone isn't accepting of another's religion. Efka tends to get very cautious and worried when a fight is about to break out.
Ifka is extremely friendly and often greets people with unwanted hugs or hand shakes/gestures(high fives etc.). Ifka gets a wicked expression of satisfaction when she kills something with fire. Ifka goads her would be enemies to a fight and is hard to have when trying to be diplomatic.
Quirks
Efka is terrified of combat due to the chance of her alter ego to take control. Efka believes that Sarenrae sometimes talks to her directly through the flames. Efka is gentle hearted and will not kill any living creature if she has the option. Undead in her eyes are abominations.
Ifka looks forward to a fight that is when she is best at taking over the body and it allows her to be an artists with fire to kill her enemies. Ifka is fascinated about the plane of fire and wishes to visit it one day. Ifka is aggressive and takes pleasure in destroying those who would do her harm.
Efka is in distress during combat and only speaks Ignan. She is arguing with Ifka because this is when it is strongest for her to take over. Efka is a healer first and tries to keep her allies alive, and sometimes stabilize a living enemy if she has the chance because she doesn't like to kill or things to die. If she gets caught in melee she uses her touch of flames. If enemies are at a distance she tries to run behind an ally to not get shot at.
Ifka is a pyromaniac and will burn her allies in the crossfire if they are in a patch of lots of enemies. If caught in melee she tries to step back so she can keep attacking at range to burn the person who is trying to attack her.
Out of Combat
Efka is a great diplomat, can be intimidating when she wants to, great at bluffing, and knowledgeable in religion.
Ifka is just as great as Efka at those things, but she is not knowledgeable in religion. She also tends to not be diplomatic. She is a little more skilled in using magical devices.
Looking at fire was her only comfort later on in the temple. The priestess had left on a mission she wasn't allowed to know anything about. All the children she knew grew as she remained to grow slowly. She waited 20 years for Chloe to return, but she never did. During this time, someone called out to her and said that she would be her friend. She saw a little girl that looked just like her and said they should play. She finally had fun again and played with this girl Ifka. They were very much alike and even had a similar name.
The people of the church grew worried about the child because she had developed an imaginary friend. They told her she wasn't real and she needed to stop the nonsense. She cried and told her 'friend' what they said. Efka blacked out and awoke to see she was travelling down the road and Ifka appeared next to her. Ifka told her that she burned the temple down to the ground. Efka started to despise Ifka for taking away the only home she ever had and that she may never see Chloe again. This was the first time Ifka took control of the body. Years passed and similar incidents kept happening. Efka would blank out and she would find out the place where she was and usually was offended or attacked was left in flames.
The last time this happened before she found a group of adventures that accepted her for who she was and told her of her condition and were able to help both of them. She finally had a home and friends. They travelled for years adventuring as she tagged along and helped with what she could. One night though, She stared into the campfire and believed she saw Sarenrae herself in the flames and told her that she may be cursed with a dual personality, but not to fear for she was also blessed. Sarenrae told her that in order to cure her curse she must first travel to the Varisian City of Kaer Maga alone. Her destiny started there and in time of her long life she will understand what that meant. After this vision she developed powers in healing, where as before she could only use fire.
She left her companions and told them that she would meet them again one day and wished them luck. She travelled to Kaer Maga as soon as she was able. Ifka thought she was crazy that she saw Sarenrae in the flames and argued with her most of the trip. Ifka thought she lost great friends who accepted both of them and their condition. She continued to tell Efka that they may never find a group that will be so understanding. Efka ignored her on that determined she was blessed by Sarenrae. She finally arrived at Kaer Maga and to her amazement of the vast amount of different races and people there. She was finally at a place she may fit in a little better.
She offered to help those in need with her powers and she got a little bit of a reputation as a healer. She also grew a reputation for being understanding of others religion while being very religious about Sarenrae herself. She was finally approached by the priests of Pharasma to aid investigating the city’s most prestigious tomb, the Godsmouth Ossuary. They liked her understanding of various religions, her healing capabilities, and her shared hatred of undead. Little did they know what they got themselves into, because they do not know she suffers from schizophrenia.
Efka wants to save all she can and believes all living creatures can be redeemed. Efka would like to find out why she is cursed with Ifka and seeks to get rid of the alter ego.
Ifka wants to go to the Plane of Fire and would like to visit her god Ymeri, Queen of the Inferno. She also seeks to gain control over Efka and hopes to lock her away in the depths of the mind.
Secrets
Efka likes to burn things as well, but she tries her best to not have enjoyment from it.
Ifka is afraid whenever Efka takes back control that she may not get complete control again.

GM Zed |

And now we have, split into roles;
Combat
Urok Scratcher - Half-Orc Fighter
Horatio Labreque - Human Monk of the Endless Step
Aklo Dragonkeep - Kobold Ranger (Beast Master)
Sara Evergreen - Aasimar Paladin of Pharasma
Sir Kane Ravencourt - Stryx Paladin of Pharasma
Divine
Yggdra - Tengu Cleric of Groetus
Maldrek - Tiefling Inquisitor of Asmodeus
Vladumai - Dhampir Inquisitor of Pharasma
Stabber Fogeyes - Goblin Oracle
Arcane
Efka / Ifka - Ifrit Oracle / Sorcerer (Schizophrenic Character)
Skilled / Miscellaneous
Trexy Vextrotter - Gnome Bard (Archaeologist)
Gazzer - Ratfolk Alchemist (Cryptbreaker)
Efka/Ifka - Thanks for the character background; looks really interesting.
Sir Kane Ravencourt - Note that I originally stated that Races should be limited to Core and Featured Races from the Advanced Race Guide - the Stryx is an Uncommon Race and I may not consider it for inclusion in the party (although I am not definitively saying I won't at this stage - it might still make for interesting RP)