
DM Dickie |
4 people marked this as a favorite. |

The town of Arwyll Stead is in trouble!
It’s leader, Wate Arwyll, has requested the aid of heroes of good moral and physical strength to deal with unusual orc activity and sightings of rumored devils. The terrain and town are rugged, orcs lurk everywhere, and now devils may be preying on the homesteaders? Heroes with grit are needed!
Important Things to Know:
Post rate might vary depending on RL issues, generally more role-playing scenes are easier for me to update more quickly. More adventure or action scenes, such as those that require maps or combat, are slower.
We will be using standard experience, as opposed to benchmark leveling.
The characters will have been together since they were level one or two, prior to beginning this adventure. Feel free to come up with the team’s “origin story” up to the start of the adventure as you will.
There is a major NPC you will meet early. This NPC has relationship benefits. For more information, see Relationship Rules. Because it is certainly possible for that relationship to develop into something romantic or physical, I will note that my default is the “fade-to-black” once things get too hot and heavy. PG13, generally speaking.
It is highly recommended that at least one character speak Orc. Infernal will also be useful.
There is some availability on downtime, but generally speaking, the story moves fairly quickly once it begins. The town the story takes place in will be the only settlement the characters have easy access to.
Mapping will be done using Roll20.
To Submit a Character:
Provide the Basic Crunch:
Provide the Basic Fluff:
Player submissions do not require full aliases, just a post will suffice.
Submissions will be closed one week from today.

Kit'Arr |

Seth here. just recycling an old alias
Id be willing to take orc as a language
Kit has a patchwork of fur, almost Calico. Bright golden eyes. She has a bit of a spring in her step. as if shes always scheming. a bit of flirt. She's a follower of Bastet. She cares deeply for those she travels with, despite what they may think. She can be a bit of a prankster, she views laughter as a daily necessity. Her clothing is form fitting, as it helps her to do her work. Being a rogue she often needs to be as quiet as an owl. She doesnt like the saying as a mouse, as there are creatures quieter than mice
Kit'Arr
Catfolk unchained rogue (cat burglar) 3 (Pathfinder RPG Advanced Race Guide 92, Pathfinder RPG Bestiary 3 47, Pathfinder Unchained 20)
CG Medium humanoid (catfolk)
Init +4; Senses low-light vision; Perception +5
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Defense
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AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 24 (3d8+6)
Fort +3, Ref +7, Will +2
Defensive Abilities danger sense +1, evasion
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Offense
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Speed 30 ft., climb 20 ft.
Melee 2 claws +6 (1d6+4)
Ranged mwk shortbow +7 (1d6/×3)
Special Attacks sneak attack (unchained) +2d6
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Statistics
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Str 10, Dex 18, Con 14, Int 14, Wis 8, Cha 16
Base Atk +2; CMB +2; CMD 16
Feats Catfolk Exemplar (sharp Claws)[ARG], Iron Will, Weapon Finesse
Traits nature's mimic, orphaned
Skills Acrobatics +10, Bluff +9, Climb +14, Craft (boneworking) +6, Diplomacy +9, Disable Device +9, Knowledge (local) +8, Knowledge (nature) +9, Perception +5, Sleight of Hand +10 (+14 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects), +12 to hide small objects on your person), Stealth +11, Survival +6, Swim +6
Languages Catfolk, Common, Elven, Orc
SQ cat's luck, rogue talent (fast stealth), trapfinding +1
Combat Gear potion of cure light wounds (6), caltrops; Other Gear +1 mithral chain shirt, arrows (20), blunt arrows[APG] (20), mwk shortbow, bandolier[UE], bedroll, belt pouch, canteen[UE], chalk (10), hip flask[UE], masterwork backpack[APG], masterwork thieves' tools, mirror, pickpocket's outfit[UE], pocketed scarf[UE], soap, softpaw boots[ARG], trail rations (5), 63 gp, 6 sp
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the nor
Climb (20 feet) You have a Climb speed.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Sneak Attack (Unchained) +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

Jack Zaphaelson |

TheWaskally here.
My aasimar oracle just needs his HP fine-tuned to be ready.
Born to a proud family of paladins and clerics who can trace their line back to an angel named Zaphael, his parents were overjoyed when their celestial heritage blossomed in baby Jack. The young aasimar was shipped off to Vigil, where he received his training. But Jack was made an oracle by The Gods, not just Iomedae. So Jack never reached any significant status with the church. Also, the aasimar was a terrible student; always seeking to skip classes, question authority, and later, seek out young impressionable acolytes for sins of the flesh. Despite his gifts and curses, many of Jack's peers looked down on the aasimar. Outside the very traditional confines of the rigid lawful good faith, Jack does his best to help others and save some souls.

RHMG Animator |

Rules for Magic weapons and Armour
+1 Enchantment MUST be done before effects like Bane.
A weapon with a special ability must also have at least a +1 enhancement bonus.[/url]

RHMG Animator |

....
To Submit a Character:
Provide the Basic Crunch:
25 points for ability scores.
Any non-evil alignment is allowed, but the group as a whole should be generally heroic.
Characters are 3rd level.
Any class, race, etc from official Paizo sources is allowed. Use the unchained versions only.
Characters will use Background Skills rules.
Two traits. They must be of different types and cannot be from any Adventure Path trait list.
For starting HPs use the PFS standard.
Standard starting wealth by level (3000 GP, plus any gained from traits). Note: You do not need to spend every last copper piece, just highlights that explain the character’s nature and methods.
Players may leave languages and some skill points unspent to coordinate with the team if selected.
Oh, well then, I think I can wipe up something interesting........

DM Dickie |

Questions:
About what level do we end the module at ?
Will there be any possible continuation beyond the module?
As I'm currently trying to plan out classes, Feats, and Maybe a PrC like Arcane Archer for character progession.
PCs should be 5th or 6th going into the final scenes.
I wouldn't say there is no possibility of continuing after this specific module, but right at the moment my goal is just to run this module to the best of my ability. I am always reading PF1 stuff and prepping old modules, so it is possible, but I just want to focus on kicking this one's butt first and foremost lol.

SqueezeMeNow |
I am thinking of a scaled fist monk who started to go the path of dragonheir fighter. Maybe he started as a monk and the party convinced him to change things up... as low ac is a surefire way to get hit just as hard back. A previously cloistered apprentice who has started to come into his own with help.
Build wise, will give up flurry of blows and ac bonus of unchained, scaled fist monk while keeping the bonus feats and evasion. Third level and beyond will be dragonheir fighter.
Basically a naive beefcake being shown the world by the group and stumbling into his own fighting style while he discovers what kind of person her wants to be.

Will O'Malley |

DBH here with my Arcanist.
Will O’Malley
Male Half-Elf (Kellid) arcanist 3, NG medium humanoid (elf, human)
Init +4; Senses Low-Light Vision, Perception +9,
Languages Abyssal, Celestial, Common, Draconic, Elven, Hallit, Infernal, Orc
AC 13, touch 13, flat-footed 10, hp 19
Fort +2, Ref +4, Will +3, +2 racial saving throw bonus against enchantment spells and effects. Immunities Sleep,
Speed 30 ft. (6 squares)
Ranged light crossbow +4 (1d8/19-20), within 30 ft. +5 (1d8+1)
Melee cold iron dagger +1 (1d4/19-20)
Ranged cold iron dagger (thrown) +4 (1d4+1/19-20), within 30 ft. +5 (1d4+1)
Melee silver dagger +1 (1d4-1/19-20)
Ranged silver dagger (thrown) +4 (1d4/19-20), within 30 ft. +5 (1d4)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +1; CMB +1; CMD 14
Special Actions Arcane Reservoir (6/6), Arcanist Exploits, Consume Spells (1/day),
Prepared Spells Prepared Spell List
Arcanist (CL 3rd):
1st - comprehend languages (DC ) , mage armor (DC 15) , magic missile
0th - dancing lights , detect magic , mage hand , message , prestidigitation (DC 14) Abilities Str 10, Dex 16, Con 12, Int 18, Wis 11, Cha 12
Special Qualities Acid Jet, Adaptability, Arcanist Spells Prepared, Cantrips, Dimensional Slide, Elf Blood, Elven Immunities, Keen Senses, Low-Light Vision, Multitalented, Weapon and Armor Proficiency,
Feats Point-Blank Shot, Precise Shot, Skill Focus (Knowledge (Arcana))
Skills Acrobatics +3, Appraise +8, Bluff +1, Craft (Untrained) +4, Diplomacy +1, Disguise +1, Escape Artist +3, Fly +3, Intimidate +1, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +8, Knowledge (Engineering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Nobility) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Linguistics(Abyssal) +8, Perception +9, Perform (Untrained) +1, Ride +3, Spellcraft +10, Stealth +3, Use Magic Device +5,
Possessions spellbook; Light Crossbow ; Handy Haversack [ Oldlaw Whiskey (Bottle); Waterproof Bag; Winter Blanket; Bedroll; Crowbar; Crossbow Bolts (10) (x2); Trail Ration (x8); Coffee Pot; Survival Kit (Masterwork); Grooming Kit; ]; Waterproof Bag [ Coffee (Cup) (x10); Honey (Jar); Powdered Milk; ]; Canteen ; Wrist Sheath [ Cold Iron Dagger; ]; Wrist Sheath [ Silver Dagger; ]; Belt Pouch [ Compass; Sewing Needle; String (50 ft.); ];
Spellbook
Acid Jet (Su) You can unleash a jet of acid by expending 1 point from your arcane reservoir and making a ranged touch attack against any one target within 30 feet. If the attack hits, it deals 2d6+1 points of acid damage. The target is also sickened for 1d4 rounds. It can attempt a Fortitude saving throw (DC 12) to negate the sickened condition.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Arcane Reservoir (Su) You have an innate pool of magical energy that you can draw upon to fuel your arcanist exploits and enhance your spells. The arcane reservoir can hold a maximum of 6 points of magical energy. Each day, when preparing spells, your arcane reservoir fills with raw magical energy, gaining a number of points equal to 4. Any points you had from the previous day are lost. You can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost. Points from the arcane reservoir are used to fuel many of your arcanist powers. In addition, you can expend 1 point from your arcane reservoir as a free action whenever you cast an arcanist spell. If you do, you can choose to increase the caster level by 1 or increase the spell's DC by 1. You can expend no more than 1 point from your reservoir on a given spell in this way.
Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.
Arcanist Exploits By bending and sometimes even breaking the rules of magic, you learn to exploit gaps and exceptions in the laws of magic. Some of these exploits allow you to break down various forms of magic, adding their essence to your arcane reservoir. At 1st level and every 2 levels thereafter, you learn a new Arcanist Exploit. An arcanist exploit cannot be selected more than once. Once an arcanist exploit has been selected, it cannot be changed. Most arcanist exploits require you to expend points from your arcane reservoir to function. Unless otherwise noted, the saving throw DC for an arcanist exploit is equal to 12
Arcanist Spells Prepared Spell slots per day - 1st = 5, 2nd = 0, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Cantrips You can prepare 5 cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.
Consume Spells (Su) You can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if you had used it to cast a spell. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). Doing this adds a number of points to your arcane reservoir equal to the level of the spell slot consumed. You cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.
Dimensional Slide (Su) You can expend one point from your arcane reservoir to create a dimensional crack that you can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing you to move up to 30 feet to any location you can see. This counts as 5 feet of movement. You can only use this ability once per round. You do not provoke attacks of opportunity when moving in this way, caused by this ability, but any other movement you attempt as part of your move action provokes as normal.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities Half-elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Immunity to Sleep (Ex) You are never subject to sleep effects.
Keen Senses Half-elves receive a +2 racial bonus on Perception skill checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Weapon and Armor Proficiency Arcanists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with an arcanist's gestures, which can cause her spells with somatic components to fail
I'll work out the background if selected and we make a party that's worked together before. :)

RHMG Animator |

Character Submissions:
Seth86 - Catfolk Rogue
AGM Lemming - Ratfolk Inquisitor
TheWaskally - Aasimar Oracle
Luke_Parry - Elven Ranger (Combat Style: Archery)
Ironperenti. - ? Elven Ranger (Combat Style: Archery) ?
DBH - Half-Elf (Kellid) arcanist
RHMG - Narrowing options...
Crisischild -
SqueezeMeNow -

RHMG Animator |

Since I'm having a hard time choosing, time for some dice.
Ass\Skill: 4d90 ⇒ (10, 62, 90, 24) = 186 Paladin, *Slayer / *Ranger, Ninja
Arc/Div: 4d90 ⇒ (87, 6, 64, 11) = 168 *Bard, Skald / *Cleric, Inquisitor
Semi-Final: 4d90 ⇒ (30, 41, 64, 68) = 203 Slayer / Ranger / *Bard / *Cleric
Final: 2d10 ⇒ (3, 3) = 6 Bard / Cleric Tie
Final: 2d10 ⇒ (1, 5) = 6 Bard / *Cleric
Looks like I'm whipping up a Cleric

DM Dickie |

Reminder: closing submissions on Saturday night.
I will probably take 24-48 hours to review and consider submissions, but depending on how the early part of next week runs, I might not make the announcement until Tuesday or Wednesday night (I'm in the EST timezone). As soon as I do, however, I will also create a discussion thread for players to check in and begin coordinating recent history and finalize languages, any unsent skill points, and unsent gold. I will also likely immediately post the GP thread's first post (it is already drafted in my notes) so that we can hit the ground running.
I am around during the holiday weekend so if anyone has additional questions regarding submissions or the module, please do not hesitate to ask!
Finally, if you're in the USA, enjoy and have a safe 4th!

Alaïs Thalanassa |

This sounds like it could be very fun, and I think the scope of this adventure, with the character I’d like to submit, isn’t too much for what else is on my plate right now. *Fingers crossed!*
That character is the one in this alias, recycled from a game on indefinite hiatus. I’ll need to find a new trait, clean out some house rules and rejig some equipment (we were using Automatic Bonus Progression), but I’d like to think the fundamentals are all there.
She’s the youngest daughter of a minor noble house in Kyonin, so she tries to live up to an ideal of elfishness that I’m trying to imagine as classic without being annoying (except to the extent that everyone finds it amusing in the meta :) ): artsy, tree-hugging, spells and swordplay. She sees herself as something like a knight errant, so she tries to be kind and chivalrous, but there’s a wild streak there from a very strong connection to ancestral spirits and the whole “elves and nature” thing; she loves a good party, and is surprisingly able to keep up when the wine and magic starts flowing. Even at her wildest, as a bard, she retains her elegance and sophistication – mustn’t be sloppy with art, with words, notes (and drink) spilling everywhere!
There’s a bit of physical description at the bottom of the proper alias / character sheet, the short version of which is, basically: deliberately, almost painfully pretty. Something like an unholy mashup of whatever Stereotypical Barbie is among elves, the “girl next door,” and whatever queen bees might be like if they tried actually being nice for a change. :)
Mechanically, the idea I’m going for is mainly a skirmishing and support role – the court poet archetype helps boost Int and Cha casters – and to try, weirdly enough, to make the skald as magical as possible: I really like the idea of spell kenning! That, combined with my idea for her personality (as a decadent aristo), shapes how I imagine her starting wealth will go: probably distributed fairly evenly with some mundane masterwork gear (quiet luxury!), with her big-ticket magic item for now represented by a spellbook, of all things, while waiting for spell kenning to come online.

Alaïs Thalanassa |

Alright, I think I've updated Alaïs properly, at least as far as mechanics go. I mostly just tweaked her equipment from her previous incarnation; if selected, there's some wiggle room, but this should give a good sense of her interests/methods. As a court poet, she's much more bookish than most skalds, but I can make some adjustments so her gear, at least, is more obviously suitable for wailing on orcs. ;)
I'm less familiar with Lastwall / Belkzen than a bunch of other parts of the setting, so if other folks have ideas about potential points of interest for a visiting mage-y bard that might be fun to work into her backstory, I'd be happy to hear them.

SqueezeMeNow |
Working on character now. Should be done in the next few hours. Have a question for the DM:
Would the extremely fashionable trait apply to gold plated armor as well? I know it says 150 GP of clothing/jewelry, but I feel like spending 3x as much on your armor to coat it in gold should qualify.
Edit: Armor and shield.

Liam Gilte |

Alright, my monk(scaled fist)/fighter (dragonheir scion) is all put together.
My concept is a child left at a small, remote monastery dedicated to Shelyn. Outside some sorceress heritage he has no ties to his past. He grew up practicing dance, dragon style martial arts, and tended to the garden.
He desperately felt he could not truly perfect his style while so cloistered, and when the group passed through he abandoned everything to (eagerly) run away with them.
I like to imagine he promised them a large portion of his life savings to take him along, and that his cloak of protection could go to someone else in the party. That or the group could divvy up a large amount of his WBL. The vast majority of what was left went to getting a set of golden armor and a matching shield... after getting absolutely hammered in his first few fights.
For personality, think of him as a bit of a himbo. He doesn't understand the wider world or life outside the monastery. He blew through almost all of his life savings and earnings as fast as he got them. He is noble, or at least what he thinks is noble. Oh, and he is lucky as sin due to human luck feats.
Not planning to play him as comic relief though. Figure he can have a lot of development.

Jack Zaphaelson |

I'm less familiar with Lastwall / Belkzen than a bunch of other parts of the setting, so if other folks have ideas about potential points of interest for a visiting mage-y bard that might be fun to work into her backstory, I'd be happy to hear them.
As a traveling skald, Lastwall might be entertainment-starved for anything not Iomedae-coded. But that is pretty flimsy.
I could see my oracle falling head-over-heels for the mysterious elven maiden.

RHMG Animator |

....
To Submit a Character:
Provide the Basic Crunch:
...
Any class, race, etc from official Paizo sources is allowed. Use the unchained versions only.
.....
Fully taking advantage of that one Line and so I took a template one that is NOT optimized for a cleric, and not abusing it, but using it to add a unique aspect to the character, something she prefers to keep hidden and secret due to the trouble it has caused her. So she'll not be using a lot of it's abilities.
Rune Uria Noya Evangeline
It is mostly done... Though I know I could polish it some more if I had time.

Alaïs Thalanassa |

Alaïs Thalanassa wrote:I'm less familiar with Lastwall / Belkzen than a bunch of other parts of the setting, so if other folks have ideas about potential points of interest for a visiting mage-y bard that might be fun to work into her backstory, I'd be happy to hear them.As a traveling skald, Lastwall might be entertainment-starved for anything not Iomedae-coded. But that is pretty flimsy.
I could see my oracle falling head-over-heels for the mysterious elven maiden.
Thanks, I had to cudgel my brains for a bit to remember the acronym, but yes, a USO act of some sort, while basic, is probably her foot in the door as she gallivants about.
Poking around on the wiki, maybe a link to the military college in Vigil would work, as a periodic consultant on magic beyond the perennially popular "fireball it to death" strategy? The one nice thing about how messed up a place Golarion is, is that there's always a reason for the good guys to share ideas. :)And fish-out-of-water can be fun. I can see some potential for some dark, dystopian humour, depending on party composition, if a bunch of weirdos emerges that can be framed as a bunch of misfits that the powers that be, paladins or not, find convenient to feed into the meatgrinder, but that might just be me.

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Theren Thornvale is a handsome half-elf, tall of stature with long blonde hair, his pointed ears protruding from beneath, piercing moss-green eyes, and tanned skin from working in the sun. He carries a quiver of arrows, a high draw weight warbow, and a fine elven curve blade. He wears a flexible, banded breastplate, and the rest of his ensemble is made of blues and browns. He carries himself with poise and confidence, always alert for trouble.
Theren is a wrathful man these days, quick to anger. Still, he keeps his rage reigned until it is time to unleash it. He exists in quiet grief and speaks little of his wife. Though a few years have passed, the pain is still fresh. He believes in the simple values of home and hearth and is suspicious of outsiders.
Theren was born on the ragged edge of civilization on the borderlands of Lastwall, the only child of a human soldier and an elven herbalist. Raised between the warmth of a woodland homestead and the iron of a garrison town, he grew up believing in duty, love, family, and the sanctity of a simple life.
He enlisted young, serving in a garrison stationed in the chaotic border of Belzkin. Orc raids were common, but so were worse things: necromancers and devils. Erastil blessed him with divine light to keep him and his people safe, and he made a name for himself as a fierce warrior.
Military life was not what he truly wanted. He had always wanted to be a farmer and raise a family. He retired young, as soon as he qualified for land and a reasonable pension. When he returned home he returned with dreams of peace. He picked out a fertile parcel of land and built a home. He married Mira, a fierce, strong-willed human woman from a nearby hamlet and they settled down. Everything was prefect.
Then she came.
She came in disguise, her true nature hidden, but she proved to be a succubus, and Mira was her chosen victim. Seduced with dark magic, Mira was stolen away beyond the ravenous hoards of orcs in Belzkin, far beyond rescue, and one Mira gave the demon a child, she murdered her.
Theren held as fast to hope as he could, but his world was cracked by grief when a traveling inquisitor of Ragathiel revealed Mira's fate, which he had learned on his most recent trip to the orc lands. He had no news of the alleged child.
Theren returned to his warrior ways. He carries Erastil's bow not for hunting, but as a weapon. His oath of Vengeance was sworn not in anger, but in clarity: devils walk this world, and he will be their end. Erastil does not preach wrath, but even the gentlest farmer will take up arms when wolves come for the flock.
When word came from Arwyll Stead of devil sightings and rising orc again, he packed his things.
Unnamed Hero
Male half-elf paladin (oath of vengeance) 3/barbarian*
LG Medium humanoid (elf, human)
Init 4; Senses darkvision 60 ft., low-light vision; Perception +1
Aura courage (10 ft.)
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Defense
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AC 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
hp 31 (3d10+9)
Fort 9, Ref 7, Will 5; +2 vs. enchantments
Immune sleep, disease, fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk elven curve blade +7 (1d10+4 S/18+)
Ranged mwk composite longbow +6 (1d8+3 P/×3)
Paladin Spell-Like Abilities (CL 3rd; concentration +6)
. . At will—detect evil
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Statistics
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Str 17, Dex 14, Con 14, Int 12, Wis 7, Cha 16
Base Atk +3; CMB 6; CMD 18
Feats Power Attack
Traits bully, elven reflexes
Skills Acrobatics -1 (-5 to jump), Diplomacy +9, Handle Animal +8, Intimidate +10, Knowledge (nobility) +5, Knowledge (religion) +6, Linguistics +4, Perception +1; Racial Modifiers +2 Perception
Languages Abyssal, Common, Elven, Infernal, Orc, Varisian
Other Gear mwk agile breastplate[APG], mwk composite longbow (+3 Str), mwk elven curve blade, cloak of resistance +1, 370 gp
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Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Darkvision (60 feet) You can see in the dark (black and white only).
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood
Elven Immunities - Sleep
Immunity to Disease
Immunity to Fear (Ex)
Lay on Hands (1d6 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.

RHMG Animator |

The characters will have been together since they were level one or two, prior to beginning this adventure. Feel free to come up with the team’s “origin story” up to the start of the adventure as you will.
This might be better done as a session Zero type of thing as we don't know who'll be selected, and it can be cooperatively made, could also be used to explain some of our more magical gear i.e wondrous items, since we'd not have any of them since level 1 and only gain them through the party's adventures.
It is highly recommended that at least one character speak Orc. Infernal will also be useful.
Rune has that covered as she is a linguist with a lot of languages
Oh and for planar Languages like Celestial, Infernal or Abyssal
Bonus Languages: A cleric's bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.
It means only Aasimar and Tieflings start with one and Clerics can take these as bonus Languages.
If a character wants one, they have to put in a skill point into Linguistics, as their race does not have them listed as bonus languages, and their class does not give it as a option.
RHMG Animator |

Character Submissions (Likely the final Character List update):
Now with quicker and easier referencing
Kit'Arr - Catfolk Rogue 3
Niccan - Ratfolk Inquisitor 3
Jack - Aasimar Oracle 3
Rune - ?? Aasimar Cleric 2 / Brawler 1
Basil - Elven Ranger (Combat Style: Archery) 3
Cuthalian - Elven Ranger (Combat Style: Archery) 2 / Brawler 1
Theren - half-elf paladin (oath of vengeance) 3 (VMC:barbarian)
Liam - monk(scaled fist)/fighter (dragonheir scion)
Alaïs - Elf Skald (Bacchanal, Court Poet) 3
Will - Half-Elf (Kellid) arcanist 3

RHMG Animator |

Yeah your in the Language clear, as Orc is listed as a Bonus Language for Catfolk,
Though doing a double check on racial bonus languages, it seems Elves do have Celestial as an option but not abyssal, and Half-elves can take any non-secret language.
As I was seeing about half the subs taking planar languages, and I recalled not many had access to them at the start without the need to pay into Linguistucs for Planar Languages, seems I'd forgotten some core races had them as options, yet remembered that obscure language rule for clerics....

RHMG Animator |

Kit did take Orc as her other language
A rogue Catfolk and a law orientated inquisitor ratfolk... Fun times
Wow, yeah that would be some fun times, Prey and Predator, Order and Chaos.
I can imagine you pranking the poor rat a few times, like a cat playing with it's prey.Well it might be as fun as My character and the Paladin if the paladin figures out her secret.
Not sure how any of the other character submissions would handle it though.