
DM Dickie |
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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........