
GM Two-Hands |
2 people marked this as a favorite. |

Our adventure begins as artisans, farmers, miners, shepherds, traders, and trappers from across the region gather in Phaendar for the seasonal Market Festival to send their raw materials to market in the “big city” of Tamran and trade for those essentials — finished goods,clothing, magic, and alcohol — that make surviving the next season easier. You find yourself here for one reason or another; are you a local? A military veteran from the Molthuni front far to the south or perhaps even a militia deserter passing through while fleeing the nation. You may even be a refugee from Nidal, or a grizzled orc escaping the nearby Hold of Belkzen. Even elven game hunters from Kyonin find reason to travel to Nirmathas, seeking to challenge their skills against the wildlife of the Fangwood. More unusual characters are often found here as well - Nirmathas’s wilds are seen as a refuge by many considered monsters by society—and all manner of creatures and criminals might flee to the relative isolation of the Nesmian Plains and the Mindspin Mountains to escape their past.
This recruitment will be for 4-6 players to take on the first module in the Ironfang Invasion AP.
Level 1
Roll for stats! 4d6 drop lowest, If the combined total of your rolls (NOT modifiers) is less than 70, reroll. The group may have stats adjusted to address balancing issues if necessary once recruitment is finalised, so please be flexible here.
PHB races only. I know this might sound boring to some, but I like to keep it a little vanilla for immersion's sake.
Classes: Any PHB, APG or ACG classes are fine. I'm happy for players to use unchained variants of existing classes.
2 x traits of your choosing.
Check out the players guide for free here or on Archives of Nethys for a good take on the types of characters to suit the adventure. I'm aware that some of the recommended classes in the Players Guide stretch beyond what I've outlined; if one of the concepts presented in the guide speaks to you, feel free to hit me up and we can work something out.
Feat taxes are in play.
2 Background skills.
As the adventure begins with the Market festival in Phaendar, feel free to include an in-character introductory post to show off your skills! Show me how your character arrived in Phaendar, or their first impressions of the town. If they are local, what did they get up to during the market festival? Who did they visit, or what did they buy? This isn't mandatory, just an opportunity to flex those creative writing muscles.
If you are making a local character, feel free to include some information regarding your connections in the area. Childhood sweetheart, family members, best friends etc.
I'm going to stipulate a preference for daily posts on weekdays. If a character is AWOL for more than 48hrs, especially during combat and/or without prior warning, I may take some liberties in accounting for their turn (i.e. act defensively, strategic positioning etc.) This isn't a firm rule, just something I'm considering so that we can keep a decent pace.
Recruitment will close March 12th AEST. I'll probably take at least 24hrs to finalise the team, and notify all applicants via these means no later that March 14th AEST. The game will commence within the week following.
We will decide administrative points in finer detail once we have a group together, however things like perception/sense motive will likely be spoilered in relevant posts. I'll probably roll initiative for players when combat commences as well, just to save time. Any other little things are up for discussion once the game finds its feet.
Please feel free to ask any questions here in order to share the information with the group.

Dragoncat |

Rolling for stats now!
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (4, 5, 3, 5) = 17 14
4d6 ⇒ (6, 5, 4, 5) = 20 16
4d6 ⇒ (5, 4, 1, 4) = 14 13
4d6 ⇒ (4, 5, 2, 3) = 14 13
4d6 ⇒ (4, 4, 6, 1) = 15 14
I reckon these stats will do nicely. Half-elf fey bloodrager with Blight-Burned trait coming up!
BTW, what's our starting wealth for CharGen?

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Hey hey Dos Manos.
1: In the interest check thread you mentioned no archetypes. Is that still the way you're going? I think archetypes are assumed by most people, so if you don't mention it here people will probably use them.
2: Is Variant Multiclassing allowed? It's an alternate multiclassing system introduced in, I think, Unchained.
4d6 ⇒ (6, 1, 3, 5) = 15 14
4d6 ⇒ (6, 1, 3, 2) = 12 11
4d6 ⇒ (4, 5, 5, 6) = 20 16
4d6 ⇒ (1, 5, 5, 1) = 12 11
4d6 ⇒ (5, 5, 2, 2) = 14 12
4d6 ⇒ (4, 2, 2, 2) = 10 8
Oof. 15 point buy.

Albion, The Eye |

Throwing my hat into the ring here!
And also rolling for stats with my first post of course. No filler posts as that always feels... 'Off'.
4d6 ⇒ (4, 3, 3, 5) = 15 11
4d6 ⇒ (2, 5, 6, 4) = 17 15
4d6 ⇒ (4, 3, 4, 2) = 13 11
4d6 ⇒ (2, 5, 1, 5) = 13 12
4d6 ⇒ (5, 5, 6, 6) = 22 17
4d6 ⇒ (5, 6, 3, 4) = 18 15
Thinking a local Ironfang Survivor half-orc.
Perhaps ex (or still) army, back to Phaendar to visit his adoptive parents and enjoy the Market festival. Maybe his military days are over (or so he thinks), or maybe he is just on leave (I also like that idea).
I imagine him as perhaps gruff but charismatic and liked by the locals (strong lad, good with words but not shying away from hard labor whether at the farm unloading hay, plowing the fields, or giving a hand a the Taproot Inn taking out rowdy patrons or serving at tables. Always greets townsfolks - Alda and Elmer brought him up proper. Got some tusks on him though - if he flashes them... Things get serious. Weird tattoos, but then the child already came with them when they took him in), ever since he was adopted by a Phaendar family. Maybe a band of roving orcs was taken down and he survived?
Mechanically will be a Strength based, melee focused Bard used to barking orders... Huh... Inspiring others with his words. Perhaps with a single dip in Ranger or Fighter, or maybe not. We'll see.
Str 17
Dex 15
Con 15
Int 12
Wis 11
Cha 13
Looks about right.
And that is it in a nutshell.

pinvendor |

4d6 ⇒ (6, 2, 6, 6) = 20 => 18
4d6 ⇒ (2, 6, 2, 2) = 12 => 10
4d6 ⇒ (2, 6, 2, 1) = 11 => 10
4d6 ⇒ (4, 1, 3, 5) = 13 => 12
4d6 ⇒ (1, 2, 6, 4) = 13 => 12
4d6 ⇒ (2, 3, 2, 3) = 10 => 8
-----------------------
Total = Exactly 70
Lol, well, probably won't live long if selected.
I'm suddenly picturing whatever passes for an otaku in Pathfinder in the form of an especially bookish and pale wizard who has literally been dragged to this festival against his will by his friends or mentor.

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“Feat taxes are in play”
Meaning the Elephant in the Room rules are being used, or they aren’t being used?
Stat: 4d6 ⇒ (5, 1, 6, 4) = 16 15
Stat: 4d6 ⇒ (5, 1, 6, 3) = 15 14
Stat: 4d6 ⇒ (6, 2, 4, 3) = 15 13
Stat: 4d6 ⇒ (1, 6, 1, 5) = 13 12
Stat: 4d6 ⇒ (5, 6, 4, 6) = 21 17
Stat: 4d6 ⇒ (5, 3, 5, 1) = 14 13
17, 15, 14, 13, 13, 12

Delightful |

Hmm. I had a Unicorn Sorcerer with a big focus on healing in mind but I might think of something else depending on how many healers submissions we get. Anyways, let's see how those dice look:
4d6 ⇒ (3, 4, 2, 3) = 12
4d6 ⇒ (6, 5, 1, 3) = 15
4d6 ⇒ (2, 6, 1, 4) = 13
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (3, 3, 6, 6) = 18
4d6 ⇒ (5, 5, 3, 2) = 15
12, 15, 13, 16, 18, 15

Ouachitonian |

Irondang Invasion? Rolled Stats? Feat Taxes? You have my attention. Let’s roll some dice.
4d6 ⇒ (2, 1, 3, 6) = 12 11
4d6 ⇒ (5, 3, 4, 1) = 13 12
4d6 ⇒ (1, 3, 2, 2) = 8 7
4d6 ⇒ (6, 5, 1, 1) = 13 12
4d6 ⇒ (4, 5, 4, 1) = 14 13
4d6 ⇒ (6, 3, 2, 6) = 17 15
That’s 70 on the nose. Not a great start, but I can work with that. Thinking maybe a Slayer, probably human or half-.

RHMG Animator |

4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (6, 3, 6, 4) = 19 16
4d6 ⇒ (3, 1, 2, 2) = 8 7
4d6 ⇒ (2, 2, 2, 4) = 10 8
4d6 ⇒ (5, 3, 1, 6) = 15 14
4d6 ⇒ (5, 3, 2, 1) = 11 10
12 + 16 + 7 + 8 + 14 + 10 = 67 67, 3 short of 70, got a re-roll
4d6 ⇒ (1, 1, 5, 3) = 10 9
4d6 ⇒ (1, 6, 5, 2) = 14 13
4d6 ⇒ (6, 3, 2, 6) = 17 15
4d6 ⇒ (6, 1, 3, 3) = 13 12
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (5, 5, 5, 5) = 20 15
9 + 13 + 15 + 12 + 16 + 15 = 80 I hope a total of 80 is not OP by GM standards

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Oaky, let's start with stats.
4d6 ⇒ (6, 5, 5, 1) = 1716
4d6 ⇒ (4, 2, 2, 3) = 119
4d6 ⇒ (3, 3, 6, 3) = 1512
4d6 ⇒ (3, 5, 4, 1) = 1312
4d6 ⇒ (4, 3, 4, 5) = 1613
4d6 ⇒ (6, 4, 1, 6) = 1716
Total 78 not bad.
My first thoughts are either Ranger (Chernasardo Hopeful/ Ironfang survivor) or Fighter/Barbarian (Unbreakable Survivor/ World weary)
Also has a druid in mind for the Frontier Healer trait but looks like we're likely to have a number of healer submissions.

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4d6 ⇒ (4, 2, 6, 4) = 16 -->14
4d6 ⇒ (1, 4, 4, 6) = 15 -->14
4d6 ⇒ (4, 6, 5, 2) = 17 -->15
4d6 ⇒ (4, 4, 3, 3) = 14 -->11
4d6 ⇒ (5, 3, 2, 4) = 14 -->12
4d6 ⇒ (2, 2, 5, 2) = 11 -->9
I think I can make this work.
S 9
D 14
C 12
I 11
W 15+2
C 14
Half-orc shaman, refugee from Belkzen, life spirit, with the Frontier Healer and Seeker traits. I'll update the profile in the next day or so.

pad300 |
Ok, let's throw some dice, see what we get.
Stat A: 4d6 ⇒ (3, 5, 4, 6) = 18
Stat B: 4d6 ⇒ (4, 6, 2, 6) = 18
Stat C: 4d6 ⇒ (2, 2, 3, 3) = 10
Stat D: 4d6 ⇒ (5, 2, 2, 3) = 12
Stat E: 4d6 ⇒ (1, 6, 5, 6) = 18
Stat F: 4d6 ⇒ (3, 2, 5, 5) = 15
Edit: So that's 15, 16, 8, 10, 17, 13. Ok, let's see where my brain goes...

Oceanshieldwolf |

I just like rolling stats:
4d6, drop lowest: 4d6 ⇒ (3, 1, 6, 5) = 15 = 14
4d6, drop lowest: 4d6 ⇒ (2, 5, 1, 5) = 13 = 12
4d6, drop lowest: 4d6 ⇒ (1, 3, 1, 1) = 6 = 5
4d6, drop lowest: 4d6 ⇒ (4, 6, 4, 2) = 16 =14
4d6, drop lowest: 4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6, drop lowest: 4d6 ⇒ (4, 6, 5, 6) = 21 = 17

GM Two-Hands |
2 people marked this as a favorite. |

@Crisischild, gonna go with no variant multiclassing and no archetypes for this one unfortunately.
@Zahir, To clarify; we will be using the Elephant in the Room rules. Apologies for the vague use of language.
@AJM4885, I'm going to stick with APG traits and campaign traits from the players guide only. Sorry, I should have been clearer. I like your Herolab sheet so far, keen to see some fluff.
To all, please don't get hung up on the stats you roll. As I said, we will balance things out once we have a final pick, I just wanted players to have to opportunity to kick off with some rolls because to me that is a very exciting part of the creation process. Stat rolls are not going to be held against you; I'm looking for well thought out characters whom I think would be interesting to follow on this adventure.
I forgot to note too, at this stage the plan is to finish the first book then make a decision as a group whether or not to continue. This is my first game, and I don't want to overcommit to something that I've never done before, so chunking it down into manageable pieces (i.e. module by module) seems to be the best idea to me.

Liliyashanina |

attribute: 4d6 ⇒ (5, 1, 6, 4) = 16 15
attribute: 4d6 ⇒ (4, 2, 5, 6) = 17 15
attribute: 4d6 ⇒ (1, 2, 6, 3) = 12 11
attribute: 4d6 ⇒ (2, 6, 2, 2) = 12 10
attribute: 4d6 ⇒ (3, 6, 1, 2) = 12 11
attribute: 4d6 ⇒ (5, 1, 2, 6) = 14 13
Certainly doable!
I am thinking Skald, as thats a fun class to play (for me at least), and it is also a cool class to make like, militia friends be competent.
Also Skalds are better in useing unequal stats via extreme mood swings :)
An interesting place Alara, a tall Ulfen woman, clad in hide armor and wearing a significant amount of weapons thinks as she walks on Phaerons streets
Few weapons, so significant local safety? Few holds in the Linnorm Lands would have people above the age of 14 not wearing some type of polearm. Interesting.
She had some local coins from aiding in the guarding of a caravan, and a caravan guard from the town, whom she healed during after an accident, who did owe her a favor and on whom she could likely rely to make some introductions. Mercenary goes much better with recommendations.
Her thinking was interrupted when a child bumped into her, one of her hands immidiatly held the child, not very threateningly but firmly, and the other checked for her moneybag. Still there, good.
Wow, you are soooo big Miss! the kid, perhaps about 9, said
Eat your vegetables then you can become big too. she answered while patting the kid on the head.
Lets establish that I am not a sociopath! Typically a cunning plan, while there is value in a sociopath reputation if you are already a well established mercenary, I like the opposite of well established. So friendly neighbourhood merc it is!
Preemptive rules questions:
--RAW rage powers gained from "extra rage power" do not spread to allies, although there is fair bit of table variety on this one
--no archetypes mean no spell casting for friends accepting raging song (there are some archetypes which allow spellcasting), would you allow others, after spending a lot of time with a skald, to take the feat "mad magic" without having the rage or bloodrage class abilities themselfs?

RHMG Animator |

hmm
16,15,15,13,12,9
Definitely got some good stats for a good front liner....
Though could work with the other roles....
Though with Elephant in the Room in play, I could whip up a disruptive fighter using combat manuvers,
which could mean Attacks of Opportunity for everyone every round.
Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.
PHB races only. I know this might sound boring to some, but I like to keep it a little vanilla for immersion's sake.
What about alternate racial traits, like those found in the ARG?

GM Two-Hands |

@ Mark Thomas 66, I've had a brief read and I'm struggling to find a reference for the free combat stamina outside of the legacy archives of nethys page here. Can you point me in the direction of a better reference?
@Dragoncat, Yes please. I knew I forgot something important!

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which could mean Attacks of Opportunity for everyone every round.
Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.
What about a Cavalier spreading teamwork feats around? Trip Teamwork feats are pretty nasty.
Though with no archetypes you would be stuck with a mount that probably won't get much use because Paizo doesn't make maps that conform to large PCs lol
Druid gold: 2d6 ⇒ (2, 4) = 6

RHMG Animator |

RHMG Animator wrote:which could mean Attacks of Opportunity for everyone every round.
Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.What about a Cavalier spreading teamwork feats around? Trip Teamwork feats are pretty nasty.
Though with no archetypes you would be stuck with a mount that probably won't get much use because Paizo doesn't make maps that conform to large PCs lol
There is also a Skald archetype (Battle Scion) that can spread around teamwork feats for a limited time.

Moragul Bearskin |

Here's my drood, a half-orc from Crystalhurst. He and his kitsune friend, Emiko, are in town bringing medicine to Phaendar from Crystalhurst. They're not strangers in town, though their arrival during the festival is coincidental. I'll get an RP post of them arriving in town up... uh... at some point. Hopefully later today.
======Description======
Pic for Inspiration.
Age: 22 | Height: 6'10" | Weight: 318 lbs. | Hair: Medium length shaggy brown hair and beard | Eyes: Brown
Moragul stands taller than most half-orcs. Broad-shouldered with a barrel chest and impressive biceps, one might say he is built like a bear. He has many tribal scars and tattoos; maybe some instinct from his orcish blood made him feel like he needed them. His clothing is of a drab color pallet - he wears a hooded, sleeveless tunic made up of mossy greens and browns to blend in with the forest. The goliath half-orc moves more quietly than one would expect for someone his size. He carries a commensurately large cold iron axe, relying on raw strength to overpower foes of Nirmathas. His bearskin cloak is far too short to offer any real protection from the elements, but decorated as it is with the fangs and claws of predators, it adds to his intimidating stature. His stoic bearing and the half-mask that covers his eyes generally makes it difficult to read him, though he rarely seems overly concerned about anything.
Moragul is quiet, a half-orc of few words. He relates more to animals than with most people. Territorial, he enjoys protecting the borders of the Fangwood and hunting poachers and trespassers. He is dependable, if you can find him to make a request of him. He could be called a guardian of Crystalhurst, but he believes prevention is the best cure and wanders far from his childhood hometown to keep it safe.
======History======
Infant Moragul was found by wandering Varisians at the mouth of a cave near the Lost Mines of the Mindspin Mountains on the western edge of Nirmathas. The boy was unharmed and alone, packed neatly into a basket. Perhaps there was an unknown entrance into the darklands through those caves and his mother thought he would have a better life on the surface. Taking the infant with them the varisians, traveling east through Chernasardo along the southern edge of the Fangwood, accidentally stumbled upon the hidden druid village of Crystalhurst. The Varisians did not particularly want the abandoned half-orc infant and the isolated village did not have many children of its own, and so it was deemed that the child would be taken in by a half-elf couple who had recently lost their baby, Dandridan and Elyenbwynn Erfaren.
Like many young boys, Moragul was not content to sit in class or help with canning fruit. Day after day, he wandered further and further into the Fangwood, exploring and getting into trouble. What use was mathematics and history when the forest provided for all of ones needs? The lad had an innate skill with druidic magic, even showing an affinity for transmutation magics and shapeshifting, much to the delight of the druidic council that led Crystalhurst. At fourteen he joined the Crystalhurst Irregulars - a group of rangers that used druidic magic to keep Crystalhurst hidden and deal with threats of magical beasts and fey. Moragul's natural command of nature magic helped, as did his imposing physicality. He was strong and had great endurance and keen eyes.
When Moragul was twenty, whilst hunting a mad owlbear, Moragul's fellow ranger, a kitsune by the name of Emiko, broke her back in a fall. As Moragul was making up a litter for Emiko, the owlbear, known as Barbathrax, attacked. It was a harrowing battle, Moragul with his greataxe and leather armor and Emiko doing her best from her state of near paralysis to hamper the owlbear with summoned roots and whipping vines, but the pair of young rangers were eventually able to fell the corrupted beast. As the owlbear fell, a human woman appeared from the underbrush as if by magic. Most likely by magic. She introduced herself as Aubrin "the Green", a Chernasardo Warden. She had been impressed by the pairs performance against the owlbear and invited Moragul and Emiko to Phaendar to apply to their elite Warden school.
Two years have passed since the owlbear was slain. Moragul and Emiko are neophyte Chernasardo Wardens. The training process is long and arduous, but the rewards will be worth the effort. The Chernasardo Wardens are the first and last line of defense for the villages and towns within the Fangwood.
Moragul Bearskin
Male half-orc druid 1
NG Medium humanoid (human, orc)
Init +0; Senses darkvision 60 ft.; Perception +6
Aura enlarge
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 13 (1d8+5)
Fort +4, Ref +0, Will +4
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +3 (1d4+3/19-20) or
. . greataxe +3 (1d12+4/×3)
Druid Spells Prepared (CL 1st; concentration +3)
. . 1st—enlarge person[D] (DC 13), goodberry, longstrider
. . 0 (at will)—create water, purify food and drink (DC 12), stabilize
. . D Domain spell; Domain Plant (Growth domain subdomain)
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 14, Int 10, Wis 14, Cha 8
Base Atk +0; CMB +3; CMD 13
Feats Toughness
Traits animal whisperer, magical knack
Skills Acrobatics -3 (-7 to jump), Climb +4, Intimidate +1, Knowledge (geography) +4, Knowledge (nature) +6, Linguistics +1, Perception +6, Survival +8; Racial Modifiers +2 Intimidate
Languages Common, Druidic, Orc, Sylvan
SQ finesse weapon attack attribute, nature bond (Growth domain), nature sense, orc blood, wild empathy +1
Combat Gear hide armor, dagger, greataxe, holly and mistletoe, spell component pouch
Other Gear backpack, bedroll, belt pouch, belt pouch, blanket, canteen, canteen, 9 gp, 4 sp
--------------------
Special Abilities
--------------------
+2 Ability Score Constitution 12 > 14
Darkvision (60 feet) You can see in the dark (black and white only).
Druid Domain (Growth)
Enlarge (5/day) (Su) Swift action: Enlarge person on yourself.
Intimidating +2 Intimidate.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orcish Weapon Familiarity Proficient with Falchion and Battle Axe. Treat 'Orc' weapons as Martial.
Spontaneous Casting Convert spells to Summon Nature's Ally.
Trait (Campaign) Animal Whisperer +1 Handle Animal.
Trait (Magic) Magical Knack +2 Caster Level (Druid).
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Level 1 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Toughness
Level 2 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 3 (Druid) - FCB: +1/3 NA While Wildshaped; TBD, something to Retrain into Natural Spell post Druid/4.
Level 4 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 5 (Ranger); Feat: Shapeshifting Hunter.
Level 6 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 7 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Planar Wild Shape
Level 8 (Druid) - FCB: +1/3 NA While Wildshaped;
Level 9 (Druid) - FCB: +1/3 NA While Wildshaped; Feat: Eldritch Claws.
Level 10 (Druid) - FCB: +1/3 NA While Wildshaped;

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Though with Elephant in the Room in play, I could whip up a disruptive fighter using combat manuvers,
which could mean Attacks of Opportunity for everyone every round.
Scarier is if there are 2 or 3 characters doing the same, and everyone has combat reflexes.
A Hunter could work if you wanna maximize AoOs off of combat maneuvers without relying on other PCs.
If you're human, you could take Combat Reflexes and Pack Flanking at level 1, Hunters get Outflank for free at 2, Paired Opportunist as your free Teamwork Feat and Tandem Trip at 3. Comes online pretty quickly. Get an AC with reach like an Axe Beak, which also gets an inherent bonus to trip attempts, and a longspear for yourself.
Just a thought.

Craig Lawrence |

Ridge here!
As it seems a large chunk of folks are going for a healing concept, I decided I'd offer the GM Two Hands TWO options for my character. There's Craig the Cleric, and Craig the Inquisitor. So the first more of a healer, the second more of a divine archer with skills. The stats are a bit shuffled around, but the personality should shift only a little ;)
I hope this doesn't count as cheating, but I figured this might increase my chances of getting in, and I'm good with either role.
I will get fiction later but I did do, before this thread came up, a 'ten minute background' (Which to be honest always takes me at least a half hour). Any of that can be tweaked or ignored as suits as well. Crunch is in the spoilers for each class or just look at the profile.
CLERIC Version!
Male human (Varisian) cleric of Erastil 1
LG Medium humanoid (human)
Init +2; Senses Perception +3
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Defense
--------------------
AC 15, touch 12, flat-footed 13 (+2 armor, +2 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +2, Will +5
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee shortspear +0 (1d6)
Ranged longbow +2 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—speak with animals (4 rounds/day)
. . 6/day—calming touch (1d6+1)
Cleric Spells Prepared (CL 1st; concentration +4)
. . 1st—bless, calm animals[D] (DC 14), command (DC 14)
. . 0 (at will)—light, purify food and drink (DC 13), stabilize
. . D Domain spell; Domains Animal, Community
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 13, Int 10, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Agile Maneuvers, Selective Channeling, Self-sufficient
Traits frontier healer, poverty-stricken
Skills Acrobatics -1 (-5 to jump), Heal +10, Knowledge (nature) +5, Knowledge (religion) +4, Profession (farmer) +7, Profession (herbalist) +7, Sense Motive +7, Survival +6
Languages Common, Varisian
SQ finesse weapon attack attribute
Other Gear leather armor, light wooden shield, arrows (25), longbow, shortspear, backpack, bedroll, flint and steel, soap, spell component pouch, waterskin, wooden holy symbol of Erastil, 5 cp
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Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Calming Touch (1d6+1 nonlethal damage, 6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Selective Channeling Exclude targets from the area of your Channel Energy.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
***************
INQUISITOR Version!
Human (Varisian) inquisitor of Erastil 1 (Pathfinder RPG Advanced Player's Guide 38)
NG Medium humanoid (human)
Init +3; Senses Perception +7
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Defense
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AC 16, touch 13, flat-footed 13 (+2 armor, +3 Dex, +1 shield)
hp 9 (1d8+1)
Fort +3, Ref +4, Will +5
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Offense
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Speed 30 ft.
Melee dagger +2 (1d4+1/19-20)
Ranged longbow +3 (1d8/×3)
Special Attacks judgment 1/day
Domain Spell-Like Abilities (CL 1st; concentration +4)
. . At will—speak with animals (4 rounds/day)
Inquisitor Spells Known (CL 1st; concentration +4)
. . 1st (2/day)—bane (DC 14), cure light wounds
. . 0 (at will)—acid splash, guidance, light, stabilize
. . Domain Animal
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Statistics
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Str 13, Dex 17, Con 12, Int 11, Wis 16, Cha 10
Base Atk +0; CMB +3; CMD 14
Feats Agile Maneuvers, Blind-fight, Precise Shot
Traits animal whisperer, deft dodger
Skills Climb +4, Handle Animal +5 (+10 to push vs. indifferent or better animals), Heal +7, Intimidate +5, Knowledge (nature) +4, Knowledge (religion) +4, Perception +7, Profession (farmer) +7, Sense Motive +4, Stealth +6, Survival +7
Languages Common, Varisian
SQ finesse weapon attack attribute, monster lore +3, stern gaze +1
Other Gear leather armor, light wooden shield, arrows (22), dagger, longbow, backpack, flint and steel, spell component pouch, wooden holy symbol of Erastil, 38 gp, 24 sp
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Blind-Fight Re-roll misses because of concealment, other benefits.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inquisitor Domain (Animal) Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Judgment (1/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknesses of creatures.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Speak with Animals (4 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Stern Gaze +1 (Ex) +1 to Sense Motive and Intimidate.
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Step 1: write five things about your character’s concept and background, five things that you think are the most essential parts of your character. You don’t have to stop at five, if you like…this is just a minimum.
1- Craig's family is not the richest by any means. Dabbling in goat herding, dirt farming, and a bit of carpentry, but excelling at none. They were still good people, and this shaped a large part of Craig's personality. When things go bad, your only wealth is your loved ones.
2- Craig was a bit of a punk in his early adolescence and hung out with a few other troublemakers. When it went bad, as it was sure to, he found himself treated firmly but fairly and shown the light. His conversion was quick but sincere. He is still embarrassed by that past behavior and mistakes and feels he owes a debt to his community.
3- Craig wants to advise and guide, but he also tries to stay humble. These leads him to a frustrating mix of wanting to help others see what is right, without sounding holier than thou. Since he IS holier than most by definition, that middle ground can be a pain.
4- Craig detests animal cruelty. He understands you have to slaughter hogs and hunt but while many are better with animals than he is, he sees them as partners to people , not just as tools to be used.
5- Craig knows most folks want a holy man for healing but there's a part of him that enjoys getting to show Erastil's divine power a little more aggressively. He often smiles on those few times when his granted spell is dramatic and even frightening.
Step 2: List two goals for the character that you, as a player, think would be cool to see accomplished in-game.
Goal #1: Survival is good! Jokes aside, obviously he'll want to keep everyone alive. A goal that is not likely to occur, but he'd like to help as many as possible make it and restore their community. Either restore the old homes, or build a new one meant to last.
Goal #2: Erastil tends to encourage marriage and family. While Craig does not see women as broodmares or domestic bound, he is young enough to feel drawn to some women, and old enough to be mature about it. If he starts to fall for a young woman and she for him, he'll try to do right by her.
Step 3: List two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Secret #1- Craig's not big on keeping secrets that are his to share. Part of making his past right is owning up to it after all. However, at one time, he caught some of the village girls his age skinny dipping in a stream. He blushed furiously and retreated hastily but not before he saw a memorable birthmark. He hasn't had the nerve to admit it so he can apologize.
Secret #2- One secret Craig doesn't know is that priesthood is in his blood. He has an aunt he has never met, not in the area as far as anyone knows, who follows Urgothoa, the pallid princess and one of Erastil's few hated foes. Craig has never met his aunt (She's not living near the town) and his father has not talked much of his twisted sister and certainly not of her faith.
Step 4: Describe three people that are tied to the character though blood, romance or honor. Two of them are friendly to the character, one is hostile. All can do something useful for you, if you can get the situations to line up. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
1) Family- At the start of this, Craig has quite a few family members. He has one older brother, who has moved out, married and has a small (very) farm of his own. Craig himself is the next oldest, follow by less than a full year by his sister, who is something of a tomboy and unimpressed by Craig's ecclesiastical authority. The youngest brother is still the baby of the group and has some hero worship. Craig's parents are alive. They're humble folks just trying to get by.
2) Friend- Possibly anyone of the PCs who also grew up in town. Otherwise, someone Craig tried to bully, and failed. A good thumping, and a wiser Craig, when reformed, apologized proper like. They actually became friends. OR his friend, like him, was part of the bad crowd, and reformed too, in his or her own way.
3) Enemy- Craig's enemy is a former friend. One of those 'bad crowd' who scorned reforming and kept at theft and deceptions. When Craig asked him to stop, his ex friend sneered. Finally, left no choice, Craig informed the authorities that his former friend was the source of property theft and replacing good whiskey with nasty dangerous stuff.
Step 5: Describe three memories, mannerisms, or quirks that your character has. They don’t have to be elaborate but should provide some context and flavor.
1) (Mannerism) Craig talks folksy, not only is it expected of Erastil servants, it's how he was raised. He may use rural metaphors or sayings that sound odd to the more urban sorts.
2) (Memory) Craig recalls being out in a terrible storm, one that made him fear for his life as thunder caught him in an open field. He recalls praying for help and, as he managed to find shelter by accident, he suspects he got it. That was before he converted and a part of why he began to suspect the gods really do care. At least some of them.
3) (Quirk) When firing a bow, he often says "Praise Be", "Ol' Deadeye be pleased", or "Shrive him as I stick him" depending on the target and situation.

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4d6 -->14
4d6 -->14
4d6 -->15
4d6 -->11
4d6 -->12
4d6 -->9I think I can make this work.
S 9
D 14
C 12
I 11
W 15+2
C 14Half-orc shaman, refugee from Belkzen, life spirit, with the Frontier Healer and Seeker traits. I'll update the profile in the next day or so.
The shaman wasn't singing to me, so instead I'm going to rearrange the stats and make a half-orc alchemist with the Ironfang Survivor and Highlander traits. Primary combat role: ranged attacks. Secondary combat role: melee when using a mutagen. Primary noncombat role: Crafting alchemical items and tools.
S 11
D 14
C 12
I 15+2
W 14
C 9
Background to come.

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Though with no archetypes you would be stuck with a mount that probably won't get much use because Paizo doesn't make maps that conform to large PCs lol
Because little of the Ironfang Invasion takes place in large settlements, players with large or unusual companions—such as animal companions or eidolons—will rarely need to leave one of their core class features behind to avoid upsetting locals.
In fact, this is one of the APs that specifically points out the viability of the larger pets through most encounters.