Still working on things, but here's what I have so far:
Name: Gramm Pluckapple
Race: Human
Sex: Male
Age: 53
Phys: Ht: 6'4", Wt: 283 lb., Hair: White, Eyes: Gray, Skin: Pale Tan
Class: Expert 2, Adept 2
Align: Neutral Good
Stats: Str 15 (+2), Dex 10 (+0), Con 16 (+3), Int 8 (-1), Wis 16 (+3), Cha 12 (+1)
Feats: Simple Weapon Proficiency (Class), Light Armor Proficiency (Class), Eschew Materials, Skill Focus (Craft (baked goods)), Self-Sufficient
Skills: 30 (Expert), 4 (Adept)
Craft (baked goods): 7 (5 Ranks, -1 Int, +3 feat)
Profession (baker): 8 (5 Ranks, +3 Wis)
Handle Animal: 5 (4 Ranks, +1 Cha)
Knowledge (local): 8 (7 Ranks, -1 Int)
Heal: 8 (3 Ranks, +3 Wis, +2 Feat)
Diplomacy: 3 (2 Ranks, +1 Cha)
Swimming: 3 (1 Ranks, +2 Str)
Listen: 6 (1 Ranks, +3 Wis, +2 Familiar)
Spot: 6 (1 Ranks, +3 Wis, +2 Familiar)
Survival: 7 (2 Ranks, +3 Wis, +2 Feat)
Perform (Oratory) 3 (2 Ranks, +1 Cha)
Concentration: 4 (1 Ranks, +3 Con)
Languages: Common
Class Abilities: Expert Chosen Skills (Craft, Profession, Heal, Diplomacy, Swimming, Handle Animal, Listen, Spot, Knowledge (local), Perform), Adept Spells, Familiar (Rat)
HP: 26 (4d6+12 Con)
BAB: +2
Saves: Fort +5, Ref +0, Will +9
AC: 10
Spells/Day: 0th: 3, 1st: 2
Spell List: 0th: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
Currently Memorized: 0th: purify food and drink, guidance, mending
1st: comprehend languages, cure light wounds
Current Equipment: Tunic, Breeches, Apron, Soft Boots, Oven Mitts, Sash, Belt Pouches (Baking spices, decorations, and a small orange muffin), Healing Kit, Coin Purse with 10cp, Large Wooden Spoon, Copper Signet Ring/Holy Symbol (Dedicated to all gods)
Gramm Pluckapple's Familiar: Crumbles the Mouse
Rat Familiar
Tiny Magical Beast
HD: 1, HP 13, Initiative +2, Speed 15 ft., climb 15 ft., swim 15 ft., AC 15 (+2 size, +2 Dex, +1 Natural Armor), touch 14, flatfooted 13, BAB/Grapple: +2/-10
Full Attack: Bite +6 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Qualities: Improved Evasion, Share Spells, Empathic Link, Low-Light Vision, Darkvision 60', Scent, Grant Master Alertness
Saves: Fort +2, Ref +4, Will +7
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +14, Move Silently +10, Swim +10, Craft (baked goods) +3, Profession (baker) +6, Handle Animal +0, Knowledge (local) +6, Heal +4, Diplomacy -2, Listen +2, Spot +2, Survival +3, Concentration +1
Feats: Weapon Finesse
Alignment: Neutral Good
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.