Last in line, but what the heck, I'll go ahead and roll up a character anyway. I'm curious to see how pathfinder plays out.
Stat points are ... 1.5 pt below average.
For a cleric (5d4+5=16)
Redeemed by a good hp roll:
hp (1d8=7) 3rd level.
HP for 3rd level. No whammies! (1d8=5)
Hmmm. I'm going with 1/2 elven cleric of Erastil. Picking domains is a pita. Animal is a gimme but chooseing between community, good and plant is hard.
[sblock= Sam Elmwise]Sam Elmwise
1/2 elven cleric of Erastil
LG
Str 10
Dex 15 +2
Con 10
Int 10
Wis 17 +3
Chr 12 +1
hp = 26
Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6
Domains:
Animal
Community
Skills:
Diplomacy(c) 2 + 1 + 3 = 6
Handle Animal 2 + 1 + 3 = 6
Heal(c) 2 + 3 + 3 = 8
Linguistics(c) 2 + 0 + 3 = 5
Perception 1 + 3 + (2 for sight & sound) = 4/6
Languages:
Common
Elvish
Dwarven
Celestial
Feats:
Point Blank Shot
-Precise Shot
Skill focus (racial) (Handle Animal)
Racial Traits:
Low light vision
Keen senses (Sight & sound)
Immune to magic sleep
+2 vs Enchantment spells and Effects
Elf Blood
Favored Class: Cleric
Domain Powers:
Summon Companion
Calming Touch
Spells:
Orisons:
-Create Water
-Light
-Mending
-Stabilize
1st Level Spells
- Speak with Animals (d)
- Bless (d)
- Comprehend Languages
- Detect Evil
- Obscureing Mist
2nd Level Spells
- Zone of Truth
- Hold Person
Equipment:
Travelers Clothing
Masterwork Longbow (1d8x3 100' +1 to hit 3#) (375 gp)
- 20 Arrows (3#) (1gp)
Dagger (1d4 19-20 10' 1#) (2 gp)
Chain Shirt (+4 ac -2 check penalty 25#) (100 gp)
Holy Symbol of Erastil (1gp)
Healers Kit (1#) (50 gp)
Pony "Socks" (30 gp)
-Tack and Pack Saddle (17 gp)
-Clerical Vestments (5 gp)
-Bed Roll (5#)
-Extra Blankets & Tarps (15 lbs) (5 gp)
-Notebook (3#) (15 gp)
-Prayerbook (3#) (25gp)
Weight on person: 33 lbs Light encumberance
GP Spent: 626 (273 gp Remaining)
1 gp loaned to Jon for arrows.
[/sblock]
[sblock= Background]Sam was born of the love between his mother Sara of Swinedon and his father Kindal Farstrider. Sara was a member of a large and mildly prosperous farming family and Kindal was a cleric of Erasil who served a rather large territory in a roaming circuit. Sam grew up in his mothers farm amoung his many human relatives but only looked forward to his fathers rather infrequent visits, aspiring to nothing more than to be like his dashing and exotic father.
When he was 17 he managed to talk his father into taking him under hs wing and training him to become a fellow cleric of Erasil. In the course of travelling with his father on his circuit however he was horrified to learn that his mother Sara was just one of Kindals many human 'wives' and that the cad had several other half-human offspring. While his faith in his father was shattered he remains a devout follower of Erasil. He has broken off contact with his elven father but reconciled himself with his family in swinedon and still corrosponds regularly with his mother (although she is ageing now with human rapidity.) He took the surname Elmwise to signify his break with his father and as a reminder of his deeds. (He met his first half-sister Sinead in the town of Elmdale.)
He has taken on his adult duties as a cleric and works a small circuit of mining towns throughout the Dragon's teeth foothills tending to the small farming communities that feed the miners as well as performing what services he can in the mining towns. He has a private horror of commiting his fathers mistakes, and while handsome enough, he maintains a distance from almost all.
[/sblock]
[sblock= Combat Info] Combat Information - Sam Elmwise
HP: 26
AC: 10 (base) + 4( armour) + 2(dex) = 16
Saves:
Fort 3 + 0 = 3
Ref 1 + 2 = 3
Will 3 + 3 = 6
BAB +2
CMB +2
Melee +2
Ranged +4
Weapons:
Dagger 1d4 (19-20) +2 to hit
Masterwork Longbow 1d8 (x3) +5 to hit 100' range increment[/sblock]
[sblock=Animal Companion]
"Chitters"
Celestial Monkey
Size/Type: Tiny Magical Beast (Extraplanar)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 30 ft. (6 squares), climb 30 ft.
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Bite +4 melee (1d3-4)
Full Attack: Bite +4 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: Smite Evil
Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5
Skills: Balance +12, Climb +10, Escape Artist +4,
Hide +10, Listen +3, Spot +3
Feats: Agile, Weapon Finesse
Alignment: chaotic good
The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Skills
Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.
Celestial Monkey
These celestial creatures are commonly summoned by the summon monster I spell.
Combat
Smite Evil (Su)
Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe.
Tricks Known: Attack (all), Come, Defend, Down, Fetch, Heel, Perform
[/sblock]