Well, no response as to how to build a character yet and what's allowed. So...here's a Wood Elf (common MM variant of elf, figured it was ok) archer ranger. Maybe acceptable, who knows? What are you guys playing? If the major roles aren't covered, I'll play something more useful than an archer, like meat shield or healer.
[sblock]Wood Elf Ranger 1
HP: 12 (d10 +1 +1 favored class)
AC: 18 (10 +4 armor +3 dex +1 shield)
Touch: 13; FF: 15
Str 16, Dex 16, Con 12, Int 12, Wis 14, Cha 8 (using PF 20 point buy)
Before race: Str 14, Dex 14, Con 14, Int 12, Wis 14, Cha 8
Saves: Fortitude +3, Reflex +5, Will +2
BAB +1; Speed 30 (20)
CMB +4, CMD 17
Longbow +4 (1d8, 20/x3, P, 100 ft)
Club (2H) +3 (1d6 +4, 20/x2, B)
Club (1H) +4 (1d6 +3, 20/x2, B)
Guisarme +3 (2d4 +4, 20/x3, S, Reach, Trip)
Race: +2 str and dex, -2 con, +2 Perception, Immune to magical sleep, +2 saves vs. enchantments, +2 CL to overcome SR, +2 spellcraft to identify magic items, Lowlight Vision (2x Human), Speed 30 ft, Medium.
Class: Favored Enemy (Magical Beast) +2, Track, Wild Empathy
Feats: Point Blank Shot
Skills (7):
Knowledge (dungeon) +5 (1 rank +3 trained +1 int)
Knowledge (nature) +5 (1 rank +3 trained +1 int)
Perception +8 (1 rank +3 trained +2 wis +2 racial)
Spellcraft +5 (1 rank +3 trained +1 int)
Stealth +3 (1 rank +3 trained +3 dex -4 acp)
Survival +6 (1 rank +3 trained +2 wis) (+1 when tracking)
Wild Empathy +0 (1 Ranger -1 cha)
Languages: Common, Elven, Sylvan
Equipment:
Longbow
Arrows (40)
Club x2
Guisarme
Hide Armor
Buckler
Cure Light Wounds Potion
Explorer’s Outfit
Backpack
Bedroll
Tent
Silk Rope (50 ft)
Grappling Hook
Flint and Steel
Torch x2
Soap (1 lb)
Waterskin
Whetstone
Fishhook
Sack
Gold: 8.14 gp[/sblock]
Pretty sure until level 4, Ranger can't use scrolls of cure light wounds, so had to spend extra on a potion of it. Used 20 PF point buy, average starting wealth of 175 gp.
EDIT: Aasimar Paladin, alternatively. Unfortunately doesn't get lay on hands till level 2, was going to take Extra Lay on Hands as the first feat until I saw that.
[sblock]Aasimar Paladin 1
HP: 13 (d10 +2 +1 favored class)
AC: 18 (10 +5 armor +1 dex +2 shield)
Touch: 11; FF: 17
Str 14, Dex 12, Con 14, Int 10, Wis 12, Cha 16 (using PF 15 point buy)
Before race: Str 14, Dex 12, Con 14, Int 10, Wis 10, Cha 14
Saves: Fortitude +4, Reflex +1, Will +3
BAB +1; Speed 30 (20)
CMB +3, CMD 14
Longsword +3 (1d8 +2, 19-20/x2, S)
Club +3 (1d6 +2, 20/x2, B)
Club (ranged) +2 (1d6 +2, 20x2, B, 10 ft)
Sling +2 (1d4 +2, 20/x2, B, 50 ft)
Race: +2 cha and wis, +2 Perception and Diplomacy, Resistance 5 (acid, cold, and electricity), Darkvision (60 ft), Daylight 1/day (CL 1), Speed 30 ft, Medium.
Class: Aura of Good, Detect Evil, Smite Evil 1/day
Feats: Step Up
Skills (2):
Diplomacy +8 (0 ranks +3 trained +3 cha +2 racial)
Knowledge (religion) +4 (1 rank +3 trained)
Perception +3 (0 ranks +1 wis +2 racial)
Spellcraft +4 (1 rank +3 trained)
Languages: Common, Celestial
Equipment:
Longsword
Club x2
Dagger
Sling
Bullets (10)
Scale mail Armor
Heavy Shield (wood)
Cure Light Wounds Potion
Traveler’s Outfit
Wooden Holy Symbol
Backpack
Bedroll
Tent
Silk Rope (50 ft)
Flint and Steel
Torch x2
Soap (1 lb)
Waterskin
Whetstone
Sack
Gold: 25.16[/sblock]