Stepping out
When Rine Fallweather awoke that morning, he knew it was going to be a good day. The sun was shining brightly and the birds singing from the trees. He could smell the sweet air of summer, his wool curtains doing little to hamper the breeze which carried it into his room. Rine was energized by the glory of the new day. Kicking off his covers with zeal, he made his way to the window and drew the window's cloth coverings aside, allowing the warm light to cleanse his room of the previous night's darkness.
With a big yawn and an enormous stretching, Rine worked the sleepiness from his body. Standing in front of his mirror, he took time to examine his body, posing as such to emphasize a particular muscle group, until he was satisfied with his appearance. Once dressed, Rine grabbed hold of the travelers pack and weapons he and left prepared by the door the night before and stepped out into the new day. Having heard about Erasmus' offer of work, Rine made his way over to his caravan. Though he hated to admit it, he was as excited as a child by the prospects of actually seeing a real live Griffin. This was one job he knew was not going to be boring. As he arrived at the caravan, he discovered that he was not the first to come in search of work. There was only one man before him, so he hoped he still had a chance at getting it. Putting his best foot forward, he took a deep breath entered the line. He could hear the man in front of him shouting angrily, at first this made his belly turn to ice, perhaps this man was angry that he didn't get the job or perhaps because all the positions were full! As he listen he realized the man was merely impatient. He dared hope this meant that Erasmus hadn't begun his hiring yet, but he though he might as well ask, just to be sure.
I hope I'm not too late to sign up, it's not everyday a man has such an exciting opportunity present itself, am I right sir?
[sblock] Wow am I ever not happy with this post

. Sorry about that, kinda rushed through this initial post in order to get started. I know you guys must be chomping at the bit. I'll take more time to get more prose-y stuff in the future (i.e. taking more than a few mins to post). Should be enough info to get rolling though. Oh and here is my char sheet also.
Male Human [Pal 2/Clr2 of Kord]: hp 19; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2 Dex); BAB +2; Attack +4 melee (+5 with mw Greatsword) , or +4 ranged; SV Fort +7, Ref +5, Will +8; Str 15 [+2], Dex 14 [+2], Con 13 [+1], Int 11 [0], Wis 15 [+2], Cha 16 [+3].
Languages Spoken: Common.
Skill points: Clr 15
Skills and feats: Craft (Armorsmithing) +4, Heal +6, Hide +2, Intimidate +4, Knowledge (History) +5, Knowledge (The Planes) +1, Listen +2, Move Silently +2, Spot +2; Cleave, Power Attack
Possessions: mw Greatsword (2d6+2/19-20 x2), mighty comp. longbow (Str 14), 20 arrows (1d8+2/x3), holy symbol
Cleric Domains: Luck, Strength.
Cleric Spells Per Day: 4/3+1.
Class Abilities:
Turn or Rebuke Undead (Su)
Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells.
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can "lose" any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with "cure" in its name).
Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell.
Smite Evil (Su)
Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su)
Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level × her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.[/sblock]
[sblock] update! Expanded my post a bit, so hopefully it's more coherent. This I'm satisfied with, although it may not be as prosaic as I evisioned.[/sblock]