Alrighty, one done character below. If there's any problems with items selected, spells chosen, or any other issues please let me know. I used the starting gold for a fifth level character (9,000). Hit points listed are currently average to give an approximate idea, will roll once the topic is up.
Future progression and an item wishlist is under the showing my work spoiler along with various maths related things. I've included a tentative progression to 20 but it's not particularly fleshed out since the campaign isn't slated to go that high.
Bjartr
Human Ranger 4/Wizard (Diviner) 1//Cloistered Cleric of Odin 5
Character Sheet
Medium Humanoid
Hit Dice: 4d8 + 1d6 + 10 Hit Points: 36
Initiative: +2
Speed: 30 ft. Run x4
Armor Class: 16 Touch: 12 Flat-footed: 14
Base Attack/Grapple: +4/+5
Attack:
Spear +7 Melee (1d8+1/x3)
Shortspear +6 Melee (1d6+1/x2)
Dagger +6 Melee (1d4+1/19-20)
Spear +8 Ranged (1d8+1/x3, 20 ft. increment)
Shortspear +7 Ranged (1d6+1/x2, 20 ft. increment)
Dagger +7 Ranged (1d4+1/19-20, 10 ft. increment)
Javelin +6 Ranged (1d6+1/x2, 30 ft. increment)
Full Attack:
Shortspear +4 Melee (1d6+1/20) and Dagger +4 Melee (1d4+1/19-20)
Space/Reach: 5 ft./5 ft.
Special Qualities:
-Spontaneous Casting
Unable to drop for cure spells per rune magic rules.
-Lore 1d20+9
-Turn Undead 4/day
Turns undead as a 5th level Cleric with a turning check of 1d20+3 and turning damage 2d6+6.
-Knowledge Domain
Casts divination spells at +1 caster level.
-Travel Domain
Ignores magical effects that hamper movement/mobility for up to 5 rounds/day.
-War Domain
-Wild Empathy 1d20+7
-Favored Enemy
Arcanists (+2)
-Specialist Wizard
Divination. Banned Enchantment.
-Raven Familiar
See Vita below.
-Wolf Animal Companion
See Geirr below.
Saves: Fort +6, Reflex +6, Will +7
Abilities: Str 12, Dex 14, Con 14, Int 14, Wis 17, Cha 12
Skills: Appraise +5, Concentration +15, Craft (Calligraphy) +11, Diplomacy +5, Handle Animal +12, Heal +4, Knowledge Arcana +7, Knowledge Geography +3, Knowledge History +7, Knowledge Nature +9, Knowledge Religion +7, Knowledge The Planes +3, Ride +4, Speak Language 5, Spellcraft +12, Survival +10
+2 Spot and +2 Listen if Raven w/in 5 ft.
+2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival vs. Arcanists
+4 Handle Animal and handle as free action or push as move action when handling Geirr.
Skill Trick: Collector of Stories.
Feats: Track, Weapon Focus: Spear, Skill Focus: Handle Animal, Divine Ward, Scribe Scroll, Two Weapon Fighting, Knowledge Devotion, Endurance
Environment: The Frozen Northlands
Organization: Wandering Shaman (1 Bjartr plus 1 Wolf plus 1 Raven) or Mythic Heroes (1 Bjartr plus 1 Einar plus 1 Thorgrim plus 1 Skulda plus 1 Agni plus 1 Hymir).
Challenge Rating: 5
Alignment: NG
Languages Spoken: Celestial, Common (Geat), Common (Halruaan), Common (Lapp), Common (Norse), Common (Rashemi), Giant, Sylvan
Level Adjustment: +0
Possessions
Magic Items: Armband of Elusive ActionMIC, Heward's Handy Haversack, Tunic of Steady SpellcastingMIC.
Arms and Armor: Mwk. Spear, Mwk. Dagger, Mithral Chain Shirt, Mwk. Shortspear, 3 Javelins.
Special Gear: Mwk. Artisan's Tools - Calligraphy, Healer's Kit, Spellbook, Spell Component Pouch - Runestones, Mwk. Chain Shirt Barding, Antitoxin x 4, Holy Water x 2, Runic Stones for Divining, Holy Incense (150 gp.), Diamond Dust (500 gp.), Silver Holy Symbol of the Watchful Eye, Artisan's Tools - Needles, Inks and Threads for Rune Threading, Chalk x 5, Artisan's Tools - Woad, Everburning Torch.
Mundane Gear: Explorer's Outfit, Fishhooks x 5, Silk Rope 100 ft., Bedroll, Iron Pot, Winter Blanket, Waterskins x 2, Whetstone.
Valuables/Coins: 100 GP Worth of Silver Jewelry, 25 PP, 24 GP, 17 SP, 18 CP.
Carried: 38.5 lbs. (Arms and Armor, Holy Symbol, Spell Components, Haversack)
Haversack: 86 lbs.
Carrying Capacity: Light 43, Medium 86, Heavy 130
Spells
& - Runed on Spear Haft.
# - Threaded on Arms.
@ - Rune Stone.
Cleric Spells prepared: (5/4+1/3+1/2+1)
0: @Create Water, &Cure Minor Wounds, &Detect Magic, @Mending, &Mending
1: Domain: &Longstrider, &Cure Light Wounds, &Magic Weapon, @Omen of PerilSC, #ResurgenceSC
2: Domain: &Spiritual Weapon, #Close WoundsSC, &Lesser Restoration, &BenedictionCC
3: Domain: &Magic Vestment, &Cure Serious Wounds, &Mass ConvictionSC
Ranger Spells prepared: (1)
1: &Enrage Animal
Wizard Spells prepared: (3/2)
0: @Prestidigitation, @Stick, @Mage Hand
1: Specialist: &True Strike, #NerveskitterSC, @Vigilant SlumberCM
Arcane Spell Failure 10%.
Wizard Spells known:
0: All (except enchantment).
1: True Strike, Benign TranspositionSC, Familiar PocketSC, NerveskitterSC, Vigilant SlumberCM
Character Info
Character background:
Bjartr as a lad bore little resemblance to the man he is now. Bright smiles and bright laughter were gifted to all around him, living up to his name. He grew up as many young men do, hunting to provide for his family, and paying his respects to the gods. If he paid more attention than most to the tales told of dangerous beasts and weird magics, it still yet seemed that a hunter was all he would be. For no matter what spark rested inside, he was satisfied with his life.
That would change for him late one autumn, just before winter set in fully, as he ranged further than normal in his hunt. Lured into an ambush by a canny old beast, he was disarmed of his bow and clawed across the face. Only the spear his father insisted he carry as a man saved him. Before he could reach home, infection set in, and he spent the next few weeks in a haze of pain and fever. He made his way back to the village, where they would despair, thinking at best he would lose his eye and at worst that he would succumb to the infection. But he proved them wrong, and on the very day that they thought they would lose him, he sat up, and drank and ate and laughed. Only the faintest of scars mar his face, even though to this day the sclera of his left eye has a red mark. To the observer it was a miracle, but to him it was a trial. As he lay ailing, he dreamt of three tasks he had to accomplish, and only when he had done so did the fever break and his health return to him. Whether they were conjured up by his fevered mind or not, his vision inspired him. Feeling the hand of Odin upon him - the canny old beast, the wound to his eye, the spear that saved him, his recovery after completing the tasks - he gave not just worship to Odin but his service as a cleric.
His companion Geirr (Spear) he raised from an orphaned pup, but his familiar Vita (Wit), she of the satin feathers and black wit, came to him full grown one afternoon, warning him of a danger hidden in the grass.
He's spent the years since wandering and learning not just his land but the surrounding ones, dispensing wisdom to those who are wise enough to ask, and dealing with those who would abuse Odin's gift of magic. His laughter still rings freely but without the innocent brightness of youth, and his smiles have a knowing edge. He visits his family infrequently, but it has been several years since he last saw them, prompting him to start heading back to the Norse lands.
Character description:
Tall and lanky at 6'3" and 176 lbs, Bjartr has an imposing frame even though he is more wiry than bulky. After his illness, his blond hair lost some of its youthful golden sheen, now taking on a more flaxen hue. His beard has always been darker, closer to brown, than his hair, and as he grew it out it the reddish hue became more evident. At 28, middle age is still years away, but gray has already started to work its way in. He wears a shirt of chain links under a brown leather jerkin and loose pants that tuck into his leather wrapped boots. His upper arms are exposed to the elements, revealing a selection of divine runes threaded onto them. He carries a spear at the ready, haft carved and painted with the rest of his divine runes. He usually keeps his arcane runes prepared onto stones tucked away in a pouch as he prefers those to remain hidden. While travelling, he wears a wide brimmed hat and a voluminous cloak.
Inspiration Pics:
Bjartr Photographic Height and WeightVita Reference for ScaleGeirr Reference for ScaleThe scale reference pictures above both feature fairly small women, and Bjartr is above average for a man, but they still give a good idea of just how large both animals are.
Geirr
Medium Animal
Hit Dice: 2d8+3 Hit Points: 13
Initiative: +2
Speed: 50 ft.
Armor Class: 14 Touch: 12 Flat-footed: 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 Melee (1d6+1)
Full Attack: Bite +3 Melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, Scent, Link, Share Spells
Saves: Fort +5, Reflex +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1
+4 Survival when tracking by Scent
Feats: Track, Weapon Focus (Bite)
Tricks: Attack, Down, Fetch, Heel, Seek, Track, Attack Unnatural
Bjartr has been working with Geirr on wearing armor and has already purchased barding, but Geirr does not yet have proficiency and so the armor is not reflected in the stats above.
Geirr (Warbeast)
Medium Animal
Hit Dice: 3d8+12 Hit Points: 27
Initiative: +2
Speed: 60 ft.
Armor Class: 14 Touch: 12 Flat-footed: 12
When wearing barding, Geirr's Armor Class increases to 18 and Flat-footed to 16.
Base Attack/Grapple: +2/+5
Attack: Bite +6 Melee (1d6+3)
Geirr has been trained to Power Attack for 2 whenever he attacks a new target. If his attack misses, he stops using Power Attack against that target.
Full Attack: Bite +6 Melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, Scent, Link, Share Spells, Combative Mount
Saves: Fort +7, Reflex +5, Will +3
Abilities: Str 16, Dex 15, Con 18, Int 2, Wis 14, Cha 6
Skills: Hide +2, Jump +16, Listen +5, Move Silently +3, Spot +5, Survival +1
When wearing barding, Geirr is subject to a -1 Armor Check penalty on applicable skills.
+4 Survival when tracking by Scent.
Feats: Track, Weapon Focus (Bite), Power Attack
Tricks: Attack, Down, Fetch, Heel, Seek, Track, Attack Unnatural
As a warbeast, Geirr is proficient with all types of armor.
Vita
Tiny Magical Beast
Hit Dice: 1/4 d8 (Counts as 6 HD) Hit Points: 18
Initiative: +2
Speed: 10 ft., Fly 40 ft. (Average)
Armor Class: 15 Touch: 14 Flat-footed: 13
Base Attack/Grapple: +4/-9
Attack: Claws +8 Melee (1d2-5)
Full Attack: Claws +8 Melee (1d2-5)
Space/Reach: 2 1/2 ft./0 ft.
Special Qualities: Low-light Vision, Improved Evasion, Share Spells, Empathic Link
Saves: Fort +4, Reflex +6, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Skills: Concentration +8, Diplomacy +2, Handle Animal +6, Heal +3, Hide +10, Knowledge Arcana +3, Knowledge Geography -1, Knowledge History +3, Knowledge Nature +3, Knowledge Religion +3, Knowledge The Planes -1, Listen +5, Spellcraft +6, Spot +7, Survival +9
Feats: Alertness, Weapon Finesse
Alignment: N
Languages Spoken: Common (Norse)
Showing my Work
Abilities w/36 Point Buy and +1 Level Up - Str 12 (4 points), Dex 14 (6 points), Con 14 (6 points), Int 14 (6 points), Wis 17 (10 points for Wis 16 + 1 Level Up), Cha 12 (4 points)
1 - Ranger/Cloistered Cleric HD d8/d6 - BAB +1/+0 - Saves +2,+2,+0/+2,+0,+2 - Skill Points 36/36 - Feats (B) Track, (B) Weapon Focus: Shortspear, (H) Skill Focus: Handle Animal, (1) Divine Ward - Class Abilities ACF Arcane Hunter, 1st Favored Enemy (Arcanists +2), Wild Empathy, Domain: War, Domain: Travel, Domain: Knowledge, Turn Undead, Lore, 1st Level Cleric Spells
2 - Wizard/Cloistered Cleric HD d4/d6 - BAB +1/+1 - Saves +2,+2,+2/+3,+0,+3 - Skill Points 5/9 - Feats (B) Scribe Scroll - Class Abilities Summon Familiar, 1st Level Wizard Spells
3 - Ranger/Cloistered Cleric HD d8/d6 - BAB +2/+1 - Saves +3,+3,+2/+3,+1,+3 - Skill Points 9/9 - Feats (B)Two Weapon Fighting (Combat Style), (3) Knowledge Devotion - Class Abilities Combat Style, 2nd Level Cleric Spells
4 - Ranger/Cloistered Cleric HD d8/d6 - BAB +3/+2 - Saves +3,+3,+2/+4,+1,+4 - Skill Points 9/9 - Feats (B)Endurance - Class Abilities
5 - Ranger/Cloistered Cleric HDd8/d6 - BAB +4/+2 - Saves +4,+4,+3/+4,+1,+4 - Skill Points 9/9 - Feats None - Class Abilities Animal Companion (EDL 2), 1st Level Ranger Spells, 3rd Level Cleric Spells
Future Progression:
6 - Beastmaster/Cloistered Cleric HD d10/d6 - BAB +5/+3 - Saves +6,+6,+3/+5,+2,+5 - Skill Points 7/9 - Feats (6)Inscribe Rune - Class Abilities Animal Companion (EDL 6)
7 - Ranger/Runecaster Class Abilities 2nd Favored Enemy (Arcanists +4, Giants +2)
8 - Ranger/Runecaster Class Abilities Animal Companion EDL 7 - maybe Swap Geirr for Dire Wolf
9 - Ranger/Runecaster Feats (9) ??? Skill Trick - Swift Concentration
10 - Ranger/Runecaster
11 - Ranger/Runecaster
12 - Ranger/Runecaster Feats (12) ???
13 - Ranger/Runecaster
14 - Ranger/Runecaster (Runecaster 8, Drop Point)
15 - Ranger/Cleric PRC Feats (15) ???
16 - Ranger/Cleric PRC
17 - Ranger/Cleric PRC
18 - Ranger or Multiclass/Cleric PRC Feats (18) ???
19 - Ranger or Multiclass/Cleric PRC
20 - Ranger or Multiclass/Cleric PRC
Geirr is putting ranks into Jump every HD in order to eventually be able to take Leap Attack at HD 12 if the game advances that far. Other feats that I'm considering for him are Improved Sunder, Cleave, and other feats that require Power Attack as a pre-req.
Feat Options: Natural Bond, Spontaneous Healer, Extend Spell
Cleric PRC Options: Contemplative, Dweomerkeeper, Divine Disciple, Hierophant, Divine Oracle.
Ranger Multiclass Options: Wizard, Barbarian or Scout. If multiclass alt must stay within one level of wizard.
Skills: 72 Ranks Total
Appraise +5 (+3 Raven, +2 Int)
Concentration (8 ranks, +2 Con, +5 Magic)
Craft (Calligraphy) (7 Ranks, +2 Int, +2 Tool)
Diplomacy 4 Ranks
Handle Animal 8 Ranks
Heal 1 Rank
Knowledge Arcana 5 Ranks
Knowledge Geography 1 Ranks
Knowledge History 5 Ranks
Knowledge Nature 5 Ranks
Knowledge Religion 5 Ranks
Knowledge The Planes 1 Rank
Ride +4 (+2 Dex, +2 Syn)
Speak Language 5 Ranks
Spellcraft +12 (+8 Ranks, +2 Int, +2 Syn)
Survival +11 (+7 Ranks, +3 Wis)
Skill Trick Collector of stories 2 Ranks
Wild Empathy 1d20+7 (+4 Lvl, +1 Cha, +2 Syn)
Lore 1d20+9 (+5 Lvl, +2 Int, +2 Syn)
Turn Undead 4/Day (3+1 Cha)
Turn Undead 1d20+3 (+1 Cha, +2 Synergy) for 2d6+7 (+6 Lvl,+1 Cha)
Magic Items: Armband of Elusive Action (800 MIC 1 lb.), Heward's Handy Haversack (2,000 DMG 5 lbs.), Tunic of Steady Spellcasting (2,500 MIC 1 lb.)
Arms and Armor: Mwk. Spear (302 6 lbs.), Mwk. Dagger (302 1 lb.), Mithral Chain Shirt (1,100 12.5 lbs.), Mwk, Shortspear (301 3 lb.) Javelins x3 (3 6 lbs.)
Special Gear: Explorer's Outfit (-), Mwk. Artisan's Tools - Calligraphy (55 5 lb.), Healer's Kit (50 1 lb.), Spellbook (15 3 lbs.), Spell Component Pouch - Runestones (5 2 lbs.), Mwk. Chain Shirt Barding (350 25 lbs.), Antitoxin x 4 (200 -), Holy Water x 2 (100 2 lbs.), Runic Stones for Divining (25 1 lb.), Holy Incense (150 1 lb.), Diamond Dust (500 -), Silver Symbol of the Watchful Eye (25 1 lb.), Artisan's Tools - Needles, Inks and Threads for Rune Threading (5 5 lbs.), Chalk x 5 (.05 -), Artisan's Tools - Woad (5 5 lbs.), Everburning Torch (110 1 lb.)
Misc. Mundane Gear: Fishhooks x 5 (.5 -), Silk Rope 100 ft. (20 10 lbs.), Bedroll (.1 5 lbs.), Iron Pot (.5 10 lbs.), Winter Blanket (.5 3 lbs.), Waterskins x 2 (2 8 lbs.), Whetstone (.02 1 lb.)
Valuables/Coins: 100 GP Worth of Silver Jewelry, 25 PP, 24 GP, 17 SP, 18 CP
Carried: 38.5 Haversack: 86
Carrying Capacity: Light 43, Medium 86, Heavy 130
Wish List: Quiver of Ehlonna, Tome of Worldly MemoryMIC, Belt of Priestly MightMIC, Periapt of Wisdom +X, Infinite ScrollcaseMIC, Metamagic Rod: Enlarge, Metamagic Rod: Extend, Blessed BandagesMIC
ETA: Included stats for both regular wolf and war wolf companion.