About Ethan Sower
Speed: 20 ft.
Base Attack Bonus (BAB): +0
Combat Maneuver Bonus (CMB): +1
Description: Ethan is a tall, handsome man, with shoulder-length brown hair and a closely-trimmed beard (just a bit more than stubble). His eyes are chestnut brown, and his skin has a light olive complexion. His warm, gentle smile is his most commonly worn expression, and he carries himself with a confidence devoid of arrogant swagger.
It was tradition in Ethan's community that at the age of fourteen, a boy was given the opportunity to apprentince with a master craftsman. When he came of age, Ethan was one of the cleverest and most nimble of his age. The blacksmith, the cooper, the bowyer, and the butcher; all of them wanted Ethan for an apprentice. Unfortunately Ethan, despite his many gifts and talents, was also one of the laziest of his age.
Perhaps lazy wasn't exactly the right word. Ethan was a hopeless daydreamer. He would spend most of his days shirking his chores in favor of imagined adventures to far-away lands. On the day apprentices from his age were to be selected, Ethan was not at the gathering. Instead, he was wandering in the nearby wood, shouting battle cries and thumping ogrish trees and gobliny shrubs. It was about that time that he ran into a disheveled old man with a longbow.
The Old Man berated him about making so much noise and scaring off all the game. He then asked Ethan his name, where he was from, and what he was doing wandering around the woods making such a ruckus. Ethan answered the Old Man, and before he knew it, he was drawn into a deep, philosophical discussion about life, death, good, evil, sin and virtue. Ethan found the discussion engrossing, and he spent the rest of the day asking questions, arguing answers and sharing insights with the man.
It happened that the Old Man was Delbyr Roan, a priest of Erastil. He found Ethan to be possessed of a sharp mind, and decided as they walked back to Ethan's home to offer the boy an apprenticeship as a priest. Ethan was unsure. He told Delbyr he would try it for a while, but he wasn't sure that the life of a priest was for him.
The apprenticeship went on for ten years. In that time, Ethan learned philosophy, theology, the power of prayer, and the power of the longbow.
As his apprenticeship came to its conclusion, Ethan realized that the knowledge he had gained was only useful if it was shared with others. He decided that he needed to spread Erastil's message to as many people and places as had need of it. He reasoned that his first test should be somewhere where sin and virtue frequently collided.
Missionary: +1 trait bonus to Knowledge (religion), and it is always a class skill. Choose 3 spells from your list. These are cast at +1 CL.
Patient Optimist: +2 diplomacy checks vs. Hostile and Unfriendly targets. A failed check my be retried once.
Armored Coat50 gp.
Longbow, 3 lbs.75 gp
Quiver of arrows, 3 lbs.:1 gp
Club, 3 lbs.
Dagger, 1 lb.
Wooden Holy Symbol of Erastil, 1 gp
Money: 0 Gold: 3 Silver: 9 Copper: 0
Weight carried: 64.5 lbs.
Spells per Day: 0-level: 3 1st level: 2 (+1 domain)
Domains: Community and Good
1st level Domain Spell:
Channel Energy (su): 30' radius burst of positive energy. May be used to harm undead, or heal living creatures. 1d6 (damage or healing), 5/day. DC 13 Will save for half damage.
Spontaneous Casting: Ethan may convert a prepared spell into a healing spell of the same level.
Alignment Casting: Ethan cannot cast a spell with a "Chaotic" or "Evil" descriptor.
Community Domain: Calming Touch: Ethan can touch a creature as a standard action and heal it of (1d6 +1 pt./level) points of non-lethal damage. The touch also removes the fatigued, shaken, and sickened conditions (but has no effect on more severe conditions) - 5/day.
Good Domain: Touch of Good: Ethan can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half his cleric level (minimum 1) for 1 round - 5/day.
Point Blank Shot: +1 to attack and damage on targets within 30'.
Precise Shot: no penalty for firing into melee
Diplomacy (cha): +6 / +8
Knowledge: Religion (int): +6
Sense Motive (wis): +7
EXPERIENCE POINTS: / for 2nd level