
Sabrina, Erastil's Ward |

Completed crunch and some other tweaks.
Since she's been in the Stolen Land, Erastil himself has been her guide. Working through the animals and fey in the region, Erastil has taught Sabrina how to survive and thrive in the wild, but asking her about Erastil would result in confusion as Sabrina knows him through a more primitive connection. Thus, she thinks of Erastil simply as “Father”. Of course, she does conceptualizes him as, and associate him with, stags. So anyone with a basic familiarity with Erastil would eventually come around to see that Sabrina's "father" and Erastil are in fact one in the same.
Despite the fulfilling life Sabrina has experienced growing up in the wild, she has recently developed a longing for something more. And as she has grown up she has begun to overcome the childhood fears that kept her away from civilization. And is now developing a curiosity about it along with a growing desire to meet and live in a community with others like her.
SABRINA CR 1
Female Human Cleric 2
LG Medium Humanoid (Human)
Init +2; Senses Perception +3
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DEFENSE
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AC 16, touch 12, flat-footed 14. . (+4 armor, +2 Dex)
hp 16 (2d8+2)
Fort +5, Ref +2, Will +6
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OFFENSE
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Spd 20 ft.
Melee Shortspear +0 (1d6-1/20/x2) and
. . Unarmed Strike +0 (1d3-1/20/x2)
Ranged Masterwork Longbow +4 (1d8-1/20/x3)
Spell-Like Abilities Calming Touch (6/day), Speak with Animals (5 rounds/day)
Cleric Spells Known (CL 2, 0 melee touch, 3 ranged touch):
1 (3/day) Murderous Command (DC 15), Bless, Calm Animals (DC 15), Deadeye's Lore (DC 14)
0 (at will) Stabilize, Purify Food and Drink (DC 13), Detect Magic, Spark (DC 13)
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STATISTICS
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Str 8, Dex 14, Con 12, Int 10, Wis 16, Cha 14
Base Atk +1; CMB +0; CMD 12
Feats Extra Channel, Spell Focus: Enchantment
Traits Poverty-Stricken, Rostlander
Skills Acrobatics -1, Climb -4, Escape Artist -1, Fly -1, Heal +5, Knowledge (Nature) +5, Linguistics +4, Ride -1, Sense Motive +7, Stealth -1, Survival +9, Swim -4
Languages Common, Sylvan
SQ Aura (Ex), Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su), Cleric Domain: Animal, Cleric Domain: Community, Spontaneous Casting
Combat Gear Hide, Masterwork Longbow, Shortspear; Other Gear Healer's kit (10 uses), Silver Necklace with Small Ruby (Worth 50 gp)
Gold Sabrina has 9 gp worth of coins but as of yet does not understand their purpose. She just keeps them because they are shiny.
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SPECIAL ABILITIES
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 1d6 (7/day) (DC 13) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Animal Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.
Cleric Domain: Community Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Speak with Animals (5 rounds/day) (Sp) You can use speak with animals as a spell-like ability.
Spell Focus: Enchantment Spells from one school of magic have +1 to their save DC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Her leadership role would take one of two paths. Either as a Councilor or High Priestess depending on how she grows with the campaign. Civilizing the land isn't much of a priority or interest to her, however, she will be developing an interest to be part of a community. So being a part of creating one that is in familiar territory would be extremely fulfilling for her. Same end, different motive.