pacifist would be a better discriptor...
just edited and added this incase anyone goes back to look.
Ariali
Female Wild Elf Cleric 4 / Ranger 1
Chaotic Good
Origin: Evermeet
Strength 11 (+0)
Dexterity 19 (+4)
Constitution 13 (+1)
Intelligence 14 (+2)
Wisdom 19 (+4)
Charisma 11 (+0)
Size: Medium
Height: 5' 6"
Weight: 110 lb
Skin: Brown
Eyes: Amber
Hair: Burgandy; Wavy
Sect: Selune
Domains: Travel; Moon
Energy: Positive [Healing / Turns Undead]
Total Hit Points: 40
Speed: 30 feet
Armor Class: 16 = 10 +2 [leather] + 4 [dexterity]
Touch AC: 14
Flat-footed: 12
Initiative modifier: + 4 = + 4 [dexterity]
Fortitude save: + 7 = 6 [base] + 1 [constitution]
Reflex save: + 7 = 3 [base] + 4 [dexterity]
Will save: + 8 = 4 [base] + 4 [wisdom]
Attack (handheld): + 4 = 4 [base]
Attack (missile): + 8 = 4 [base] + 4 [dexterity]
Grapple check: + 4 = 4 [base]
Light load:38 lb. or less
Medium load:39-76 lb.
Heavy load:77-115 lb.
Lift over head:115 lb.
Lift off ground:230 lb.
Push or drag:575 lb.
Languages: Celestial Common Elven Sylvan
Feats:
Spellcasting Prodigy (Wisdom)
Exotic Weapons
Track [free to rangers]
Skill
Appraise Int 2 = +2
Balance Dex* 4 = +4
Bluff Cha 0 = +0
Climb Str* 0 = +0
Concentration Con 6 = +1 + 5
Craft_1 Int 2 = +2
Diplomacy Cha 3 = +0 + 3
Disguise Cha 0 = +0
Escape Artist Dex* 4 = +4
Forgery Int 2 = +2
Gather Information Cha 0 = +0 + 0
Heal Wis 9 = +4 + 5
Hide Dex* 7 = +4 + 3
Intimidate Cha 0 = +0
Jump Str* 3 = +0 + 3
Knowledge (nature) Int 5 = +2 + 3
Knowledge (religion) Int 3 = +2 + 1
Listen Wis 10 = +4 + 4 +2 [elf]
Move Silently Dex* 7 = +4 + 3
Perform_1 Cha 0 = +0
Ride Dex 4 = +4
Search Int 5 = +2 + 1 +2 [elf]
Sense Motive Wis 4 = +4
Spellcraft Int 4 = +2 + 2
Spot Wis 9 = +4 + 3 +2 [elf]
Survival Wis 4 = +4
Swim Str** 0 = +0
Use Rope Dex 4 = +4
Zero-level Cleric spells: 5 per day
Cure Minor Wounds; Guidance; Light; Resize; Styptic; (+2: Forager's Blessing, Create Water)
First-level Cleric spells: 5 (3 + 2) per day + 1 from a domain:
Obscuring Mist; Cure Light Wounds; Endure Elements; Motes Of Moonlight; Sanctuary. Longstrider (+2: Bless, Vision of Heaven)
Second-level Cleric spells: 3 (2 + 1) per day + 1 from a domain:
Cure Moderate Wounds; Guidance of the Avatar; Owl's Wisdom. __(+2: Remove Paralysis; Restoration, Lesser)
Wild (Green) Elf:
+2 dexterity / -2 intelligence (already included)
Immune to magical sleep
+2 racial bonus to saves vs. enchantments
Low-light vision
Proficient with longsword, rapier, longbow & shortbow
+2 racial bonus on listen, search, and spot checks
Notice secret doors; automatic search check if in five feet
Cleric
Alignment Aura
Spontaneous Casting (heal)
Turn Undead (3x/day)
High wisdom gains bonus spells daily
Domain choices give additional abilities
Ranger
Favored enemies
Track as bonus feat (already included)
Combat Style: two-weapon combat track
Endurance
Wild empathy (roll level + charisma bonus)
Favored Enemies:
Outsiders (evil) + 2
Feat distinctive for Toril:
Spellcasting Prodigy: Treat primary spellcasting ability score as 2 higher for bonus spells and save DC's.
This ranger chose the .
Lythari?
Use this section to modify the above as appropriate, if you are using the Races of Faerun system for lycanthropy.
In hybrid or wolf form, the character gains +2 points of strength, for an additional +1 on attacks, damage, and strength-related skill checks.
In hybrid or wolf form, the character gains +4 points of dexterity, for an additional +2 on initiative, reflex saves, and dexterity-related skill checks.
In hybrid or wolf form, the character gains +4 points of constitution, for an additional +2 on fortitude saves and constitution-related skill checks.
The animal's 2 hit dice with animal constitution give, in all forms, an additional 2d8+6 hit points.
The animal's hit dice confer +1 on base attack bonus in all forms.
The animal's hit dice confer +3 bonus on fortitude checks in all forms.
The animal's hit dice confer +3 bonus on reflex checks in all forms.
The animal's hit dice confer +0 bonus on will checks in all forms.
The animal's hit dice confer +8 skill points applicable in all forms. Class skills are listen and spot; also consider hide, move silently, spot, and survival (MM)
The animal's feats, applicable in any form, are track, weapon focus (bite).
A wolf's base attacks are bite 1d6 plus strength modifiers; if the bite is successful, the wolf can attempt to trip as a free action without provoking an attack of opportunity.
Being medium-sized, the hybrid form has natural attacks 1d4/1d4 (claws) and 1d6 (bite, secondary at -5 to hit). Bite is also usable when fighting with weapons. Strength adjustments apply.
Movement rate is 50 feet.
A lycanthrope gets +2 on armor class in all forms; ordinary wolfs have a natural armor bonus of +2.The hybrid gets this or the base race's natural armor bonus, whichever is better.
All lycanthropes possess damage reduction 10/silver, empathy with animals of their kind, low-light vision, and scent.
Any voluntary attempt to assume hybrid or wolf form will confirm the character's alignment as Chaotic Good.
Having lycanthropy is said to confer +2 wisdom, which would translate to +1 on will saves and wisdom-based checks (listen, spot, survival, etc.).Ask your referee whether this wisdom bonus is applicable to divine spellcasting.