Harvey Dustrunner (Stats)

Experience
Lightfoot Halfling Druid/ 5

Vitals
FORT +5, REF +6, WILL +7 (+2 vs. Fear)
 * HP: 34
 * AC: 18 (+3 Dex, +1 Size, +4 Armored Coat)/ 16 (+2 Dancing Scarf)
 * Initiative: +3
 * Speed: 20 ft.

Attacks (BAB: +2)

 * Quarterstaff +3 (1d4+1/1d4+1/ x2)
 * Longbow +5 (1d6/ x3)

Traits

 * Vagabond Child (Regional): +1 Sleight of Hand, and it's always a class skill.
 * Deft Dodge (Combat): +1 trait bonus to Reflex saves.

Skills
Acrobatics 2 (+7), Climb 1 (+7), Craft: Carpenter 1 (+5), Fly 1 (+7), Handle Animal 2 (+6), Heal 1 (+7), Knowledge: Geography 1 (+5), Knowledge: Nature 4 (+10), Perception 2 (+10), Sleight of Hand 2 (+8), Stealth (+7), Survival 3 (+11), Swim 0 (+1)

Feats
Point Blank Shot, Evolved Companion

Racial

 * Small Size
 * Fearless: +2 racial bonus on all saves against fear.
 * Halfling Luck: +1 racial bonus on all saving throws.
 * Sure-Footed: +2 racial bonus on Acrobatics and Climb checks.
 * Throwing Skill: +1 to attack rolls made with thrown weapons and slings.
 * Weapon Familiarity: Proficient with sling and treats any weapon with "halfling" in its name as a martial weapon.

Equipment

 * Dancing Scarf: Whenever you move at least 10 feet during your turn, gain a +2 armor bonus to AC until the beginning of your next turn. Also provides a +2 bonus on Bluff checks made to Feint.

Class

 * Spontaneous Casting: Summon Nature's Ally spells.
 * Nature's Bond: Animal Companion - Montgomery the Macaque
 * Nature Sense: +2 bonus to Knowledge (Nature) and Survival checks.
 * Wild Empathy - 1d20+4: Improve an animal's attitude like using Diplomacy. Roll 1d20+Druid Level+CHA modifier. You an animal must be within 30 feet and study each other for 1 minute to use this. You get a -4 penalty to influence magical beasts.
 * Woodland Stride: Move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, etc) at normal speed and without taking damage or suffering any other impairment.
 * Trackless Step: Leave no trail in natural surroundings unless you wish to.
 * Resist Nature's Lure: +4 bonus on saves vs. spell-like and supernatural abilities of fey. Also applies to spells and effects that target plants, such as Blight, Entangle, Spike Growth and Warp Wood.
 * Wild Shape (1/day): Change shape into a small or medium animal as a standard action that doesn't provoke an attack of opportunity. Lasts for 1 hour. Gain all special abilities of the animal you change into.
 * Small Animal: +2 Dex, +1 natural armor bonus
 * Medium Animal: +2 Strength, +2 natural armor bonus (+1 total)

Spells

 * 0 -- Create Water, Detect Magic, Flare, Light, Stabilize 
 * 1 (4/day) -- Call Animal, Charm Animals, Flare Burst, Magic Fang, Produce Flame, Shillelagh, Snowball, Speak with Animals
 * 2 (3/day) -- Summon Swarm, Wilderness Soldiers, Aggressive Thundercloud, Cat's Grace
 * 3 (2/day) -- Burst of Nettles, Protection from Energy

Equipment (85 gp)
Backpack, Compass, Waterskin, Flint & Steel, Winter Blanket, Locket, Pocket Watch, Cheap Suit, Traveler's Clothes (x3)

Attributes

 * STR: 12 (+1)
 * DEX: 16 (+3)
 * CON: 13 (+1)
 * INT: 12 (+1)
 * WIS: 17 (+3)
 * CHA: 13 (+1)

Montgomery
CG Small Macaque Animal Companion/ 5HD FORT +4, REF +7, WILL +5
 * HP: 33
 * AC: 17 (+3 Dex, +1 Size, +2 Natural Armor, +1 Dodge)
 * Initiative: +3
 * Speed: 30 ft.

Attacks (BAB +3)

 * Natural Attacks +6 (1d6+2/ x2)

Skills
Acrobatics +10, Climb +6, Escape Artist 1 (+7), Stealth 3 (+13)

Feats
Weapon Finesse, Improved Natural Attack, Weapon Focus (Natural), Dodge

Special Traits

 * +4 Acrobatics, +4 Climb
 * Low-Light Vision
 * Tricks: Aid, Attack, Deliver, Down, Entertain, Fetch, Heel, Maneuver (Disarm)
 * Link, Share Spells, Evasion
 * Basic Magic (1/day): Mage Hand, Stabilize

Equipment
Cure Moderate Wounds (x5)

Attributes

 * STR: 14 (+2)
 * DEX: 16 (+3)
 * CON: 12 (+1)
 * INT: 4 (-3)
 * WIS: 12 (+1)
 * CHA: 5 (-3)