Agar Smoketallow
Galthea Starchaser
Sir Malachite
Mara Thornhill
Nolin Benholm
Stone Bear
Tao Camber
Velendo of Calphas

Splinder Camberlorn
Priggle Gembreath

TomTom Badgerclaw Raevynn Icewing
Tao Camber
(updated 1/18/03)

Race Half-elf
Class & Level  Ranger 1/Cleric 7/Divine Agent 10 
Alignment Chaotic Good 
Current XP 159,609
XP for next 171,000


Hit Points 192
Base Move 40' 

(+) Ability Score Adj.   Save Base Ability Feat Other TOTAL

Strength 23 (19) +6   Fortitude +10 +4     +14

Dexterity 16 +3   Reflex +5 +3
  +8

Constitution 18 +4   Will +12 +3
  +15

Intelligence 12 +1              

Wisdom 17 (15) +3   Initiative   +3     +3

Charisma 12 +1              


Explanation of "Other" above: (none)
Additional Ability Check Modifiers: (none)
Additional Saving Throw Modifiers:  -4 on saves vs. disease (curse)


Armor Type: Elven Chainmail +3                           Armor Penalties: -2 Check, Max Dex +4

AC =   10 +   Size + Dex + Arm + Shld + Other
27 = 10  +  0  +  3  +  8  +  0  +   6

Explanation of "Other" Above: Nose-ring of Natural Armor +4; Ioun Stone of Deflection +2
Additional Armor Class Modifiers: Torc of Flashforward: +1 AC for 2 hours/day.


Attack Adjustments:
+13/+8/+3 (BAB) 
+6 (melee weapons only: Str.)
+3 (ranged weapons only: Dex.) 

Damage Adjustments:
+6 (melee or thrown)
+1 (vs. Giants: favored enemy)

WEAPON CRITICAL RANGE 
Attack Adj.
(Two-handed)
Damage (Off-hand)
Longsword +5 "Nature's Wrath" 
17-20, x2 
 
+24/+19/+14
+22/+17/+12
1d8+11 (+2d6 vs. undead)

Shortword +3, Undead Bane
17-20, x2

+22/+17/+12
+20/+15
1d6+9 (+2d6 vs. undead)
1d6+6 (+2d6 vs. undead)
Mighty (+4) Longbow of Hunting +4 20, x3 100' +20/+15/+10 
1d8+8

(Undead Bane sword is an additional +2 vs. undead)



Special Abilities and Feats

(RACIAL TRAITS)
- Immune to sleep and other similar magical effects
- Low-light vision: (can see twice as far as humans in low-light conditions)
- Elven blood
- +1 bonus to Listen, Search, Spot

(FEATS)
- Cleave: If the character deals a creature enough damage to make it drop (typically by dropping it to below 0 hit points, killing it, etc.), the character gets an immediate, extra melee attack against another creature in the immediate vicinity. The character cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. The character can use this ability once per round. 
- Great Cleave: As Cleave, but there is no limit to the number of times it can be used in a round.
- Power Attack: On the character's action, before making attack rolls for a round, the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed the character's base attack bonus. The penalty on attacks and bonus on damage applies until the character's next action. 
- Improved Critical (Longsword): When using the weapon,  the character's threat range is doubled. 
- Combat Reflexes: When foes leave themselves open, the character may make a number of additional attacks of opportunity equal to the character's Dexterity modifier. The character still may only make one attack of opportunity per enemy.  The character may also make attacks of opportunity while flat-footed.
- Sunder: allows an attempt to break an opponent's weapon without provoking an AOO.
- Improved Two-Weapon Fighting: One extra attack with an off-hand weapon, at -5.


(RANGER ABILITIES)

- Track: To find tracks or to follow them for one mile requires a Wilderness Lore check. The character must make another Wilderness Lore check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.  The character moves at half normal speed (or at normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions.
- Two-Weapon Fighting: The character's penalties for fighting with two weapons are reduced by 2.  (only in no armor or light armor)
- Ambidexterity: The character ignores all penalties for using an off hand. The character is neither left-handed nor right-handed.  (only in no armor or light armor)
- Favored Enemy (Giants): (+1 on damage rolls and various checks vs. enemy)

(CLERIC ABILITIES)
- Cleric spell domains: Plant, Travel 
- Turn Undead (4 times per day); can turn (2d6+level+CHA mod) HD of undead per attempt

(DIVINE AGENT ABILITIES)
Granted Domain: Sun
Contact: May be contacted by her Deity or its agents
Menacing Aura: Can generate an invisible, intangible aura of menace that weakens hostile creatures within 20'.  Anyone about to attack her must make a Will Save (DC 16) or suffer a -2 morale penalty on attacks, checks and saves for one full day, or until they successfully damage the Divine Agent.
Godly Gift: Magic Circle vs. Evil, Neutralize Poison, and +10 movement, each usable as a spell-like ability 1/day
Altered Appearance: Tao has solid green eyes with no discernable whites or pupils
Commune: As the spell, 1/week.
Plane Shift: 1/day, only to her diety's plane, and 1/day back to the Divine Agent's home plane.
Plane Shift: 1/day, to any plane
Audience: A double-length Commune spell, usable 2/year.
Mystic Union: The Divine Agent is an Outsider, and immune to effects that do not affect Outsiders (e.g. Charm Person).  She gains damage resistance 20/+1.
Gate: 1/day, only to her deity's plane


Skills (91 Total Points)    Max Ranks: 21/10.5
Skill
Total
Class
(un)
Ability
Spent
Rank
Spec.
Ab. Adj.
Race
Item
Synergy
Alchemy
 
 
 
INT
 
 
 
 
 
 
 
Animal Empathy
+5
 
 
CHA
4
4
 
+1
 
 
 
Appraise
+1
 
y
INT
 
 
 
+1
 
 
 
Balance
+3
 
y
DEX
 
 
 
+3
 
 
 
Bluff
+1
 
y
CHA
 
 
 
+1
 

 
Climb
+10
R
y
STR
4
4
 
+6
 
 
 
Concentrate
+15
C/DA
y
CON
11
11
 
+4
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Craft: 
 
 
y
INT
 
 
 
 
 
 
 
Decipher Script
 
 
 
INT
 
 
 
 
 
 
 
Diplomacy
+1
 
y
CHA
 
 
 
+1
 

 
Disable Device

 

DEX
 
 
 

 
 
 
Disguise
+1
 
y
CHA
 
 
 
+1
 
 
 
Escape Artist
+3
 
y
DEX
 
 
 
+3
 
 
 
Forgery
+1
 
y
INT
 
 
 
+1
 
 
 
Gather Info
+1
 
y
CHA
 
 
 
+1
 
 
 
Handle Animal
+5
R/DA
 
CHA
4
4
 
+1
 
 
 
Heal
+7
C/DA
y
WIS
4
4
 
+3
 
 
 
Hide
+5
R
y
DEX
2
2
 
+3
 
 
 
Innuendo
 
 
 
WIS
 
 
 
 
 
 
 
Intimidate
+2
 
y
CHA
1
1
 
+1
 

 
Intuit Direction
+8
R
 
WIS
5
5
 
+3
 
 
 
Jump
+6
 
y
STR
 
 
 
+6
 
 
 
KS: Religion 
+8
C
 
INT
7
7
 
+1
 
 
 
KS: Nature
+3
 
 
INT
2
2
 
+1
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
KS:
 
 
 
INT
 
 
 
 
 
 
 
Listen
+7
R
y
WIS
3
3
 
+3
+1
 
 
Move Silently
+4
R
y
DEX
1
1
 
+3
 
 
 
Open Locks
 
 
 
DEX
 
 
 
 
 
 
 
Perform
+1
 
y
CHA
 
 
 
+1
 
 
 
Pick Pockets
 
 
 
DEX
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Prof:
 
 
y
WIS
 
 
 
 
 
 
 
Read Lips
 
 
 
INT
 
 
 
 
 
 
 
Ride
+6
R
y
DEX
3
3
 
+3
 
 
 
Scry
 
 
 
INT
 
 
 
 
 
 
 
Search
+18
DA
y
INT
6
6
 
+1
+1
+10
 
Sense Motive
+6
DA
y
WIS
3
3
 
+3
 
 
 
Speak Lang.
 
 
 
 
 
 
 
 
 
 
 
Spellcraft
+4
DA
 
INT
3
3
 
+1
 
 
 
Spot
+9
DA
y
WIS
5
5
 
+3
+1
 
 
Swim
+10
R
y
STR
4
4
 
+6
 
 
 
Tumble
 
 
 
DEX
 
 
 
 
 
 
 
Use Magical Device
 
 
 
CHA
 
 
 
 
 
 
 
Use Rope
+6
R
y
DEX
3
3
 
+3
 
 
 
Wilderness Lore
+29
R/C 
y
WIS
16
16
 
+3
 
+10
 
(20+3+3+3+5+5+5+5+5+5+5+5+5+5+3+3+3+3) = 91


Magic Items

Longsword +5 "Nature's Wrath": Grants freedom of movement (use activated); +2d6 damage vs. undead.

Rod of True Nature: This minor relic of Galanna is made from the living wood of the Al'Quith. It is two feet long, sprouting small leaves, as if it were attached to the tree itself. The rod constantly acts as plant growth: enrichment. Once per day it can cast plant growth: overgrowth . Once per week it can cast control weather and purity of flesh (15d6 damage, only to abominations, in a 100' r.; fort. save at DC 24 for half damage). The rod does 1d10 points of damage when touched to an abomination. All effects are at caster level 20. 

Nose-ring of Natural Armor +4

Clasp of the Crown Eternal: A cloak pin that can be used to signal anyone else also wearing a Clasp.  It conveys the identity, direction, and approximate distance to the person signalling.  The Clasp doesn't occupy a magic item slot.

Gauntlet of Adamantine Grip: +10 to opposed grapple checks while worn

Cloak of Feather Falling

Slippers of Water Walking

Potion of Plant Control

Potion of Animal Control

Potion of Levitation

Elven Chainmail +3

Helm of Farseeing: Wearer can cast clairvoyance 3/week.

Gauntlet of Retrieval: Duplicates the Psionic power of retrieval.  

Ring of Dragon's Breath:  Does 5d10 points of damage, user's choice of breath type.  Reflex Save DC15 for half.

Unicorn Helm:  Wearer can cast clairvoyance 3/day.  It can abosrb other magic items, draining their powers, replacing the Helm's former power.  

Gauntlet of Size:  Casts Enlarge or Reduce at full power, only on objects.  Only one object can be enlarged or reduced at a time.

Unicorn Necklace: Allows Tao to polymorph into a unicorn 2/day. 

Rings of Immersion: Two rings, one worn, and one placed on an object.  The object can be melded into any other object (e.g. a sword becomes a part of a cloak), and removed later, by use of the worn ring.  

Disk of Vision: When a piece of a dead creature is placed on this disk, it produces a "holographic" image of what the creature looked like when alive.

Lens of Detection: +10 to Search and Wilderness Lore checks

Crystal Rod: Send a silent message to someone within 50'

Greatsword +1 "Neckslitter":  effective against creatures with +5 Damage Reduction (loaned to Burr-lipp)

Shortsword +3 Undead Bane, Ghost Touch

Mighty Longbow of Hunting +4: doubles the bonus against all species enemies

Incandescent Blue Sphere Ioun Stone: +2 WIS

Bright Rose Prism Ioun Stone: +2 Deflection bonus to AC

Girdle of Strength +4:  (Made of actual giant bones)

Bag of Holding, Type I: stuffed with rations

Tree Token: Can be turned into a large tree.  Usable once

Medallion of Continual Flame (extinguished)

Arrow of Direction: casts locate object 3/day, at increased range.




Magic Item Slots

Headband/Hat/Helmet: Unicorn Helm 
Lenses/Goggles: Lens of Detection
Cloak/Cape/Mantle: Cloak of Feather Falling
Jewelry: Nose Ring of Natural Armor
Armor: Elven Chainmail +3
Robe:
Vest/Shirt:
Bracers: 
Gloves/Gauntlets: Gauntlet of Adamantine Grip (alt: Gauntlet of Size)
Rings: Ring of Dragon's Breath, Ring of Immersion
Belt: Girdleof Giant Strength
Boots: Slippers of Water Walking 



Cleric Spells:  casts at 12th-level

Spheres: Plant, Travel, Sun
 
Spell level: 0 1 2 3 4 5 6
Base 5+1 4+1 4+1  3+1  3+1 2+1
Bonus 0 1 1 0 0
Total 6 6 6 4 3
0 Level Spells 1st- Level Spells 2nd-Level Spells 3rd-Level Spells 4th-Level Spells

Endure Elements (cold/fire)  Heat Metal Searing Light Fire Shield
Create Water Entangle Barkskin Plant Growth Control Plants
Cure Minor Wounds Expeditious Retreat Locate Object Fly Dimension Door
Detect Magic Bane Aid Animate Dead Air Walk
Detect Poison Bless Animal Messenger Bestow Curse Control Water
Guidance Bless Water Augury Blindness/Deafness Cure Critical Wounds
Inflict Minor Wounds Cause Fear Bull's Strength Contagion Death Ward
Light Command Calm Emotions Continual Flame Dimensional Anchor
Mending Comp. Language Consecrate Create Food & Water Discern Lies
Purify Food & Drink Cure Light Wounds Cure Moderate Wounds Cure Serious Wounds Dismissal
Read Magic  Deathwatch Darkness Daylight Divination
Resistance  Detect Evil/... Endurance Deeper Darkness Divine Power
Virtue Detect Undead Enthrall Dispel Magic Free Action

Divine Favor Find Traps Glyph of Warding Giant Vermin

Doom Gentle Repose Helping Hand Greater Magic Weapon

Endure Elements Hold Person Inflict Serious Wounds  Imbue w/Spell Ability

Entropic Shield Inflict Moderate Wounds  Invisibility Purge Inflict Critical Wounds

Inflict Light Wounds Lesser Restoration Locate Object Lesser Planar Ally

Invisibility to Undead Make Whole Magic Vestment Neutralize Poison

Magical Stone Remove Paralysis Magic Circle vs. Evil/...  Poison

Magic Weapon Resist Elements Meld into Stone Repel Vermin

Obscuring Mist Shatter Neg. Plane Protection Restoration

Protection from Evil/...  Shield Other Obscure Object Sending 

Random Action Silence Prayer Spell Immunity

Remove Fear Slow Poison Prot. from Elements Status

Sanctuary Sound Burst Remove Blind/Deaf Summon Monster IV

Shield of Faith Speak with Animals Remove Curse Tongues

Summon Monster 1 Spiritual Weapon Remove Disease  


Summon Monster II Searing Darkness


Undetectable Alignment Speak with Dead


Zone of Truth Speak with Plants



Stone Shape



Summon Monster III



Water Breathing



Water Walk



Wind Wall

 
5th-Level Spells 6th-level Spells
Flame Strike Fire Seeds
Wall of Throrns Repel Wood
Teleport Find the Path
Atonement Animate Objects
Break Enchantment Antilife Shell
Commune Banishment
Dispel Evil Blade Barrier
Ethereal Jaunt Create Undead
Flame Strike Etherealness
Greater Command Find the Path
Hallow Forbiddance
Healing Circle Geas/Quest
Insect Plague Greater Dispelling
Mark of Justice Greater Glyph of Warding
Plane Shift Harm
Raise Dead Heal
Righteous Might Heroes' Feast
Scrying Planar Ally
Slay Living Summon Monster VI
Spell Resistance Wind Walk
Summon Monster V  Word of Recall
True Seeing
Wall of Stone