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
|
|
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 |
6 |
5+1 |
4+1 |
4+1 |
3+1 |
3+1 |
2+1
|
| Bonus |
0 |
1 |
1 |
1 |
0 |
0 |
0
|
| Total |
6 |
6 |
6 |
6 |
4 |
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 |
|
|
|
|