(http://www.urdsite.netfirms.com/images/urd_outerspace.jpg)<br/><br/>Character Name: Ayesha<br/>Class: Ranger 5/Sorcerer 5<br/>Race: Avariel<br/>Alignment: Neutral Good<br/>Diety: Corellon Larethian<br/>Size: Medium<br/>Age: 133<br/>Gender: Female<br/><br/><em>Vital Statistics</em><br/>STR: 13 (+1)<br/>DEX: 18 (+4)<br/>CON 16 (+3)<br/>INT: 14 (+2)<br/>WIS: 13 (+1)<br/>CHA: 17 (+3)<br/>APP: 13 (+1)<br/><br/>HP: 47<br/>AC: 23 = 10 + 7 + 4<br/>Initiative Modifier: +4<br/><br/>Fortitude: +7 = 4 + 3<br/>Reflex: +8 = 4 + 4<br/>Will: +5 = 4 +1<br/><br/>BAB: +5<br/>Ranged Attack: +9<br/>Meele Attack: +6<br/><br/><em>Skills</em><br/>Bluff (2 ranks) = +5<br/>Concentration (8 ranks) = +11<br/>Diplomacy (4 ranks) = +7<br/>Hide (6 ranks) = +10<br/>Knowledge: arcana (2 ranks) = +4<br/>Knowledge: geography (2 ranks) = +4<br/>Knowledge: nature (2 ranks) = +6<br/>Move Silently (6 ranks) = +10<br/>Profession (2 ranks) = +3<br/>Sense Motive (2 ranks) = +3<br/>Spellcraft (8 ranks) = +10<br/>Survival (8 ranks) = +9<br/>Swim (4 ranks) = +5<br/>Tumble (1 rank) = +5<br/><br/><em>Feats</em><br/>Hover<br/>Twilight<br/><br/><em>Languages</em><br/>Avariel<br/>Elven<br/>Common<br/>Draconic<br/>Celestial<br/><br/><em>Racial Abilities</em><br/># Humanoid: As such, they are affected with spells that target humanoids (like hold person spell).<br/># Medium: As medium creatures, Avariel don't have any size bonuses or penalties.<br/># Avariel base land speed is 30ft. At 5 HD they gain 30ft fly speed, good maneuverability and at 10 HD they gain 40 fly speed, perfect maneuverability.<br/>#  Gliding(Ex): Avariel can use her wings to glide, negating damage from fall of any height and allowing 20ft of forward travel for every 5ft of descent.<br/># Flight(Ex): Starting at 5 HD, Avariel has enough stamina and prowess to fly at the speed of 30ft with a good maneuverability. At 10 HD, fly speed increases to 40ft and they can fly at perfect maneuverability.<br/># Overland flight(Ex):Avariel overland speed is 15 mph at level 5 and 20 mph at level 10. To attain this speed they need to fly quite high (over 1000 feet) and they must be able to distinguish thermals. Also, they can only keep this up for up to six hours, after which they start making forced march checks (dc 14+ 4 for every additional hour). They can't walk after flying for six hours, and start making forced march checks straight away. When flight is stopped after less then six hours, an Avariel can walk for 1-1/3 times (the number of flight hours left) hours long before starting to make checks. Avariel cannot fly in heavy armor or when exhausted (and will crash without being able to glide), and can only descend when fatigued.<br/># High altitude adaption (Ex): Avariel can breathe without problems up to 20.000 feet above sea level. After this, they can acclimatisize to the altidude. This requires an Endurance check with DC 10+ (thousands of feet above 20.000) every week for six weeks. After this, the Avariel is acclimatisized to the altitude until six months after he/she drops below this altidude. When not acclimatisized to an altidude, an Avariel takes 1d4+ 2 nonlethal damage every hour, as well as a -1 to all ablity score modifiers, for every 1000 feet above acclimatisized altitude. This may be avoided by avoiding strenous activity, such as combat. This ability does not provide protection from gas attacks, rather, due to more efficient gas exchange, Avariel take 1 additional damage (and gets a -1 penalty to saving throws) to gas attacks, and 1 more in both for every 1000 feet above sea level. Avariel have a level of cold protection of 1 (see Frostburn for details on artic conditions).<br/># Low-Light Vision: Avariel can see twice as far as human in moonlight, starlight or torchlight and similar conditions of poor illumination. Avariel retain the ability to distinguish colors at these conditions.<br/># Weapon Proficiency: Avariel receive martial weapon proficiency with longsword, rapier, longbow (including composite longbow), shorbow (Including composite shortbow) as bonus feats. As their elven relatives, Avariel esteem the arts of archery and swordplay, and therefore they are familiar with those weapons.<br/># Trance: Avariel do not sleep, as members of most other common races do. Instead, they meditate in the deep trance that all elves meditate for 4 hours a day. This makes them immune to magical sleep.<br/><br/><em>Class Abilities</em><br/># Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).<br/># Favored Enemy (Dragon and Outsider Evil): The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.<br/># Track: A ranger gains Track as a bonus feat.<br/># Wild Empathy: A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.<br/># Combat Style (Archery): She is treated as having the Rapid Shot feat, even if she does not have the normal prerequisites for that feat.<br/># Endurance: A ranger gains Endurance as a bonus feat at 3rd level.<br/># Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).<br/>To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.<br/><br/><em>Spells</em><br/>Spells per day: 6 Zero level, 7 First level, 5 Second level<br/>Spells known: Zero Level (Prestidigitation, Acid Splash, Detect Magic, Read Magic, Arcane Mark, Mending), First Level (Shield, True Strike, Comprehend Languages, Magic Missile), Second Level (Knock, Invisibility).<br/><br/><em>Magical Items</em><br/>+3 Mithral Shirt, glamored<br/>Wand of Lightning Bolt (5th): 8 charges remaining<br/>Oil of Cure Light Wounds, 4<br/>Silver Ring – Ring of Charisma +4<br/>Rod of Transportation<br/>Gauntlets of Infinite Blades<br/>SwordBow<br/>Mystic Lightning Ring<br/><br/><br/><em>Regular Equipment</em><br/>Light Mace<br/>Shortsword<br/>Composite Longbow<br/>Arrows (40)<br/><br/>Bedroll<br/>Chalk, 4 pieces<br/>Flint and Steel<br/>Hammer<br/>Mirror, small steel<br/>Belt Pouch, 2<br/>Flask, 4<br/>Trail Rations, 4 days<br/>Silk Rope, 50 foot<br/>Signet Ring<br/>Sack (empty)<br/>Waterskin, 2<br/>Whetstone, 2<br/>Holy symbol, silver<br/><br/><br/><em>Cash</em><br/>25 gps, 1 sp<br/>