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Character Name
Player
Alignment
Current XP
Next Level XP
XP Change
Class
Race
Campaign
Deity
Level
Size
Age
Gender
Height
Weight
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Hair
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REFLEX
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WILL
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MELEE
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RANGED
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Range
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Weight
Spell Fail
Speed
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Check Pen
Max Dex
Special Properties
Weight
Spell Fail
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Skills
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Key
Ab
CC
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Mod
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Mod
Rank
Misc
Mod
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Total Skill Points:
0
Feats & Special Abilities
Other Possessions
Item
Weight
(lbs)
Loc
Total Weight:
0
Spell Saves
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DC
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Spells
/Day
Bonus
Spells
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Number of Spells/Powers Known (Bards, Sorcerers, Psions & Psi Warriors)
0
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Psionics
Manifester
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Description
A pear-shaped and vaguely amphibian humanoid stands before you, dressed in a loose harness, billowing pants and high leather boots. A bundle of slender metal hoops hang from his belt. A thick fist is wrapped around a slender spear. You think he is smiling...or possibly preparing to bite you.
Personality
Dao is a philosopher, widely read and deep in thought. He believes that the most important thing in life is to understand how to be still, and when to leap. Although Dao is exceptionally intelligent, he prefers to remain silent when he can, demonstrating his beliefs through actions.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
Condition and Effects
Additional Information
Active SLA's: Dragonskin False Life
Neraph Camouflage (Ex): When charging an opponent or when using a thrown weapon, neraphim can use a technique known as motion camoufl age (also called neraph camoufl age by other races), which predatory insects use to trick prey into thinking they are stationary even though they are moving closer. The target creature can be fooled into believing that the charging neraph or the neraph’s thrown weapon is in fact not moving closer, or moving closer only very slowly. A neraph can make one camoufl age attack per enemy per encounter (once a foe sees the attack in action, that foe can discern it for what it is for the duration of that combat). Creatures that are subject to a neraph’s charge or that are targeted by a weapon thrown by a neraph may not apply their Dexterity bonuses to their Armor Class. All conditions that pertain when a foe cannot apply his Dexterity bonus to Armor Class also pertain to the neraph’s attack (for instance, a sneak attack could also be made with this attack, if the neraph can make such an attack). Battle Jump Type: General Source: Unapproachable East You know how to launch a devastating attack from above by dropping onto your opponent. Region: Taer Benefit: You can execute a charge by simply dropping from a height of at least 5 feet above your opponent. For example, a ledge 10 feet above the floor of a cavern would suffice for jumping on a Medium-sized creature, while a ledge 15 feet high is required for a jumping on a Large creature. You can't jump from more than 30 feet above your opponent, nor can you effectively battle jump while under the influence of a fly or levitate spell or effect, as you have to hurl yourself down on your foe. If you hit, you can choose either to deal double damage with a melee weapon or natural attack or to attempt a trip attack. You are treated as one size category larger than normal if you try to trip your opponent with the battle jump. After you attack, you take falling damage as normal for the distance you jumped. You are entitled to a Jump check (DC 15) to take less damage, as if you had fallen 10 feet less than you actually did. If you fail this Jump check, you fall prone 5 feet from your opponent. You can also use Battle Jump to begin a grapple attempt instead of making a normal attack. If you do, you are treated as one size category larger than normal for the first grapple check following the battle jump. Normal: Anybody can try to jump down on an enemy, but it is not considered a charge, and they do not gain double damage or the size bonus for the ensuing attack.
Other Notes
[
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Dao was a highly disciplined and diligent hunter of the Crashing River clan. He was well on his way to earning a mate. [INCIDENT THAT DISCREDITS HIM WITH THE CLAN] Finding himself an outcast in a place that preys on lone wolves, Dao found a group of red slaad who were willing to take him into their ranks as a kind of mascot and servant. It wasn't a pleasant life, what with the constant threat of extermination at the whim of any of his colleagues, but he worked hard, kept his head down, and survived. When the slaad ambushed a group of githzerai, Dao discovered, and managed to palm, a strange amulet on one of the gith. Through extensive trial and error, Dao managed to access the power of the amulet, and found himself falling through a roof trapdoor into a storehouse...in Sigil. It took Dao a few hungry and terrifying days to figure out where he was, and to pick up enough of the language to navigate the streets of the Lower Ward. Perhaps the fact that he had nothing worth stealing - and a big stick - helped dissuade would-be predators. Making his way to the Hive, he fell in with a disreputable group of players, initially as a guard and bouncer, and eventually joining in some of the shows on stage as a tumbler, clown and dancer. It was enjoyable work for the months that he was there, and he managed to perfect his mastery of the common tongue, and get to know a little of the politics and survival techniques of the greatest metropolis of the planes. The same techniques he had perfected as a hunter served him well here: watch carefully, say little, and make the leap when the moment is perfect. A particularly nasty brawl at a performance killed four members of the troupe of players, destroyed their ad hoc playing space, and inadvertently killed a junior demon who was, nonetheless, well connected. Seeing that the time was ripe to leap again, Dao bid the other players adieu, and shifted quarters to a tiny room above a "security" shop in the Market Ward. The shop - run by a rather dull but efficient family of dwarves, the Hammerlocks - sold mechanical traps, snares and other devices to discourage intrusions. Dao was fascinated by their techniques and technology, so different from the nomadic and opportunistic life he had lead in Limbo. For more than two years, he served as night watchman for the shop, and spent most of his days as an informal apprentice. The dwarves were kind enough, in their gruff fashion, and Dao certainly enjoyed the relative peace and quiet for a while. For a while. Increasingly, he came to miss the quiet intensity of the hunt. The wait. The anticipation. The leap. Especially the perfect moment of the leap. He spoke with a unit of Githyanki scouts who had stopped in at Sigil, and convinced them to let him join them in their journey back into the astral, and back to Tu'narath. The city Tu'narath appealed to Dao - the solemnity and functionality, the rigor, the silence amid the noise. He felt a kind of spiritual kinship amongst the harsh and exacting military culture of the Githyanki. After his treatment at the hands of the slaadi, the myriad humiliations of Sigil, the casual racism and arbitrary harshness of the Gith seemed like a comfortable old set of clothes to Dao. He signed up with a unit of 'irregulars', members of various outside races who had nonetheless found a way to build lives in Tu'narath. It wasn't obvious that an elven wizard, an ogre berserker, and a manic-depressive air mephit would make an effective team, but the four worked together for three years, completing retrieval and acquisition missions for the Lich-Queen in places where it would be inappropriate for a githyanki to be seen. Still, Dao feels a familiar itch, as if a new leap is coming. He just needs to find the right moment.