[Ranger] Aria Falavir

Started by Neko, December 12, 2012, 04:20:45 PM

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Neko

Quote
Personality

Soft spoken, and a little odd. Aria tends to be shy when it comes to new people - and overall, her communication skills are sorely lacking. She has a difficult time carrying on normal conversations. In fact, even with people she has grown closer to, expressing her own thoughts is hard for the elf to do. She never had many friends, partly because of people mistaking her shyness as a coldness. Her body is covered in odd black markings that even Aria herself can't explain.

Bio
...

Level 1
[spoiler]
QuoteAria Falavir
Level 1 Female Elf Ranger/Cleric
Cleric Domains: Retribution, Fate
Neutral Good
Deity: ?

STR: 17 (+3)
DEX: 20 (+5)
CON: 10 (+0)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)

Size: Medium
Height: 5'6
Weight: 120
Skin: Light
Eyes: Blue/purple
Hair: Golden
Age: Unknown

Hit Die: d8
Hitpoints: 8
Hitpoints per level: 1d8 +0 (con)
Level Adjustment: +0

Speed: 30 feet

Favored Enemy (undead): +2

Armor
Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) +5 (dex) = 16
Touch Armor Class: 10 +5 (dex) = 15
Flatfooted Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) = 11

Max Dex: inf
Armor Check Penalty: -0 (clothing) = -0

Saving Throws
Fortitude save: +2 (class) +1 (con) = +3
Reflex save: +2 (class) +5 (dex) = +7
Will save:   +2 (class) +3 (wis) = +5

Resistance and Immunities
Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
Enchantments: +2

Attacks and Damage
BAB: +1
Attack (melee, falchion +1, masterwork, keen): +1 (BAB) +3 (str) = +4, 15-20 x2
Attack (missile, composite longbow, +4 strength): +1 (BAB) +5 (dex) = +6, x3
Attack (missile): +1 (BAB) +4 (dex) = +5
Attack (unarmed): +1 (BAB)
Attack (defensive fighting): -4
Damage (falchion): 2d4+4.5
Damage (composite longbow): 1d8+4
Damage (melee): 1d6 +3 (str)
Damage (unarmed): 1d4 (non lethal)

Damage (vs Undead): +2

Ranger Spell DC: 10 + spell level +3 (wis)
Cleric Spell DC: 10 + spell level +3 (wis)

Grapple check: +1 (BAB) +3 (str) = +4

Load 
Light load: 86 lb. or less
Medium load: 87?173 lb. 
Heavy load: 174?260 lb.
Lift over head: 260 lb.
Push or drag: 1300 lb.

Languages
Common
Elven

Feats
Track (From Ranger)
Weapon Focus (longbow) (Level 1)
Uncanny Dodge (From Cleric, fate domain)
Point Blank Shot (From Flaw)
Precise Shot (From Flaw)

Flaws
?
?

Traits
?
?

Special Features
Elf: Auto discover hidden doors 5 ft
Elf: Lowlight vision
Ranger: First Favored Enemy (undead)
Ranger: Track
Ranger: Wild Empathy
Cleric: Divine Spells
Cleric: Turn Undead, 4/day
Cleric, Retribution Domain: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Cleric, Fate Domain: You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).
Cleric, Fate Domain: Uncanny Dodge

Skills
24 skill points at level 1
6 skill points per level after
*Denotes a class skill
Strike-through denotes untrained skills

Appraise: +0 (int) = 0
Balance: +5 (dex) = 5
Bluff: +1 (cha) = 1
*Climb: +3 (str) = 3
*Concentration: +0 (con) +4 (skill ranks) = 4
*Craft (?): +0 (int) = 0
Decipher Script: +0 (int) = 0
*Diplomacy: +1 (cha) = 1
Disable Device: +0 (int) = 0
Disguise: +1 (cha) = 1
Escape Artist: +5 (dex) = 5
Forgery: +0 (int) = 0
Gather Information: +1 (cha) = 1
*Handle Animal: +1 (cha) +4 (skill ranks) = 5
*Heal: +3 (wis) +4 (skill ranks) = 7
*Hide: +4 (dex) +4 (skill ranks) = 8
Intimidate: +1 (cha) = 1
*Jump: +3 (str) = 3
*Knowledge (arcane): +0 (int) = 0
Knowledge (architecture): +0 (int) = 0
*Knowledge (dungeoneering): +0 (int) = 0
*Knowledge (geography): +0 (int) = 0
*Knowledge (history): +0 (int) = 0 
Knowledge (local): +0 (int) = 0
*Knowledge (nature): +0 (int) = 0
Knowledge (nobility): +0 (int) = 0
*Knowledge (religion): +0 (int) = 0
*Knowledge (the planes): +0 (int) = 0
*Listen: +3 (wis) +2 (racial) = 5
*Move Silently: +5 (dex) +4 (skill ranks) = 9
Open Lock: +4 (dex) = 4
Perform (Flute): +1 (cha) = 1
*Profession (?): +3 (wis) = 3
*Ride: +4 (dex) = 4
*Search: +0 (int) +2 (racial) = 2
Sense Motive: +3 (wis) = 3
Sleight of Hand: +5 (dex) = 5
Speak Language
*Spellcraft: +0 (int) = 0
*Spot: +3 (wis) +2 (racial) +4 (skill ranks) = 9
*Survival: +3 (wis) = 3
*Swim: +3 (str) = 3
Tumble: +5 (dex) = 5
Use Magic Device: +3 (cha) = 3
*Use Rope: +5 (dex) = 5

Ranger Spells Per Day
Level 0: 0
Level 1: 0

Ranger Spells Prepared at Start of Play
Level 0

Cleric Spells Per Day
Level 0: 3
Level 1: 1 +1 (wis) = 2
Level 1 Domain: 1

Cleric Spells Prepared at Start of Play
Level 0
Light
Detect Magic
Read Magic

Level 1
Level 1 Domain: True Strike (From Fate Domain)
Cure Light Wounds
Cure Light Wounds

Equipment
Studded leather: 25
Longbow, composite, +4 strength: 100 + 400 = 500
Falchion +1, masterwork, keen: 75 + 300 + 250 = 625

Total: 1150

Adventuring
Backpack: 2gp
Healer's kit: 5gp x10 = 50gp
Bedroll:
Flint and Steel:
Torch: x3
Belt with pouches:

Planned Progression
1: Ranger/Fighter,
2: Ranger/Fighter,
3: Ranger,
4: Ranger,
5: Ranger,


More Info

[/spoiler]

Neko

#1
Level 2

[spoiler]
QuoteAria Falavir
Level 2 Female Elf Ranger/Cleric
Cleric Domains: Retribution, Fate
Neutral Good
Deity: ?

STR: 17 (+3)
DEX: 20 (+5)
CON: 10 (+0)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)

Size: Medium
Height: 5'6
Weight: 120
Skin: Light
Eyes: Blue/purple
Hair: Golden
Age: Unknown

Hit Die: d8
Hitpoints: 8 (level 1) + 6 (level 2) = 14
Hitpoints per level: 1d8 +0 (con)
Level Adjustment: +0

Speed: 30 feet

Favored Enemy (undead): +2

Armor
Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) +5 (dex) = 16
Touch Armor Class: 10 +5 (dex) = 15
Flatfooted Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) = 11

Max Dex: inf
Armor Check Penalty: -0 (clothing) = -0

Saving Throws
Fortitude save: +3 (class) +1 (con) = +4
Reflex save: +3 (class) +5 (dex) = +8
Will save:   +3 (class) +3 (wis) = +6

Resistance and Immunities
Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
Enchantment: +2

Attacks and Damage
BAB: +2
Attack (melee, falchion +1, masterwork, keen): +2 (BAB) +3 (str) +1 (enhancement) = +6, 15-20 x2
Attack (missile, composite longbow, +3 strength): +2 (BAB) +5 (dex) +1 (weapon focus) +1 (point blank shot, if within 30 ft.) = +9, x3
Attack (missile, composite longbow, +3 strength, rapid shot): +2 (BAB) +5 (dex) +1 (weapon focus) +1 (point blank shot, if within 30 ft.) -2 (rapid shot) = +7, x3
Attack (missile): +2 (BAB) +4 (dex) +1 (point blank shot, if within 30 ft.) = +7
Attack (unarmed): +2 (BAB)
Attack (defensive fighting): -4
Damage (falchion): 2d4 +4.5 +1 (enhancement)
Damage (composite longbow): 1d8 +3 +1 (point blank shot, if within 30 ft.) = 1d8 +4
Damage (melee): 1d6 +3 (str)
Damage (unarmed): 1d4 (non lethal)

Damage (vs Undead): +2

Ranger Spell DC: 10 + spell level +3 (wis)
Cleric Spell DC: 10 + spell level +3 (wis)

Grapple check: +2 (BAB) +3 (str) = +5

Load 
Light load: 86 lb. or less
Medium load: 87?173 lb. 
Heavy load: 174?260 lb.
Lift over head: 260 lb.
Push or drag: 1300 lb.

Languages
Common
Elven

Feats
Track (From Ranger 1)
Weapon Focus (longbow) (Level 1)
Uncanny Dodge (From Cleric 1, fate domain)
Point Blank Shot (From Flaw)
Precise Shot (From Flaw)
Rapid Shot (From Ranger 2)

Flaws
Socially Awkward (-4 Bluff, Diplomacy, Sense Motive, Intimidate)
Cute Things Lover

Traits
?
?

Special Features
Elf: Auto discover hidden doors 5 ft
Elf: Lowlight vision
Ranger: First Favored Enemy (undead)
Ranger: Track
Ranger: Wild Empathy
Cleric: Divine Spells
Cleric: Turn Undead, 4/day. Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Cleric, Retribution Domain: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Cleric, Fate Domain: You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).
Cleric, Fate Domain: Uncanny Dodge
Ranger: Combat Style (archery)

Skills
24 skill points at level 1
6 skill points per level after
*Denotes a class skill
Strike-through denotes untrained skills

Appraise: +0 (int) = 0
Balance: +5 (dex) = 5
Bluff: +1 (cha) -4 (socially awkward) = -3
*Climb: +3 (str) = 3
*Concentration: +0 (con) +5 (skill ranks) = 5
*Craft (?): +0 (int) = 0
Decipher Script: +0 (int) = 0
*Diplomacy: +1 (cha) -4 (socially awkward) = -3
Disable Device: +0 (int) = 0
Disguise: +1 (cha) = 1
Escape Artist: +5 (dex) = 5
Forgery: +0 (int) = 0
Gather Information: +1 (cha) = 1
*Handle Animal: +1 (cha) +5 (skill ranks) = 6
*Heal: +3 (wis) +5 (skill ranks) = 8
*Hide: +4 (dex) +5 (skill ranks) = 9
Intimidate: +1 (cha) -4 (socially awkward) = -3
*Jump: +3 (str) = 3
*Knowledge (arcane): +0 (int) = 0
Knowledge (architecture): +0 (int) = 0
*Knowledge (dungeoneering): +0 (int) = 0
*Knowledge (geography): +0 (int) = 0
*Knowledge (history): +0 (int) = 0 
Knowledge (local): +0 (int) = 0
*Knowledge (nature): +0 (int) = 0
Knowledge (nobility): +0 (int) = 0
*Knowledge (religion): +0 (int) = 0
*Knowledge (the planes): +0 (int) = 0
*Listen: +3 (wis) +2 (racial) = 5
*Move Silently: +5 (dex) +5 (skill ranks) = 10
Open Lock: +4 (dex) = 4
Perform (Flute): +1 (cha) = 1
*Profession (?): +3 (wis) = 3
*Ride: +4 (dex) = 4
*Search: +0 (int) +2 (racial) = 2
Sense Motive: +3 (wis) -4 (socially awkward) = -1
Sleight of Hand: +5 (dex) = 5
Speak Language
*Spellcraft: +0 (int) = 0
*Spot: +3 (wis) +2 (racial) +5 (skill ranks) = 10
*Survival: +3 (wis) = 3
*Swim: +3 (str) = 3
Tumble: +5 (dex) = 5
Use Magic Device: +3 (cha) = 3
*Use Rope: +5 (dex) = 5

Ranger Spells Per Day
Level 0: 0
Level 1: 0

Ranger Spells Prepared at Start of Play
Level 0

Cleric Spells Per Day
Level 0: 4
Level 1: 2 +1 (wis) = 2
Level 1 Domain: 1

Cleric Spells Prepared at Start of Play
Level 0
Light
Cure Minor Wounds
Cure Minor Wounds
Read Magic

Level 1
Level 1 Domain: True Strike (From Fate Domain)
Cure Light Wounds
Cure Light Wounds
Cure Light Wounds

Equipment
Studded leather: 25
Longbow, composite, +4 strength: 100 + 400 = 500
Falchion +1, masterwork, keen: 75 + 300 + 250 = 625
Fae's Hat +1: 150

Total: 1300

Adventuring
Backpack: 2gp
Healer's kit: 5gp x10 = 50gp
Bedroll:
Flint and Steel:
Torch: x3
Belt with pouches:

Planned Progression
1: Ranger/Cleric,
2: Ranger/Cleric,
3: Ranger,
4: Ranger,
5: Ranger,


More Info

[/spoiler]

Neko

[spoiler]
[blockquote]Rolled 1d8 : 3, total 3[/blockquote]
[/spoiler]

Throndir

Level 3 Ranger HD roll
[blockquote]Rolled 1d8 : 1, total 1[/blockquote]

Neko

#4
Level 3

[spoiler]
QuoteAria Falavir
Level 3 Female Elf Ranger/Cleric
Ranger/Cleric Gestalt 2
Ranger 1
Cleric Domains: Retribution, Fate
Neutral Good
Deity: ?

STR: 17 (+3)
DEX: 20 (+5)
CON: 10 (+0)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)

Size: Medium
Height: 5'6
Weight: 120
Skin: Light
Eyes: Blue/purple
Hair: Golden
Age: Unknown

Hit Die: d8
Hitpoints: 8 (level 1) +6 (level 2) +3 (Level 3) = 17
Hitpoints per level: 1d8 +0 (con)
Level Adjustment: +0

Speed: 30 feet

Favored Enemy (undead): +2

Armor
Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) +5 (dex) = 16
Touch Armor Class: 10 +5 (dex) = 15
Flatfooted Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) = 11

Max Dex: inf
Armor Check Penalty: -0 (clothing) = -0

Saving Throws
Fortitude save: +3 (class) +1 (con) = +4
Reflex save: +3 (class) +5 (dex) = +8
Will save:   +4 (class) +3 (wis) = +7

Resistance and Immunities
Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
Enchantment: +2

Attacks and Damage
BAB: +3
Attack (melee, falchion +1, masterwork, keen): +3 (BAB) +3 (str) +1 (enhancement) = +7, 15-20 x2
Attack (missile, composite longbow, +3 strength): +3 (BAB) +5 (dex) +1 (weapon focus) +1 (point blank shot, if within 30 ft.) = +10, x3
Attack (missile, composite longbow, +3 strength, rapid shot): +3 (BAB) +5 (dex) +1 (weapon focus) +1 (point blank shot, if within 30 ft.) -2 (rapid shot) = +8, x3
Attack (missile): +3 (BAB) +4 (dex) +1 (point blank shot, if within 30 ft.) = +8
Attack (unarmed): +3 (BAB)
Attack (defensive fighting): -4
Damage (falchion): 2d4 +4.5 +1 (enhancement)
Damage (composite longbow): 1d8 +3 +1 (point blank shot, if within 30 ft.) = 1d8 +4
Damage (melee): 1d6 +3 (str)
Damage (unarmed): 1d4 (non lethal)

Damage (vs Undead): +2

Ranger Spell DC: 10 + spell level +3 (wis)
Cleric Spell DC: 10 + spell level +3 (wis)

Grapple check: +3 (BAB) +3 (str) = +6

Load 
Light load: 86 lb. or less
Medium load: 87?173 lb. 
Heavy load: 174?260 lb.
Lift over head: 260 lb.
Push or drag: 1300 lb.

Languages
Common
Elven

Feats
Track (From Ranger 1) - To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
Weapon Focus (longbow) (Level 1)
Uncanny Dodge (From Cleric 1, fate domain) - She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker.
Point Blank Shot (From Flaw) - +1 attack and damage on targets within 30 feet
Precise Shot (From Flaw) - No penalty for shooting into melee
Rapid Shot (From Ranger 2) - When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a ?2 penalty when using Rapid Shot.
Opening Volley (Level 3) - Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Flaws
Socially Awkward (-4 Bluff, Diplomacy, Sense Motive, Intimidate)
Cute Things Lover

Traits
?
?

Special Features
Elf: Auto discover hidden doors 5 ft
Elf: Lowlight vision
Ranger: First Favored Enemy (undead)
Ranger: Track
Ranger: Wild Empathy -  A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
Cleric: Divine Spells
Cleric: Turn Undead, 4/day. Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Cleric, Retribution Domain: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Cleric, Fate Domain: You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).
Cleric, Fate Domain: Uncanny Dodge
Ranger: Combat Style (archery)

Skills
24 skill points at level 1
6 skill points per level after
*Denotes a class skill
Strike-through denotes untrained skills

Unused skill points: 6

Appraise: +0 (int) = 0
Balance: +5 (dex) = 5
Bluff: +1 (cha) -4 (socially awkward) = -3
*Climb: +3 (str) = 3
*Concentration: +0 (con) +5 (skill ranks) = 5
*Craft (?): +0 (int) = 0
Decipher Script: +0 (int) = 0
*Diplomacy: +1 (cha) -4 (socially awkward) = -3
Disable Device: +0 (int) = 0
Disguise: +1 (cha) = 1
Escape Artist: +5 (dex) = 5
Forgery: +0 (int) = 0
Gather Information: +1 (cha) = 1
*Handle Animal: +1 (cha) +5 (skill ranks) = 6
*Heal: +3 (wis) +5 (skill ranks) = 8
*Hide: +4 (dex) +5 (skill ranks) = 9
Intimidate: +1 (cha) -4 (socially awkward) = -3
*Jump: +3 (str) = 3
*Knowledge (arcane): +0 (int) = 0
Knowledge (architecture): +0 (int) = 0
*Knowledge (dungeoneering): +0 (int) = 0
*Knowledge (geography): +0 (int) = 0
*Knowledge (history): +0 (int) = 0 
Knowledge (local): +0 (int) = 0
*Knowledge (nature): +0 (int) = 0
Knowledge (nobility): +0 (int) = 0
*Knowledge (religion): +0 (int) = 0
*Knowledge (the planes): +0 (int) = 0
*Listen: +3 (wis) +2 (racial) = 5
*Move Silently: +5 (dex) +5 (skill ranks) = 10
Open Lock: +4 (dex) = 4
Perform (Flute): +1 (cha) = 1
*Profession (?): +3 (wis) = 3
*Ride: +4 (dex) = 4
*Search: +0 (int) +2 (racial) = 2
Sense Motive: +3 (wis) -4 (socially awkward) = -1
Sleight of Hand: +5 (dex) = 5
Speak Language
*Spellcraft: +0 (int) = 0
*Spot: +3 (wis) +2 (racial) +5 (skill ranks) = 10
*Survival: +3 (wis) = 3
*Swim: +3 (str) = 3
Tumble: +5 (dex) = 5
Use Magic Device: +3 (cha) = 3
*Use Rope: +5 (dex) = 5

Ranger Spells Per Day
Level 0: 0
Level 1: 0

Ranger Spells Prepared at Start of Play
Level 0

Cleric Spells Per Day
Level 0: 4
Level 1: 2 +1 (wis) = 2
Level 1 Domain: 1

Cleric Spells Prepared at Start of Play
Level 0
Spark - Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
Read Magic - Read scrolls and spellbooks.
Light - Object shines like a torch.

Level 1
Level 1 Domain: True Strike (From Fate Domain)
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.
Murderous Command - Target is compelled to kill its ally.
Sun Metal - Cause a melee weapon to erupt in flames, dealing extra damage.

Equipment
Studded leather: 25
Longbow, composite, +4 strength: 100 + 400 = 500
Falchion +1, masterwork, keen: 75 + 300 + 250 = 625
Fae's Hat +1: 150

Total: 1300

Adventuring
Backpack: 2gp
Healer's kit: 5gp x10 = 50gp
Bedroll:
Flint and Steel:
Torch: x3
Belt with pouches:

Planned Progression
1: Ranger/Cleric,
2: Ranger/Cleric,
3: Ranger,
4: Ranger,
5: Ranger,


More Info

[/spoiler]

Neko

[spoiler]Using 50 karma points for a level. >:U Awwyeh.[/spoiler]

Oath

DM HP roll for level 4:
[blockquote]Rolled 1d8 : 8, total 8[/blockquote]

Neko

#7
Level 4

[spoiler]
QuoteAria Falavir
Level 4 Female Elf Ranger/Cleric
Ranger/Cleric Gestalt 2
Ranger 2
Cleric Domains: Retribution, Fate
Neutral Good
Deity: ?

STR: 18 (+4)
DEX: 20 (+5)
CON: 10 (+0)
INT: 10 (+0)
WIS: 16 (+3)
CHA: 12 (+1)

Size: Medium
Height: 5'6
Weight: 120
Skin: Light
Eyes: Blue/purple
Hair: Golden
Age: Unknown

Hit Die: d8
Hitpoints: 8 (level 1) +6 (level 2) +3 (Level 3) +8 (Level 4) = 25
Hitpoints per level: 1d8 +0 (con)
Level Adjustment: +0

Speed: 30 feet

Favored Enemy (undead): +2

Armor
Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) +5 (dex) = 16
Touch Armor Class: 10 +5 (dex) = 15
Flatfooted Armor Class: 10 +0 (clothing) +1 (deflection, fae's hat +1) = 11

Max Dex: inf
Armor Check Penalty: -0 (clothing) = -0

Equipped AC-Related Gear
Aria's Hat: +1 enhancement

Saving Throws
Fortitude save: +2 (Level 1) +1 (Level 2) +1 (Level 4) +1 (con) = +5
Reflex save: +2 (Level 1) +1 (Level 2) +1 (Level 4) +5 (dex) = +9
Will save:   +2 (Level 1) +1 (Level 2) +1 (Level 3) +3 (wis) = +7

Resistance and Immunities
Cold Resistance: 0
Fire Resistance: 0
Electricity Resistance: 0
Sonic Resistance: 0
Spell Resistance: 0

Sleep: Immune
Enchantment: +2

Attacks and Damage
BAB: +4
Attack (melee, falchion +1, masterwork, keen): +4 (BAB) +4 (str) +1 (enhancement) = +9, 15-20 x2
Attack (missile, composite longbow, +3 strength): +4 (BAB) +5 (dex) +1 (weapon focus) +1 (bracers of archery, lesser) +1 (point blank shot, if within 30 ft.) = +12, x3
Attack (missile, composite longbow, +3 strength, rapid shot): +4 (BAB) +5 (dex) +1 (weapon focus) +1 (bracers of archery, lesser) +1 (point blank shot, if within 30 ft.) -2 (rapid shot) = +10, x3
Attack (missile): +4 (BAB) +4 (dex) +1 (point blank shot, if within 30 ft.) = +9
Attack (unarmed): +4 (BAB)
Attack (defensive fighting): -4
Damage (falchion +1): 2d4 +6 (strength) +1 (enhancement) = 2d4 +7
Damage (composite longbow): 1d8 +3 +1 (point blank shot, if within 30 ft.) = 1d8 +4
Damage (melee): 1d6 +4 (str)
Damage (unarmed): 1d4 (non lethal)

Damage (vs Undead): +2

Ranger Spell DC: 10 + spell level +3 (wis)
Cleric Spell DC: 10 + spell level +3 (wis)

Grapple check: +4 (BAB) +4 (str) = +8

Load 
Light load: 86 lb. or less
Medium load: 87?173 lb. 
Heavy load: 174?260 lb.
Lift over head: 260 lb.
Push or drag: 1300 lb.

Languages
Common
Elven

Feats
Track (From Ranger 1) - To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge.
Weapon Focus (longbow) (Level 1)
Uncanny Dodge (From Cleric 1, fate domain) - She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker.
Point Blank Shot (From Flaw) - +1 attack and damage on targets within 30 feet
Precise Shot (From Flaw) - No penalty for shooting into melee
Rapid Shot (From Ranger 2) - When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a ?2 penalty when using Rapid Shot.
Opening Volley (Level 3) - Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before the end of your next turn.

Flaws
Socially Awkward (-4 Bluff, Diplomacy, Sense Motive, Intimidate)
Cute Things Lover

Traits
?
?

Special Features
Elf: Auto discover hidden doors 5 ft
Elf: Lowlight vision
Ranger: First Favored Enemy (undead)
Ranger: Track
Ranger: Wild Empathy -  A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
Cleric: Divine Spells
Cleric: Turn Undead, 4/day. Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Cleric, Retribution Domain: Once per day, if you have been harmed by someone in combat, you can make a strike of vengeance with a melee or ranged weapon against that foe on your next action. If this strike hits, you deal maximum damage.
Cleric, Fate Domain: You gain the uncanny dodge ability. If you have another class that gives you uncanny dodge, your cleric levels add to that class's levels for determining when you gain the improved uncanny dodge class feature (PH 26).
Cleric, Fate Domain: Uncanny Dodge
Ranger: Combat Style (archery)
Marvelous Pigments: These pigments enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.

Only normal, inanimate objects can be created. Creatures can't be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments?precious metals, gems, jewelry, ivory, and so on?appear to be valuable but are really made of tin, lead, glass, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp. The effect is instantaneous.

Skills
24 skill points at level 1
6 skill points per level after
*Denotes a class skill
Strike-through denotes untrained skills

Unused skill points: 12

Appraise: +0 (int) = 0
Balance: +5 (dex) = 5
Bluff: +1 (cha) -4 (socially awkward) = -3
*Climb: +4 (str) = 4
*Concentration: +0 (con) +5 (skill ranks) = 5
*Craft (?): +0 (int) = 0
Decipher Script: +0 (int) = 0
*Diplomacy: +1 (cha) -4 (socially awkward) = -3
Disable Device: +0 (int) = 0
Disguise: +1 (cha) = 1
Escape Artist: +5 (dex) = 5
Forgery: +0 (int) = 0
Gather Information: +1 (cha) = 1
*Handle Animal: +1 (cha) +5 (skill ranks) = 6
*Heal: +3 (wis) +5 (skill ranks) = 8
*Hide: +4 (dex) +5 (skill ranks) = 9
Intimidate: +1 (cha) -4 (socially awkward) = -3
*Jump: +4 (str) = 4
*Knowledge (arcane): +0 (int) = 0
Knowledge (architecture): +0 (int) = 0
*Knowledge (dungeoneering): +0 (int) = 0
*Knowledge (geography): +0 (int) = 0
*Knowledge (history): +0 (int) = 0 
Knowledge (local): +0 (int) = 0
*Knowledge (nature): +0 (int) = 0
Knowledge (nobility): +0 (int) = 0
*Knowledge (religion): +0 (int) = 0
*Knowledge (the planes): +0 (int) = 0
*Listen: +3 (wis) +2 (racial) = 5
*Move Silently: +5 (dex) +5 (skill ranks) = 10
Open Lock: +4 (dex) = 4
Perform (Flute): +1 (cha) = 1
*Profession (?): +3 (wis) = 3
*Ride: +4 (dex) = 4
*Search: +0 (int) +2 (racial) = 2
Sense Motive: +3 (wis) -4 (socially awkward) = -1
Sleight of Hand: +5 (dex) = 5
Speak Language
*Spellcraft: +0 (int) = 0
*Spot: +3 (wis) +2 (racial) +5 (skill ranks) = 10
*Survival: +3 (wis) = 3
*Swim: +4 (str) = 4
Tumble: +5 (dex) = 5
Use Magic Device: +3 (cha) = 3
*Use Rope: +5 (dex) = 5

Ranger Spells Per Day
Level 1: 1

Ranger Spells Prepared at Start of Play
Level 1
Entangle - Plants entangle everyone in 40-ft. radius.

Cleric Spells Per Day
Level 0: infinite
Level 1: 2 +1 (wis) = 3
Level 1 Domain: 1

Cleric Spells Prepared at Start of Play
Level 0
Spark - Ignites flammable objects.
Stabilize - Cause a dying creature to stabilize.
Read Magic - Read scrolls and spellbooks.
Light - Object shines like a torch.

Level 1
Level 1 Domain: True Strike (From Fate Domain)
Cause Fear - One creature of 5 HD or less flees for 1d4 rounds.
Murderous Command - Target is compelled to kill its ally.
Sun Metal - Cause a melee weapon to erupt in flames, dealing extra damage.

Equipment
Studded leather: 25
Longbow, composite, +3 strength: 100 + 300 = 500
Falchion +1, masterwork, keen: 75 + 300 + 250 = 625
Fae's Hat +1: 150

Total: 1200

Adventuring
Backpack: 2gp
Healer's kit: 5gp x10 = 50gp
Bedroll:
Flint and Steel:
Torch: x3
Belt with pouches:

Planned Progression
1: Ranger/Cleric,
2: Ranger/Cleric,
3: Ranger,
4: Ranger,
5: Ranger/Cleric,


More Info

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Animal Companion
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