Dungeons & Dragons 3.5 Edition
Pukana La'Aina Campaign
KALE
Mercenary
Phoenix Gaming Club Merc
0 Games Played
Created 04/17/2010
Male Human Character Level 11
NG Medium Humanoid (Human) Classes Martial Warrior 11
AC Touch Flat-Footed Size Dex Natural Defense Helm Shield Deflection Dodge Morale Circumstance Martial Warrior
23 21 21 +0 +2 +2 +5 +0 +0 +1 +1 +0 +0 +2
Saves Total Ability Magic Special
Fortitude +14+7 base +4 +3  
Reflex +12+7 base +2 +3  
Will +8+3 base +2 Iron Will +0 +3  
BAB +8/+3 Initiative +6+2 Dex +4 Improved Initiative
melee touch +11 Grapple +11BAB +3 Str +0 Size
ranged touch +10 Reach 5 ft.
Hit Dice 11d10+44 Ability Total Mod Magic
  ↓surge↓ STR 16 15 base +0 race +0 age +0 inherent +1 level +3 +0
154 115 77 38 DEX 14 13 base +0 race +0 age +0 inherent +1 level +2 +0
Surges □□□□□ CON 18 17 base +0 race +0 age +0 inherent +1 level +4 +0
Speed 40 ft.30 ft. base +0 ft. fast movement -0 ft. armor +10 ft. boots of striding and springing (8 squares)
Senses Listen +2 | Search +1 | Spot +2
INT 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
WIS 11 11 base +0 race +0 age +0 inherent +0 level +0 +0
CHA 7 7 base +0 race +0 age +0 inherent +0 level -2 +0
Damage Reductionn/a | Fortification25% | Miss Chance0% | Spell Resistance0%
Immunen/a | Resistfire 10 | Weaknessn/a
Weapon Atk Full Atk Dmg Crit Type
aerodynamic balanced masterwork shark-tooth dagger
breaks
□□□□□|□□□□□
melee +12BAB +3 Str +1 masterwork +12/+7 1d4+4weapon base +3 Str +1 balanced 19-20/x2 P or S
ranged (20 ft. | 5 inc.) +11BAB +2 Dex +1 masterwork +11 1d4+4weapon base +3 Str +1 balanced 19-20/x2 P
Special Notes breaks on critical hit
unarmed strike
breaks
n/a
melee +14BAB +3 Str +1 Weapon Focus +2 Martial Strike +14/+9 1d10+5weapon base +3 Str +2 Martial Strike 19-20/x2 B
Sea Shell     Combat Options     Sea Shell
  • belt of one mighty blow 1/day—As a swift action, gain extra damage on next melee attack. Add 1d8 with light weapon, 2d6 with one-handed weapon, and 3d6 with two-handed weapon. Must be worn 24 hours to function.
  • bracers of quick strike 1/day—As a swift action when taking a full attack action, make one additional attack at full attack bonus. Not cumulative with haste. Must be worn 24 hours to function.
  • Cascading Strike (Ex) Each successful attack adds a +1 cumulative bonus to attack and damage rolls to future attacks made against the same creature in the same round until your next turn. At the beginning of your turn, all bonuses reset to 0.
  • Clever Opportunist (Ex) If you hit a creature of your size or smaller with an attack of opportunity, you can spend an immediate action to exchange places with that creature. Both you and the target must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn't exchange places with a corporeal character, nor could a nonflying creature exchange places with an airborne flying creature.
 Languages Common Trade, Kanaka
 Skills Appraise +0 (+0 Int, 0 ranks), Balance +10 (+2 Dex, 6 ranks, +2 synergy Tumble), Bluff -2 (-2 Cha, 0 ranks), Climb +10 (+3 Str, 5 ranks, +2 Athletic feat), Concentration +4 (+4 Con, 0 ranks), Craft (shark-tooth weapon-making) +3 (+0 Int, 3 ranks), Diplomacy -2 (-2 Cha, 0 ranks), Disguise -2 (-2 Cha, 0 ranks), Escape Artist +8 (+2 Dex, 6 ranks), Forgery +0 (+0 Int, 0 ranks), Gather Information -2 (-2 Cha, 0 ranks), Heal +3 (+0 Wis, 3 ranks), Intimidate -2 (-2 Cha, 0 ranks), Jump +15 (+3 Str, 5 ranks, +2 synergy Tumble, +5 boots of striding and springing), Listen +2 (+0 Wis, 0 ranks, +2 Alertness feat), Ride +2 (+2 Dex, 0 ranks), Search +1 (+0 Int, 0 ranks, +1 racial), Sense Motive +2 (+0 Wis, 2 ranks), Sneak +8 (+2 Dex, 6 ranks), Spot +2 (+0 Wis, 0 ranks, +2 Alertness feat), Survival +1 (+0 Wis, 0 ranks, +1 racial), Swim +10 (+3 Str, 5 ranks, +2 Athletic feat), Tumble +11 (+2 Dex, 7 ranks, +2 synergy Jump), Use Rope +3 (+2 bindings) (+2 Dex, 0 ranks, +1 racial)

 Armor Check Penalty -0-0 armor -0 helm -0 shield | Swim Check Penalty -0 | Permanent Class Skills Heal

 Feats Alertness, Athletics, Clever Opportunist, Combat Reflexes, Daredevil Athlete, Dodge, Exotic Weapon Proficiency (nifo oti), Improved Critical (unarmed strike), Improved Initiative, Improved Unarmed Strike, Iron Will, Shield Proficiency (buckler), Simple Weapon Proficiency (club, dagger, javelin, knuckle duster, shortspear, spear), Weapon Focus (unarmed strike)
Sea Shell     Special Qualities     Sea Shell
  • Daredevil Athlete (Ex) □□□ 3/day—As an immediate action, gain a +5 competence bonus on a single Balance, Climb, Escape Artist, Jump, Ride, Swim, or Tumble check.
  • Martial Strike (Su) Designate unarmed strike or nonmagical weapon as +2 enhancement weapon to attack and damage. Changing weapons requires a 1-hour ritual and may only be designated once per 24 hours.
  • Martial Style Hard style; add Strength modifier to melee attack and damage.
  • Second Wind (Ex) Once per encounter, as a standard action that does not provoke, the character activates a healing surge and gains a +2 bonus to his Armor Class until his next turn.
Sea Shell     Biographical Information     Sea Shell
Kale  History
Why did you become an adventurer? After spending a few years as a warrior for the kanaka, Kale decided to seek fortune and test his skills against the enemies of mankind.
What is your favorite motto or saying? "It will hurt if we fight. You can give up now."
How did you acquire your equipment, and does any of it have special meaning? No special meaning, his main weapon is his trained body.
What's the worst event in your life? Lost a sister to a childhood sickness.
Do you have surviving family? Do you stay in touch? Yes, parents and two younger brothers.
What is your biggest fear? Kale hates fire, and thus he takes strides to protect himself from it.
What makes you laugh out loud? A good practical joke.
What makes you angry? Non-human races with an enmity toward man.
What talent would you most like to have? Kale would like to be able to quench fire at will.
What are your sentiments toward witchery? There are no witches among the kanaka, so Kale views it with some suspicion.
What are your sentiments toward other cultures? Kale enjoys life and people, especially other humans. He is willing to judge based on actions.
What would be your theme music? "Seek and Destroy" by Metallica

 Religion Moana | Culture Kanaka | Heritage 100% Human
 Height 5 ft. 10 in. | Weight 184 lb. | Age 28 | Hair Black | Eyes Green
 Mannerisms Proud and confident, but kind to friends. Kale swings his arms and pops his neck to limber up before a fight and often offers his enemies the opportunity to surrender before he unleashes upon them.
 Appearance Kale is a stout tanned medium-height man with black hair. He has thick blue tribal tattoos on each arm and across his back. His body is toned from years of physical activity, martial training, and ocean swimming and rowing.
 Last Played n/a

Character Level Record
Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior Martial Warrior
Martial Warrior                  

Sea Shell     Equipment & Possessions     Sea Shell
 Magic Items Equipped WEAPON—None, ARMOR/BACK—None, HEAD—None, FACE—None, NECK—+2 lei of natural armor (8,000 gp), CHEST—+3 vest of resistance (9,000 gp), SHOULDERS—None, WAIST—belt of one mighty blow (1/day—As a swift action, gain extra damage on next melee attack. Add 1d8 with light weapon, 2d6 with one-handed weapon, and 3d6 with two-handed weapon. Must be worn 24 hours to function.) (1,500 gp), HANDS—None, FEET—boots of striding and springing (+10 ft. Speed; +5 competence bonus to Jump checks) (5,500 gp), EARRINGS—+1 earrings of light armor (+1 deflection AC; 25% fortification) (8,000 gp), BODY PIERCINGS—minor body piercing of fire resistance (fire resistance 10) (12,000 gp), WRISTS—bracers of quick strike (1/day—As a swift action when taking a full attack action, make one additional attack at full attack bonus. Not cumulative with haste. Must be worn 24 hours to function.) (1,200 gp)

 Magical Items None

 Balms vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each)

  • Masterwork Balm Belt □□□□□ balm of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), balm of jump (CL 1; +10 enhancement Jump checks; 1 minute duration) (50 gp), balm of suspend disease (CL 1; 24 hour duration) (50 gp), balm of warrior's edge (20% miss chance, +2 enhancement Strength, Dexterity, and Constitution and +3 deflection AC for 3 minutes) (1,350 gp each), balm of webfoot (CL 1; +4 enhancement Swim checks; move through bog; 10 minute duration) (50 gp), vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each)

 Nonmagical Items 2 aerodynamic balanced masterwork shark-tooth dagger (+1 enhancement attack and damage; +10 ft. range thrown) (752 gp), backpack (2 gp), belt pouch (1 gp), □□ candles (5-ft. radius illumination; 1 hour) (1 cp each), empty flask (3 cp), flint and striker (full-round action) (1 gp), masterwork balm belt (free action to retrieve; holds 10 balms) (60 gp), silk rope (50 ft.; +2 circumstance Use Rope checks) (10 gp), □□□ torches (1 cp each), waterskin (1 gp)

 Black Pearls 0 | White Pearls 0 | Red Coral 0 | Pink Coral 270 | Blue Coral 9 | Green Coral 2
 Other Wealth None

 Defeated Enemy Record