Dungeons & Dragons 3.5 Edition
Pukana La'Aina Campaign
KANAKA KOHOLA
Keiki Manuahis
Phoenix Gaming Club Played by Colby Westerfield
14 Games Played
Created 05/10/2010
Male Darfellan Character Level 13
CN Medium Humanoid (Darfellan) Classes Storm Druid 13
AC Touch Flat-Footed Size Dex Natural Defense Helm Shield Deflection Dodge Morale Circumstance Other
26 21 25 +0 +1 +2 +8 +3 +0 +2 +0 +0 +0 +0
+4 dodge bonus to AC against attacks made by Monstrous Humanoids
Saves Total Ability Magic Special
Fortitude +13+8 base +0 misc +2 +3 +4 vs. spell-like fey abilities
Reflex +10+4 base +2 Wind Sense +1 +3 +4 vs. spell-like fey abilities
Will +15+8 base +0 misc +4 +3 +4 vs. spell-like fey abilities
BAB +9/+4 Initiative +4+0 Dex +4 Improved Initiative
melee touch +11 Grapple +11BAB +2 Str +0 Size
ranged touch +9 Reach 5 ft.
Hit Dice 13d8+26 Ability Total Mod Magic
  ↓surge↓ STR 14 11 base +2 race +0 age +0 inherent +1 level +2 +0
130 97 65 32 DEX 12 9 base -2 race +0 age +0 inherent +3 level +1 +2
Surges □□□□□ CON 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
Speed 20 ft.20 ft. base +0 ft. fast movement -0 ft. armor (4 squares); swim 40 ft.
Senses Listen +11 | Search +2 | Spot +13; low-light vision
INT 14 14 base +0 race +0 age +0 inherent +0 level +2 +0
WIS 19 15 base +0 race +0 age +0 inherent +0 level +4 +4
CHA 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
Damage Reductionn/a | Fortification0% | Miss Chance0% | Spell Resistance0%
ImmuneDeafness, Poison | Resist10 Electricity, 10 Fire | Weaknessn/a
Weapon Atk Full Atk Dmg Crit Type
+2 gripping monstrous humanoid bane monstrous humanoid detecting ornate obsidian spear
breaks
□□□□□|□□□□□
melee +13BAB +2 Str +2 enhancement +13/+8 1d8+5weapon base +3 1.5x Str +2 enhancement 20/x3 P
   vs. monstrous humanoids +15 +15/+10 1d8+7 plus 2d6  
ranged (20 ft. | 5 inc.) +12BAB +1 Dex +2 enhancement +12 1d8+4weapon base +2 Str +2 enhancement 20/x3 P
   vs. monstrous humanoids +13 +13 1d8+6 plus 2d6  
Special Notes breaks on critical hit | +2 item bonus Intimidate checks | +2 competence bonus resist disarm | glows blue within 60 ft. of monstrous humanoids
balanced masterwork shark-tooth koa sword
breaks
□□□□□|□□□□□
melee +12BAB +0 size +2 Str +1 masterwork +12/+7 1d6+3weapon base +2 Str +1 balanced 20/x2 S
Special Notes breaks on critical hit
+1 critical deflecting obsidian dagger
breaks
□□□□□|□□□□□
melee +12BAB +0 size +2 Str +1 enhancement +12/+7 1d4+3weapon base +2 Str +1 enhancement 19-20/x2 P or S
ranged (10 ft. | 5 inc.) +11BAB +0 size +1 Dex +1 enhancement +11 1d4+3weapon base +2 Str +1 enhancement 19-20/x2 P
Special Notes +1 item damage on successful critical | 1/round—make DC 20 Reflex save to deflect a ranged weapon that would normally hit you of which you are aware
bite
breaks
n/a
melee +11BAB +0 size +2 Str +6 1d6+1weapon base +1 0.5x Str 20/x2 P
unarmed strike
breaks
n/a
melee +11BAB +0 size +2 Str +11/+6 1d3+2weapon base +2 Str nonlethal 20/x2 B
Sea Shell     Combat Options     Sea Shell
  • 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.
  • Frightful Presence (Ex) When the druid attacks or charges, all animals, magical beasts, fey, and vermin within 30 ft. must make a DC 1510 + 1/2 Druid Level + Cha modifier Will save or be shaken for 4d6 rounds. Animal companions and familiars are immune.
  • Maximize Spell Metamagic (+2 levels) □□□ 3/day—All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
  • Quicken Spell Metamagic (+3 levels) □□□ 3/day—Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. Casting a quickened spell doesn't provoke an attack of opportunity.
  • Racial Hatred (Ex) A darfellan normally exudes a brooding calm, but the mere presence of a sahuagin is enough to send the darfellan into a blood-mad fury. Darfellans gain a +2 racial bonus on attack rolls and damage rolls when fighting sahuagin.
  • Rapid Spell (+1 levels) □□□ 3/day—Only spells with a casting time greater than 1 standard action can be made rapid. A rapid spell with a casting time of 1 full round can be cast as a standard action, A rapid spell with a casting time measured in rounds can be cast in 1 full round. Rapid spells with casting times measured in minutes can be cast in 1 minute, and rapid spells with casting times measured in hours can be cast in 1 hour.
  • Silent Spell Metamagic (+1 level) □□□ 3/day—A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
  • Single Target Spell Metamagic (+0 level) □□□ 3/day—Only spells with a listed area may be cast as single-target spells. Such spells affect only a single target, which must be within the spell's normal range. All other aspects of the spell work normally.
  • Thunder Strike (Su) □□□ 3/day—Once per round add a thunder strike to a melee attack dealing 2d6 electricity damage. Foe must make a DC 1710 + 1/2 Druid Level + Con modifier Fortitude save or become deafened for 3d6 rounds. A failed attack still consumes one use of this ability.
 Languages Common Trade, Darfellan, Koahine, Sahuagin
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +1 (+1 Dex, 0 ranks), Bluff +0 (+0 Cha, 0 ranks), Climb +2 (+2 Str, 0 ranks), Concentration +18 (+2 Con, 16 ranks), Craft (shark-tooth weapon-making) +8 (+2 Int, 6 ranks), Diplomacy +3 (+0 Cha, 3 ranks), Disguise +0 (+0 Cha, 0 ranks), Escape Artist +1 (+1 Dex, 0 ranks), Forgery +2 (+2 Int, 0 ranks), Gather Information +0 (+0 Cha, 0 ranks), Handle Animal +4 (+0 Cha, 4 ranks), Heal +13 (+4 Wis, 7 ranks, +2 racial), Intimidate +2 (+0 Cha, 0 ranks, +2 racial), Jump +2 (+2 Str, 0 ranks), Knowledge (nature) +11 (+0 Cha, 7 ranks, +2 synergy Survival, +2 nature sense), Listen +11 (+4 Wis, 7 ranks), Profession (fisherman) +8 (+4 Wis, 4 ranks), Ride +6 (+1 Dex, 5 ranks), Search +2 (+2 Int, 0 ranks), Sense Motive +4 (+4 Wis, 0 ranks), Sneak +1 (+1 Dex, 0 ranks), Spellcraft +13 (+2 Int, 11 ranks), Spot +13 (+4 Wis, 9 ranks), Survival +14 (+2 aboveground natural) (+4 Wis, 6 ranks, +2 racial, +2 nature sense), Swim +23 (+2 Str, 13 ranks, +8 racial), Use Magic Device +2 (+0 Cha, 0 ranks, +2 synergy Spellcraft), Use Rope +1 (+1 Dex, 0 ranks)

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

 Feats Armor Proficiency (light), Armor Proficiency (medium), Easy Metamagic (Maximize Spell), Easy Metamagic (Quicken Spell), Improved Initiative, Martial Weapon Proficiency (koa sword), Maximize Spell, Quicken Spell, Rapid Spell, Shield Proficiency (all), Silent Spell, Simple Weapon Proficiency (dagger, javelin, knuckle duster, shortspear, spear), Single Target Spell
Sea Shell     Special Qualities     Sea Shell
  • A Thousand Faces (Su) As alter self, at will as a standard action.
  • Echolocation (Ex) In the water, a darfellan can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Darfellans have blindsense out to 20 feet, but the blindsense doesn't extend beyond the water.
  • Hold Breath (Ex) A darfellan can hold his breath for a number of rounds equal to 8 x his Constitution score before he risks drowning. For a typical darfellan, this is 96 rounds, or almost 10 minutes.
  • 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     Spellcasting and Spell-Like Abilities     Sea Shell
Storm Druid Spells Per Day (0-level 6 | 1st 6 | 2nd 6 | 3rd 5 | 4th 5 | 5th 3 | 6th 2 | 7th 1)
DC to Resist 14 + spell level
Caster Level 13th13 levels of storm druid | Spell Penetration d20+13d20 +13 caster level | Primary Ability Wisdom

0-level detect magic, know direction, light, mending, purify food & drink, read magic
1st detect snares and pits, entangle, faerie fire, kuo-toa skin, snake's swiftness, spore field
2nd cat's grace, delay poison, earthen claw, legion's snake's swiftness, lesser restoration, water jet
3rd call lightning, cure moderate wounds, lion's charge, menacing tentacles, swift fly
4th arc of lightning, armor of thorns, steam jet, sudden stalagmite, summon nature's ally IV
5th animal growth, ice shield, molten blast
6th chasing perfection, summon greater elemental
7th mass animalistic power

Sea Shell     Biographical Information     Sea Shell
Kale  History
Why did you become an adventurer? My home village has been constantly attacked by sahuagin, and I have decided to take up advetureing to learn of new ways to destroy the enemy. I hope to return to the village with new knowledge to preserve the safety of my people.
What is your favorite motto or saying? Kokahele ia paka
How did you acquire your equipment, and does any of it have special meaning? It was from traveling merchant and the best things my village could give me, it reminds me of home.
What's the worst event in your life? Leaving home.
Do you have surviving family? Do you stay in touch? Yes. Not really.
What is your biggest fear? Failing my village.
What makes you laugh out loud? Sahuagin death.
What makes you angry? Sahuagin life.
What talent would you most like to have? The physical fighting ability of a warrior.
What are your sentiments toward witchery? Indifferent.
What are your sentiments toward other cultures? If it isn't a dirty sahuagin bastard, it can't be all that bad.
What would be your theme music? He'eia (http://www.youtube.com/watch?v=mW5_chAgg8c&feature=related)

 Religion Moana | Culture Darfellan | Heritage 100% Darfellan
 Height 6 ft. 1 in. | Weight 206 lb. | Age 24 | Hair None | Eyes Black
 Mannerisms Reserved, quiet, but full of emotion (possibly rage) thinly guised.
 Appearance White midsection, completely black smooth head, no tattoos, white areas on hands and feet like socks and gloves.
 Last Played September 9, 2010

Character Level Record
Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid Storm Druid
Storm Druid Storm Druid Storm Druid              

Sea Shell     Equipment & Possessions     Sea Shell
 Magic Items Equipped WEAPON—+2 gripping monstrous humanoid bane monstrous humanoid detecting ornate obsidian spear (+2 enhancement attack rolls and damage; +2 item bonus Intimidate checks; additional +2 enhancement attack rolls and damage plus 2d6 damage against monstrous humanoids; +2 competence bonus resist disarm; glows blue within 60 ft. of monstrous humanoids) (32,502 gp), ARMOR/BACK—None, HEAD—+1 medium helm (+3 helm; 10% spell failure) (2,685 gp), FACE—None, NECK—+4 periapt of wisdom (16,000 gp), CHEST—+3 vest of resistance (9,000 gp), SHOULDERS—+2 barkskin cape (8,000 gp), WAIST—None, HANDS—+2 gloves of dexterity (4,000 gp), FEET—None, EARRINGS—earrings of minor fire resistance (fire resistance 10) (12,000 gp), BODY PIERCINGS—+2 body piercing of protection (8,000 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 +1 critical deflecting obsidian dagger (+1 enhancement attack rolls and damage; +1 item damage on successful critical; 1/round—make DC 20 Reflex save to deflect a ranged weapon that would normally hit you of which you are aware) (8,452 gp), 2 lesser enlarge metamagic rod (3/day—Enhance 3rd-level or lower spell with Enlarge Spell feat.) (3,000 gp), possum pouch (attach or remove with command word; DC 30 Search check; 12 inches in diameter and 2 inches thick) (1,800 gp)

 Balms

  • Masterwork Balm Belt balm of barkskin +2 (CL 3; 30 minute duration) (300 gp), □□□□ balm of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), □□ balm of health cocktail (cures 3d8+4 hp) (525 gp), balm of magic fang (CL 1; 1 minute duration; +1 enhancement attack and damage on natural attacks) (50 gp), balm of shield of faith +4 (6 minute duration; +4 deflection bonus to AC) (600 gp), oil of poison weapon (1d4 Dex, DC 13 Fort negates; 1 minute duration) (50 gp)

 Scrolls scroll of cure light wounds (CL 1) (25 gp) and cure light wounds (CL 1) (25 gp)

 Wands wand of cure moderate wounds (18 charges; CL 3; cures 2d8+3 hp) (1,620 gp [90 gp/charge]), wand of cure moderate wounds (48 charges; CL 3; cures 2d8+3 hp) (4,320 gp [90 gp/charge]), wand of darkness (11 charges; CL 3) (990 gp [90 gp/charge])

 Nonmagical Items backpack (2 gp), balanced masterwork koa sword (608 gp), bedroll (1 sp), 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), renowned silk rope (50 ft.; +4 circumstance Use Rope checks) (210 gp), 2 sacks (1 sp each), tent (10 gp), □□□ torches (1 cp each), waterskin (1 gp)

 Black Pearls 0 | White Pearls 0 | Red Coral 0 | Pink Coral 5,037 | Blue Coral 6 | Green Coral 2
 Other Wealth None

 Defeated Enemy Record Anguillian Cutthroat, Dire Giant Octopus, Dire Inferno Frog (2), Dire War Frog (3), Frog Cultist Berserker, Frog Cultist Doomwarden, Frog Cultist Priest, Frog Cultist Protector of the Frog, Frog Cultist Slaymonger, Inshon Bandit (2), Inshon Brawler, Inshon Warlock, Ophidian Fodder (4), Sahuagin Savage, Sahuagin Sea Witch, Snakeman Huntsman, Snakeman Shaman, Snakeman Warmage, Yuan-Ti Halfblood Psychic Warrior