Dungeons & Dragons 3.5 Edition
Pukana La'Aina Campaign
PALAKELEI
Keiki Manuahis
Phoenix Gaming Club Played by Shane Bradley
7 Games Played
Created 05/06/2010
Male Human Character Level 11
CN Medium Humanoid (Human) Classes Martial Warrior 11
AC Touch Flat-Footed Size Dex Natural Defense Helm Shield Deflection Dodge Morale Circumstance Martial Warrior
28 22 23 +0 +4 +2 +5 +2 +2 +0 +1 +0 +0 +2
Saves Total Ability Magic Special
Fortitude +14+7 base +2 Great Fortitude feat +2 +3  
Reflex +14+7 base +0 misc +4 +3  
Will +8+3 base +0 misc +2 +3  
BAB +8/+3 Initiative +4+4 Dex +0 Improved Initiative
melee touch +11 Grapple +8BAB +0 Str +0 Size
ranged touch +12 Reach 5 ft.
Hit Dice 11d10+22 Ability Total Mod Magic
  ↓surge↓ STR 10 10 base +0 race +0 age +0 inherent +0 level +0 +0
132 99 66 33 DEX 18 16 base +0 race +0 age +0 inherent +0 level +4 +2
Surges □□□□□ CON 14 13 base +0 race +0 age +0 inherent +1 level +2 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +1 | Search +0 | Spot +1
INT 10 9 base +0 race +0 age +0 inherent +1 level +0 +0
WIS 14 13 base +0 race +0 age +0 inherent +1 level +2 +0
CHA 5 5 base +0 race +0 age +0 inherent +0 level -3 +0
Damage Reductionn/a | Fortification0% | Miss Chance0% | Spell Resistance0%
Immunen/a | Resistn/a | Weaknessn/a
Weapon Atk Full Atk Dmg Crit Type
+2 hands as weapons
breaks
n/a
melee +15BAB +0 size +4 Dex +2 enhancement +1 Weapon Focus +15/+10 1d10+6weapon base +4 Dex +2 enhancement 20/x2 B, P, or S
surprise kick
breaks
n/a
melee +13BAB +0 size +4 Dex +2 enhancement +1 Weapon Focus -2 surprise kick 1d10+6weapon base +4 Dex +2 enhancement 20/x2 B, P, or S
masterwork sling
breaks
n/a
ranged (50 ft. | 10 inc.) +13BAB +0 size +4 Dex +1 enhancement +13/+8 1d4+4weapon base +4 Dex 20/x2 B
masterwork net
breaks
ranged (10 ft. | 5 inc.) +13BAB +0 size +4 Dex +1 enhancement +13 weapon base
Sea Shell     Combat Options     Sea Shell
  • Active Defense (Ex) As a standard action, begin actively trying to block attacks for a single specific foe. Each time that foe tries to attack you before your next turn, roll an attack roll with your shield at your highest attack bonus. The opponent treats the attack or your AC as the AC he needs to hit you.
  • 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.
  • Block Attack (Ex) When you are aware of an attack, you may attempt to block blows that would otherwise land successfully. To block an attack, you must make a successful Reflex save with a DC of 10 + the attacker's total attack roll (including all modifiers such as magic, conditions, feats, and so on). If your block is successful, you only take half damage from the attack. You may make multiple blocks in a round, but each block reduces the number of attacks you may make by one. In effect, each block attempt counts as an attack action, even if it is not your turn. If you have no attacks left in a round, you may not block. You may not block attacks from enemies two or more size categories larger than you. You must have a free hand available to make a block attempt. You may only attempt to block melee attacks (not grapples) and can block attacks from multiple attackers as long as you have attacks remaining in the round.
  • 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.
  • Combat Reflexes (Ex) You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
  • Net (Ex) When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
  • Shield Step (Ex) Spend an attack of opportunity when an opponent misses you to impose a -2 penalty to further attack rolls against you until the end of his current turn. You may use this as many times as your opponent misses and you have remaining attacks of opportunity.
  • Surprise Kick (Ex) On a full attack action, make an extra unarmed strike at primary attack bonus -2.
  • Versatile Unarmed Strike (Ex) As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
  • Weapon Ward (Ex) Designate a single foe to ward. Your shield gains an additional +2 bonus to your AC against that foe but loses any bonus against any other foe.
 Languages Common Trade, Panahi
 Skills Appraise +0 (+0 Int, 0 ranks), Balance +10 (+4 Dex, 6 ranks), Bluff -3 (-3 Cha, 0 ranks), Climb +13 (+0 Str, 13 ranks), Concentration +2 (+2 Con, 0 ranks), Craft (obsidian weapon-making) +4 (+0 Int, 4 ranks), Diplomacy -3 (-3 Cha, 0 ranks), Disguise -3 (-3 Cha, 0 ranks), Escape Artist +9 (+4 Dex, 5 ranks), Forgery +0 (+0 Int, 0 ranks), Gather Information -3 (-3 Cha, 0 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate -1 (-3 Cha, 2 ranks), Jump +13 (+0 Str, 13 ranks), Knowledge (arcana) +2 (+0 Int, 2 ranks), Listen +1 (+2 Wis, 0 ranks, -1 masterwork medium helm), Ride +4 (+4 Dex, 0 ranks), Search +0 (+0 Int, 0 ranks), Sense Motive +3 (+2 Wis, 1 ranks), Sneak +4 (+4 Dex, 0 ranks), Spellcraft +1 (+0 Int, 1 ranks), Spot +1 (+2 Wis, 0 ranks, -1 masterwork medium helm), Survival +2 (+2 Wis, 0 ranks), Swim +13 (+0 Str, 13 ranks), Tumble +8 (+4 Dex, 2 ranks, +2 synergy Jump), Use Rope +8 (+2 bindings) (+4 Dex, 0 ranks, +4 renowned silk rope)

 Armor Check Penalty -0-0 armor -0 helm -0 shield | Swim Check Penalty -0 | Permanent Class Skills Knowledge (arcana), Spellcraft

 Feats Block Attack, Combat Reflexes, Dodge, Exotic Weapon Proficiency (net), Great Fortitude, Hands As Weapons, Improved Unarmed Strike, Shield Bearer (Active Defense, Shield Step, Weapon Ward), Shield Proficiency (buckler), Simple Weapon Proficiency (club, dagger, javelin, knuckle duster, shortspear, spear), Surprise Kick, Versatile Unarmed Strike, Weapon Focus (unarmed strike)
Sea Shell     Special Qualities     Sea Shell
  • burst boots □□□□□ 5/day—As a free action, make an additional move or move-equivalent action once per round.
  • 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 Soft style; add Dexterity 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     Spellcasting and Spell-Like Abilities     Sea Shell
Spell-Like Abilities 1/day—guidance (), know direction (), light ().
Caster Level 1st1 levels of druid (from culture) | Spell Penetration d20+1d20 +1 caster level | Primary Ability Wisdom
Sea Shell     Biographical Information     Sea Shell
Kale  History
Why did you become an adventurer? I was born into a family responsible for guarding important areas in our borders.
What is your favorite motto or saying? Don't be a girly man.
How did you acquire your equipment, and does any of it have special meaning? In my training we just used our fist. The equipment I have was won in wrestling competition. It's not all that special.
What's the worst event in your life? Ate some bad berries one day, got explosive diarrhea. That's about it.
Do you have surviving family? Do you stay in touch? Yes. My mother, father, 2 brothers, and 1 sister all still live at the old keep. I talk to them when I have a chance to go through the area.
What is your biggest fear? I don't like the snake men. They are too slippery.
What makes you laugh out loud? Stupid Sauhgin. Sissy fishes.
What makes you angry? People speaking against the great Ahi.
What talent would you most like to have? Be a better fisherman.
What are your sentiments toward witchery? eh... whatever
What are your sentiments toward other cultures? They are great for trade, just not as cool as the Panahi.
What would be your theme music? Macho Man Randy Savage Theme

 Religion Ahi | Culture Panahi | Heritage 100% Human
 Height 6 ft. 2 in. | Weight 180 lb. | Age 25 | Hair Black | Eyes Brown
 Mannerisms Likes to crack knuckles.
 Appearance Typical Samoan. Big, bulky and a smile at all times.
 Last Played July 6, 2010

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—+1 buckler (+2 shield; 5% spell failure) (1,165 gp), HEAD—medium helm of secret door detection (+2 helm; 10% spell failure; -1 Listen and Spot checks; concentrate and use detect secret doors at will) (2,185 gp), FACE—None, NECK—+2 lei of natural armor (8,000 gp), CHEST—+3 vest of resistance (9,000 gp), SHOULDERS—cloak of the manta ray (When in salt water, polymorph into a manta ray form gaining +3 natural armor, breathe underwater, swim 60 ft., tail sting at highest attack bonus for 1d6; arms can be attached or detached from cloak at will) (7,200 gp), 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—+2 gloves of dexterity (4,000 gp), FEET—burst boots (5/day—As a free action, make an additional move or move-equivalent action once per round.) (12,000 gp), EARRINGS—None, BODY PIERCINGS—None, 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 bag of holding type III (weighs 35 lbs; holds 1,000 lbs; 150 cu. ft. volume limit) (7,400 gp), +2 hands as weapons (8,000 gp)

 Balms

  • Masterwork Balm Belt □□□□ balm of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), balm of cure moderate wounds (cures 2d8+3 hp) (300 gp), □□ vial of legendary antitoxin (+8 alchemical bonus on Fort saves against poison for 1 hour) (550 gp each)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), □□□□□|□□□□□|□□□□□|□□□□□|□□□□□|□□□ bullets (1 cp each), □□ 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), masterwork net (320 gp), masterwork sling (300 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 107 | Blue Coral 3 | Green Coral 2
 Other Wealth None

 Defeated Enemy Record Amphibious Phase Spider, Anguillian Cutthroat, Cave Troll (3), Frog Cultist Slaymonger, Inshon Bandit (3), Inshon Brawler, Sahuagin Savage (2), Venomous Inshon