Dungeons & Dragons 3.5 Edition
Pukana La'Aina Campaign
PALU
Keiki Manuahis
Phoenix Gaming Club Played by Chris Harmon
14 Games Played
Created 05/06/2010
Male Human Character Level 13
CN Medium Humanoid (Human) Classes Ranger 13
AC Touch Flat-Footed Size Dex Natural Defense Helm Shield Deflection Dodge Morale Circumstance Other
25 23 21 +0 +4 +2 +7 +0 +0 +2 +0 +0 +0 +0
Saves Total Ability Magic Special
Fortitude +13+8 base +0 misc +2 +3  
Reflex +15+8 base +0 misc +4 +3 evasion
Will +9+4 base +0 misc +2 +3  
BAB +13/+8/+3 Initiative +4+4 Dex +0 Improved Initiative
melee touch +16 Grapple +16BAB +3 Str +0 Size
ranged touch +17 Reach 5 ft.
Hit Dice 13d8+39 Ability Total Mod Magic
  ↓surge↓ STR 16 16 base +0 race +0 age +0 inherent +0 level +3 +0
143 107 71 35 DEX 18 15 base +0 race +0 age +0 inherent +1 level +4 +2
Surges □□□□□ CON 16 15 base +0 race +0 age +0 inherent +1 level +3 +0
Speed 30 ft.30 ft. base +0 ft. fast movement -0 ft. armor (6 squares)
Senses Listen +3 | Search +12 | Spot +14
INT 12 11 base +0 race +0 age +0 inherent +1 level +1 +0
WIS 14 13 base +0 race +0 age +0 inherent +1 level +2 +0
CHA 8 8 base +0 race +0 age +0 inherent +0 level -1 +0
Damage Reductionn/a | Fortification0% | Miss Chance0% | Spell Resistance0%
Immunen/a | Resistn/a | Weaknessn/a
Weapon Atk Full Atk Dmg Crit Type
+1 confirming corded damaging threatening obsidian maca
breaks
□□□□□|□□□□□
melee +19BAB +0 size +3 Str +1 enhancement +1 racial +1 Weapon Focus feat +15/+10/+5as Single Attack but -4 for Two-Weapon Fighting with non-light weapon 1d10+4weapon base +3 Str +1 enhancement 16-20/x2 S
Special Notes breaks on critical hit | +1 enhancement confirm critical | +2 item resist disarm
+1 triarc obsidian maca
breaks
□□□□□|□□□□□
melee +19BAB +3 Str +1 enhancement +1 racial +1 Weapon Focus +15/+10/+5as Single Attack but -4 for Two-Weapon Fighting with non-light weapon 1d8+2weapon base +1 x0.5 Str +1 enhancement plus 1 acid 1 cold 1 electricity 17-20/x2 S
Special Notes breaks on critical hit
+2 acid elemental damaging threatening obsidian dagger
breaks
□□□□□|□□□□□
melee +18BAB +0 size +3 Str +2 enhancement +18/+13/+8 1d6+5weapon base +3 Str +2 enhancement 18-20/x2 S or P
ranged (10 ft. | 5 inc.) +19BAB +0 size +4 Dex +2 enhancement +19 1d6+5weapon base +3 Str +2 enhancement 18-20/x2 P
Special Notes breaks on critical hit | 1/day—make ranged touch at target up to 30 ft. away dealing 4d6 acid damage
+1 confirming corded damaging threatening obsidian dagger
breaks
□□□□□|□□□□□
melee +17BAB +0 size +3 Str +1 enhancement +17/+12/+7 1d6+4weapon base +3 Str +1 enhancement 18-20/x2 S or P
ranged (10 ft. | 5 inc.) +18BAB +0 size +4 Dex +1 enhancement +18 1d6+4weapon base +3 Str +1 enhancement 18-20/x2 P
Special Notes breaks on critical hit | +1 enhancement confirm critical | +2 item resist disarm
unarmed strike
breaks
n/a
melee +16BAB +0 size +3 Str +16/+11/+6 1d3+3weapon base +3 Str nonlethal 20/x2 B
Sea Shell     Combat Options     Sea Shell
  • Attack Bonus Gain a +1 racial bonus to attack rolls when using a maca.
  • 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.
  • 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.
  • Double Hit (Ex) When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons.
  • Favored Enemy (Ex) Gain a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks against the following creature types. Add an additional 1d6 damage that does not double on a critical hit.
    • Aberration Gain +2 bonus to above skills; +5 weapon damage bonus; increase critical multiplier by 1.
    • Giant Gain +2 bonus to above skills; +5 weapon damage bonus; increase critical multiplier by 1.
    • Monstrous Humanoid Gain +6 bonus to above skills; +9 weapon damage bonus; increase critical multiplier by 1.
 Languages Common Trade, Panahi, Sahuagin
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +4 (+4 Dex, 0 ranks), Bluff -1 (-1 Cha, 0 ranks), Climb +4 (+2 involving ropes) (+3 Str, 1 ranks), Concentration +3 (+3 Con, 0 ranks), Craft (obsidian weapon-making) +14 (+1 Int, 13 ranks), Diplomacy -1 (-1 Cha, 0 ranks), Disguise -1 (-1 Cha, 0 ranks), Escape Artist +4 (+2 involving ropes) (+4 Dex, 0 ranks), Forgery +1 (+1 Int, 0 ranks), Gather Information -1 (-1 Cha, 0 ranks), Handle Animal +12 (-1 Cha, 13 ranks), Heal +9 (+2 Wis, 7 ranks), Intimidate -1 (-1 Cha, 0 ranks), Jump +14 (+3 Str, 1 ranks, +10 body piercing of improved jumping), Knowledge (dungeoneering) +6 (+1 Int, 5 ranks), Knowledge (geography) +2 (+1 Int, 1 ranks), Knowledge (nature) +16 (+1 Int, 13 ranks, +2 synergy Survival), Knowledge (religion) +13 (+1 Int, 12 ranks), Listen +3 (+2 Wis, 1 ranks), Ride +9 (+4 Dex, 3 ranks, +2 synergy Handle Animal), Search +12 (+1 Int, 11 ranks), Sense Motive +2 (+2 Wis, 0 ranks), Sneak +5 (+4 Dex, 1 ranks), Spot +14 (+2 Wis, 12 ranks), Survival +18 (+2 aboveground and underground natural environment or following tracks) (+2 Wis, 16 ranks), Swim +17 (+3 Str, 14 ranks), Use Rope +16 (+4 Dex, 8 ranks, +4 renowned silk rope)

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

 Feats Armor Proficiency (light), Combat Reflexes, Double Hit, Endurance, Favored Enemy Strike, Favored Slayer, Greater Two-Weapon Fighting, Improved Critical (maca), Improved Favored Enemy, Improved Two-Weapon Fighting, Martial Weapon Proficiency (atlatl, great maca, handaxe, maca, throwing axe), Shield Proficiency (all), Simple Weapon Proficiency (club, dagger, light mace, heavy mace, shortspear, sling, spear), Two-Weapon Fighting, Weapon Focus (maca)
Sea Shell     Special Qualities     Sea Shell
  • Camouflage (Ex) Use Sneak skill in any natural terrain, even if the terrain doesn't grant cover or concealment.
  • Endurance (Ex) You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.
  • Evasion (Ex) If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
  • 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.
  • Swift Tracker (Ex) Move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking.
  • Wild Empathy (Ex) A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check. Gain +2 synergy bonus from Handle Animal.
  • Woodland Stride (Ex) Move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Sea Shell     Spellcasting and Spell-Like Abilities     Sea Shell
Spell-Like Abilities 1/day—cure minor wounds (DC 11 ), detect poison (), light ().
Caster Level 1st1 levels of druid (from culture) | Spell Penetration d20+1d20 +1 caster level | Primary Ability Wisdom

Ranger Spells Per Day (1st 2 | 2nd 2 | 3rd 1)
DC to Resist 12 + spell level
Caster Level 6thhalf of 13 levels of ranger | Spell Penetration d20+6d20 +6 caster level | Primary Ability Wisdom

1st poison weapon, resist energy
2nd animalistic power, cure light wounds
3rd neutralize poison

Sea Shell     Biographical Information     Sea Shell
 History
Why did you become an adventurer? It is a rite of passage for young men from my tribe, when I return, I will be man in the eyse of the tribal elders.
What is your favorite motto or saying? What does not kill us makes us stronger.
How did you acquire your equipment, and does any of it have special meaning? In my tribe, the equipment is all made my the other warriors, and is handed down from father to son, so it is all importanat to me.
What's the worst event in your life? Seeing my tribes' women and children slain by raiding sahuagin, and villages wiped out by storms.
Do you have surviving family? Do you stay in touch? choose
What is your biggest fear? Losing the respect and support of my tribe.
What makes you laugh out loud? Not sure, Palu is a pretty serious kind of a guy.
What makes you angry? Tresspasses by the suhaugin and choose
What talent would you most like to have? choose
What are your sentiments toward witchery? Nature's power is manifested in many ways, and is only as good or bad as who may harness it.
What are your sentiments toward other cultures? The peaceful cultures around me are easily tolerated, those that invade my tribe's lands are to be dealt with swiftly.
What would be your theme music? BJ Penn's fight song.

 Religion Ahi | Culture Panahi | Heritage 100% Reincarnated Kanaka Human (originally Panahi)
 Height 6 ft. 0 in. | Weight 185 lb. | Age 19 | Hair Black | Eyes Brown
 Mannerisms Angers easily, and he often will strike first, and ask questions later.
 Appearance Tall and wiry, and athletic. Wears brightly colored animal pelts.
 Last Played September 9, 2010

Character Level Record
Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger Ranger
Ranger Ranger Ranger              

Sea Shell     Equipment & Possessions     Sea Shell
 Magic Items Equipped WEAPON—+1 confirming corded damaging threatening obsidian maca (+1 enhancement attack and damage; +1 enhancement confirm critical; +2 item resist disarm; 1d10 damage; 18-20/x2) (4,115 gp), ARMOR/BACK—None, HEAD—None, FACE—tiki mask of recovery (1/day—As a standard action that does not provoke, the character may activate one healing surge and gain a +2 bonus to his Armor Class. This uses a surge but does not count as Second Wind for the encounter. The mask must be worn for 24 hours before it can be used.) (1,000 gp), 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—None, EARRINGS—+2 earrings of protection (8,000 gp), BODY PIERCINGS—body piercing of improved jumping (+10 competence Jump checks) (10,000 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 +2 acid elemental damaging threatening obsidian dagger (+2 enhancement attack and damage; increase damage by one die; increase threat range by 1; 1/day—make ranged touch at target up to 30 ft. away dealing 4d6 acid damage) (12,002 gp), +1 confirming corded damaging threatening obsidian dagger (+1 enhancement attack and damage; +1 enhancement confirm critical; +2 item resist disarm; 1d6 damage; 18-20/x2) (4,105 gp), devastation gauntlets (On a critical melee hit, spend up to 3 charges per day to add extra damage. 1 charge—add +2d6 damage, 2 charges—add +3d6 damage, 3 charges—add +4d6 damage) (2,000 gp), +1 triarc obsidian maca (add 1 acid, 1 cold, 1 electricity damage) (8,310 gp)

 Wands wand of bear's endurance (3 charges) (270 gp [90 gp/charge])

 Balms □□□ balm of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), balm of delay poison (CL 3; 3 hour duration) (300 gp), balm of shield of faith +4 (6 minute duration; +4 deflection bonus to AC) (600 gp), vial 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 lesser quick fix (cures 1d8+1 hp plus haste for 5 rounds) (1,200 gp), □□ balm of lesser restoration (CL 3; cures 1d4 temporary damage to one ability; downgrades fatigue one step) (300 gp), □□ balm of neutralize poison (CL 5; 50 minute duration) (750 gp), balm of wieldskill (CL 1; 1 minute duration; +5 competence to any skill of your choice) (50 gp)

 Nonmagical Items backpack (2 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 7,510 | Blue Coral 6 | Green Coral 2
 Other Wealth None

 Defeated Enemy Record Advanced Chuul, Darktentacles, Dire Inferno Frog, Dire War Frog (3), Feral Inshon, Frog Cultist Doomwarden (3), Frog Cultist Priest (2), Frog Cultist Slaymonger (2), Inshon Bandit (5), Inshon Brawler (2), Ophidian Fodder (3), Sahuagin Savage, Snakeman Huntsman (2), Venomous Inshon (3), Vrock Demon-Possessed Evolved Yuan-Ti Abomination, Yuan-Ti Pureblood Psion
Sea Shell     Animal Companion     Sea Shell
CarmineCrocodile
Medium Animal; HD 7d8+28; hp 84 (84 | 63 | 42 | 21 ; □□□□□ surges); Init +2 (+2 Dex); Spd 20 ft. (4 squares), swim 30 ft.; AC 20 (+2 Dex, +8 natural; touch 12, flat-footed 18); BAB +5; Grapple +10; Atk +10 melee (1d8+7, crit. 20/x2, bite) or +11 melee (1d12+7, crit. 19-20/x2, tail slap); Full Atk +10 melee (1d8+7, crit. 20/x2, bite) or +11 melee (1d12+7, crit. 19-20/x2, tail slap); Space/Reach 5 ft./5 ft.; SA Improved grab; SQ Devotion, evasion, hold breath, link, low-light vision, share spells; AL CN; SV Fort +9, Ref +7, Will +3; Str 21, Dex 14, Con 18, Int 1, Wis 12, Cha 2.
Skills and Feats: Listen +5 (+1 Wis, 2 ranks, +2 Alertness), Sneak +10* (+2 Dex, 5 ranks, +3 Skill Focus), Spot +5 (+1 Wis, 2 ranks, +2 Alertness), Swim +13 (+5 Str, 0 ranks, +8 racial); Alertness, Improved Critical (tail slap), Skill Focus (Sneak), Weapon Focus (tail slap).
  • Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
  • Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
  • Improved Grab (Ex): To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
  • Link (Ex): A ranger can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
  • Share Spells (Ex): At the ranger's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the ranger before the duration expires. Additionally, the ranger may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. A ranger and her animal companion can share spells even if the spells normally do not affect creatures of the companion's type (animal).
  • Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
    *A crocodile gains a +4 racial bonus on Sneak checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Sneak checks.

Skill Tricks (Handle Animal skill check required)

  • Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
  • Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
  • Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
  • Guard (DC 20): The animal stays in place and prevents others from approaching.
  • Heel (DC 15): The animal follows you closely, even to places where it normally wouldn't go.
  • Hold (DC 20): The animal initiates a grapple attack and attempts to hold a designated enemy in its teeth.