Dungeons & Dragons 3.5 Edition
Pukana La'Aina Campaign
PUINSAI
Keiki Manuahis
Phoenix Gaming Club Played by Casey Scruggs
13 Games Played
Created 05/06/2010
Female Reincarnated Cacaelia Character Level 13
CG Medium Humanoid (Aquatic) Classes Warder 13
AC Touch Flat-Footed Size Dex Natural Defense Helm Shield Deflection Dodge Morale Circumstance Other
25 21 21 +0 +3 +2 +7 +0 +0 +2 +1 +0 +0 +0
Saves Total Ability Magic Special
Fortitude +15+8 base +0 misc +4 +3  
Reflex +14+8 base +0 misc +3 +3 evasion
Will +8+4 base +0 misc +1 +3  
BAB +13/+8/+3 Initiative +3+3 Dex +0 Improved Initiative
melee touch +20 Grapple +24BAB +7 Str +0 Size +4 Improved Grapple
ranged touch +16 Reach 5 ft.
Hit Dice 13d8+52 Ability Total Mod Magic
  ↓surge↓ STR 24 17 base +0 race +0 age +0 inherent +1 level +7 +6
156 117 78 39 DEX 17 12 base +2 race +0 age +0 inherent +1 level +3 +2
Surges □□□□□ CON 18 15 base +1 race +0 age +0 inherent +0 level +4 +2
Speed 40 ft.20 ft. base +10 ft. fast movement -0 ft. armor +10 boots of striding and springing (8 squares), swim 30 ft.
Senses Listen +7 | Search +3 | Spot +7; low-light vision
INT 10 9 base -1 race +0 age +0 inherent +2 level +0 +0
WIS 13 13 base +0 race +0 age +0 inherent +0 level +1 +0
CHA 8 6 base +2 race +0 age +0 inherent +0 level -1 +0
Damage Reduction3/— | Fortification0% | Miss Chance0% | Spell Resistance0%
Immunen/a | Resistn/a | Weaknessn/a
Weapon Atk Full Atk Dmg Crit Type
balanced critical damaging masterwork ornate greatclub
breaks
n/a
melee +22BAB +0 size +7 Str +1 enhancement +1 racial +22/+17/+12 2d6+11weapon base +10 1.5x Str +1 enhancement 20/x2 B
Special Notes +1 item damage on critical hit | +2 item bonus to Intimidate checks
confirming damaging masterwork threatening flint handaxe
breaks
□□□□□|□□□□□
melee +21BAB +0 size +7 Str +1 enhancement +21/+16/+11 1d8+7weapon base +7 Str 19-20/x3 S
Special Notes breaks on critical hit | +1 confirm critical hits
+1 flint trident
breaks
□□□□□|□□□□□
melee +21BAB +0 size +7 Str +1 enhancement +21/+16/+11 1d8+8weapon base +7 Str +1 enhancement 20/x2 P
ranged (10 ft. | 5 inc.) +17BAB +0 size +3 Dex +1 enhancement +17 1d8+8weapon base +7 Str +1 enhancement 20/x2 P
Special Notes breaks on critical hit
masterwork bolas
breaks
n/a
ranged (10 ft. | 5 inc.) +17BAB +0 size +3 Dex +1 enhancement +17 1d4+7weapon base +7 Str nonlethal 20/x2 B
Special Notes make ranged trip attack
+2 acid elemental damaging threatening obsidian dagger
breaks
□□□□□|□□□□□
melee +22BAB +0 size +7 Str +2 enhancement +22/+17/+12 1d6+9weapon base +7 Str +2 enhancement 18-20/x2 P or S
ranged (10 ft. | 5 inc.) +17BAB +0 size +3 Dex +2 enhancement +17 1d6+9weapon base +7 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
unarmed strike
breaks
n/a
melee +20BAB +0 size +7 Str +20/+15/+10 1d3+7weapon base +7 Str nonlethal 20/x2 B
Sea Shell     Combat Options     Sea Shell
  • Adaptable Flanker (Ex) As a swift action, you designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying any other square you threaten for purposes of determining flanking bonuses for you and your allies. You also occupy your current square for flanking an opponent.
  • Attack Bonus (Ex) Gain a +1 racial bonus to attack rolls when using a greatclub.
  • 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.
  • Cleave (Ex) If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
  • 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.
  • Favored Enemy (Ex) Gain a bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks as well as weapon damage rolls against the following creature types.
    • Humanoid (Aquatic) Gain +2 bonus.
    • Outsider (Evil) Gain +4 bonus.
    • Humanoid (Reptilian) Gain +4 bonus.
  • Ink Cloud (Ex) A cecaelia can emit a cloud of jet-black ink 10x10x10 feet once per minute as a free action. The cloud provides total concealment, which the cecaelia usually uses to escape. All vision within the cloud is obscured. This ability only works when the cecaelia is underwater.
  • Nature's Blessing (Su) 1/day—As a standard action, add a +4 bonus to his Constitution, Dexterity, or Wisdom score for 1 minute per class level.
  • Power Attack (Ex) On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
    If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  • tiki mask of excellence 1/day—As a standard action, activate heroism at CL 5 for 50 minute duration on self.
  • Vexing Flanker (Ex) You gain a +4 bonus on your attack rolls when flanking.
 Languages Common Trade, Koahine
 Skills Appraise +1 (+0 Int, 1 ranks), Autohypnosis +4 (+1 Wis, 3 ranks), Balance +5 (+3 Dex, 2 ranks), Bluff +2 (-1 Cha, 0 ranks, +3 circlet of persuasion), Climb +12 (+7 Str, 5 ranks), Concentration +7 (+4 Con, 3 ranks), Craft (flint weapon-making) +5 (+0 Int, 5 ranks), Diplomacy +2 (-1 Cha, 0 ranks, +3 circlet of persuasion), Disable Device +1 (+0 Int, 1 ranks), Disguise +2 (-1 Cha, 0 ranks, +3 circlet of persuasion), Escape Artist +8 (+3 Dex, 1 ranks, +4 racial), Forgery +0 (+0 Int, 0 ranks), Gather Information +2 (-1 Cha, 0 ranks, +3 circlet of persuasion), Handle Animal +6 (-1 Cha, 4 ranks, +3 circlet of persuasion), Heal +6 (+1 Wis, 5 ranks), Intimidate +4 (-1 Cha, 0 ranks, +3 circlet of persuasion, +2 tiki mask of excellence), Jump +16 (+7 Str, 4 ranks, +5 boots of striding and springing), Knowledge (arcana) +2 (+0 Int, 2 ranks), Knowledge (dungeoneering) +5 (+0 Int, 5 ranks), Knowledge (geography) +4 (+0 Int, 4 ranks), Knowledge (history) +2 (+0 Int, 2 ranks), Knowledge (nature) +4 (+0 Int, 4 ranks), Knowledge (religion) +2 (+0 Int, 2 ranks), Knowledge (runes) +2 (+0 Int, 2 ranks), Knowledge (sea) +2 (+0 Int, 2 ranks), Listen +7 (+1 Wis, 4 ranks, +2 tiki mask of excellence), Ride +6 (+3 Dex, 3 ranks), Search +4 (+0 Int, 4 ranks), Sense Motive +1 (+1 Wis, 0 ranks), Sneak +8 (+3 Dex, 5 ranks), Spellcraft +2 (+0 Int, 2 ranks), Spot +7 (+1 Wis, 4 ranks, +2 tiki mask of excellence), Survival +5 (+2 underground) (+1 Wis, 4 ranks), Swim +19 (+7 Str, 4 ranks, +8 racial), Tumble +7 (+3 Dex, 2 ranks, +2 tiki mask of excellence), Use Rope +11 (+3 Dex, 4 ranks, +4 renowned silk rope)

 Armor Check Penalty -0-0 armor -0 helm -0 shield | Swim Check Penalty -0 | Permanent Class Skills Able Learner (all skills cost 1 rank)

 Feats Able Learner, Adaptable Flanker, Armor Proficiency (light), Cleave, Combat Reflexes, Daredevil Athlete, Dodge, Endurance, Improved Grapple, Martial Weapon Proficiency (club, dagger, heavy mace, javelin, light mace, quarterstaff, shortspear, spear), Power Attack, Shield Proficiency (all), Simple Weapon Proficiency (battleaxe, composite shortbow, greatclub, handaxe, throwing axe, trident), Track, Vexing Flanker
Sea Shell     Special Qualities     Sea Shell
  • Amphibious (Ex) Cecaelias can breathe both air and water.
  • Camouflage (Ex) Use Sneak skill in any natural terrain, even if the terrain doesn't grant cover or concealment.
  • 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.
  • 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.
  • Jet (Ex) A cecaelia can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. This ability only works when the cecaelia is underwater.
  • Healing Touch (Sp) 1/day—Use either neutralize poison or remove disease at caster level equal to half warder class level.
  • 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     Biographical Information     Sea Shell
Puinsai  History
Why did you become an adventurer? To put down the wretched yuan-ti.
What is your favorite motto or saying? Today is a good day to die.
How did you acquire your equipment, and does any of it have special meaning? Bought them from my tribe's weapon maker. They've laid waste to many yuan-ti.
What's the worst event in your life? My village was pillaged by sahuagin while the women were off fighting yuan-ti.
Do you have surviving family? Do you stay in touch? Yes. No.
What is your biggest fear? Losing my life to a vile yuan-ti.
What makes you laugh out loud? Damn near anything.
What makes you angry? Men not following orders.
What talent would you most like to have? The ability to cast.
What are your sentiments toward witchery? I'm jealous.
What are your sentiments toward other cultures? Other humans are fine. Everything else pisses me off.
What would be your theme music? Somewhere Over the Rainbow by Israel Kamakawiwo'ole

 Religion Hekili | Culture Koahine | Heritage 100% Reincarnated Cacaelia (originally 100% Human)
 Height 6 ft. 5 in. | Weight 180 lb. | Age 34 | Hair Black | Eyes Green
 Mannerisms Laughs at awkward and inappropriate times.
 Appearance Ears pierced. Nose Pierced. Sternum pierced. Tribal tattoo starting on left side of face, continuing down left arm. Second tribal tattoo covers entire right leg and foot.
 Last Played September 9, 2010

Character Level Record
Warder Warder Warder Warder Warder Warder Warder Warder Warder Warder
Warder Warder Warder              

Sea Shell     Equipment & Possessions     Sea Shell
 Magic Items Equipped WEAPON—+1 flint trident (2,315 gp), ARMOR/BACK—None, HEAD—circlet of persuasion (+3 competence bonus Charisma-based checks) (4,500 gp), FACE—tiki mask of excellence (face item slot; +2 competence Intimidate, Listen, Spot, and Tumble; 1/day—activate heroism at CL 5 for 50 minute duration on self) (6,500 gp), NECK—+2 lei of health (4,000 gp), CHEST—+3 vest of resistance (9,000 gp), SHOULDERS—+2 barkskin cape (8,000 gp), WAIST—+6 belt of giant strength (36,000 gp), HANDS—+2 gloves of dexterity (4,000 gp), FEET—boots of striding and springing (+10 ft. Speed; +5 competence bonus to Jump checks) (5,500 gp), EARRINGS—+2 earrings of protection (8,000 gp),, BODY PIERCINGS—piercing of sustenance (no need for food; requires 2 hour sleep a night) (2,500 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), 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) dust of dryness (if thrown into water, absorb 100 gallons into a marble-size pellet that can later be released; if thrown into an elemental with water subtype, DC 18 Fort save or be destroyed, 5d6 damage if successful) (850 gp), earrings of nullification (1/day—negate 20 hp of one specified attack type; declaring attack type is a standard action) (3,200 gp) +2 earth-based club (+2 enhancement attack rolls and damage; add +1d6 earth damage) (18,300 gp)

 Balms balm of shield of faith +2 (1 minute duration) (50 gp), balm of shield of faith +4 (6 minute duration; +4 deflection bonus to AC) (600 gp), balm of spider climb (CL 3; 30 minute duration) (300 gp)

  • Masterwork Balm Belt □□□□ balm of cure light wounds (CL 1; cures 1d8+1 hp) (50 gp), balm of fighter's cocktail (+4 enhancement Strength and Constitution; 3 minute duration) (900 gp), balm of neutralize poison (CL 5; 50 minute duration) (750 gp), balm of shield of faith +3 (3 minute duration) (300 gp), vials of masterwork antitoxin (+6 alchemical bonus on Fort saves against poison for 1 hour) (100 gp each)

 Nonmagical Items backpack (2 gp), balanced critical damaging masterwork ornate greatclub (2d6 damage; +1 enhancement attack and damage; +1 item damage on critical hit; +2 item bonus to Intimidate checks) (1,955 gp), bedroll (1 sp), belt pouch (1 gp), □□ candles (5-ft. radius illumination; 1 hour) (1 cp each), confirming damaging masterwork threatening flint handaxe (1d8 damage; 19-20/x3; +1 enhancement attack; +1 confirm critical hits) (2,106 gp), 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 bolas (305 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 3,999 | Blue Coral 6 | Green Coral 2
 Other Wealth None

 Defeated Enemy Record Anguillian Cutthroat (3), Awakened Dire Viper, Cave Troll King, Frog Cultist Berserker, Frog Cultist Protector of the Frog, Frog Cultist Witch, Inshon Bandit, Inshon Brawler, Ophidian Fodder (3), Sahuagin Savage (3), Sahuagin Sea Priest, Snakeman Huntsman (2), Snakeman Shaman, Snakeman Warmage, Yuan-Ti Halfblood Psychic Warrior