Realms Beyond - Hammer of Glory Campaign
Dungeons & Dragons 3.5 Edition
Character Played by Brian Blum; 1,330 GEMs
16 Active Game Sessions, Created on 11/30/2004
Name: Zimack Alignment: Neutral Good
Male Half-Bronze Dragon Goliath Medium Dragon
Character Level: 16 XP: 134,585
Classes: Barbarian 9, Cleric 16
Prestige Classes: Earth Elemental Warrior 1
Ability Base Race Age Inherent Level Magic Temp Total Mod Conditions
STR: 14 +12 +0 +0 +2 +0   28 / ____ +9 / ____ Fatigued Nauseated
DEX: 17 -2 +0 +0 +0 +4   19 / ____ +4 / ____ Exhausted Sickened
CON: 15 +4 +0 +0 +0 +0   19 / ____ +4 / ____ Blinded Shaken
INT: 7 +2 +0 +0 +0 +0   9 / ____ -1 / ____ Deafened Staggered
WIS: 16 +0 +0 +0 +3 +2   21 / ____ +5 / ____ Dazed Stunned
CHA: 11 +2 +0 +0 +0 +2   15 / ____ +2 / ____ Entangled Panicked
LUCK: 20 +0 +0 +0 +0 +0   20 / ____ +5 / ____
Uses        
Armor Class: 30
  touch 17     flat-footed 30

(+4 Dex, +4 natural, +9 chain shirt, +3 ring of protection)

BAB: +14/+9/+4
Grapple: +27
Space/Reach: 5 ft./5 ft.
Speed: 40 ft. (8 squares), fly 80 ft. (average)
Craft Points: 13,600

Languages: Common, Draconic, Gol-Kaa, Terran

Order Rank: Initiate
Lives Remaining: 8

Saving Throws Base Ability Magic Misc Total Penalties
Fortitude +10 +4 +5 +0 +19 / ____ Attack Rolls: Damage Rolls:
Reflex +5 +4 +5 +0 +14 / ____ Ability Checks: Skill Checks:
Will +10 +5 +5 +0 +20 / ____ Saving Throws: Negative Levels:
Hit Dice: 6d8+24 plus 10d12+40 (232 hp) 174 116 58 Initiative Modifier: +4 (+4 Dex)
                                       
Weapon Single Atk Secondary Full Atk Damage Critical Range Type
+1 Large shocking burst maul +25 n/a +25/+20/+15 2d8+14 plus 1d6 electricity 19-20/x3 0 ft. Bludgeoning
             
bite +23 +18 +23 1d6+9
1d6+4 (secondary)
20/x2 0 ft. Piercing
             
claws +23 +18 +23/+23 1d4+9
1d4+4 (secondary)
20/x2 0 ft. Slashing
             
Spell/Effect            
Duration            
Caster            
 Feats: Armor Proficiency (all), Cleave, Combat Casting, Combat Reflexes, Improved Critical (maul), Martial Weapon Proficiency (all), Maximize Breath, Power Attack, Quicken Spell, Shield Proficiency, Simple Weapon Proficiency (all), Weapon Focus (longsword), Weapon Focus (maul)
 Skills: Appraise +1 (-1 Int, 2 cross-class ranks), Balance +4 (+4 Dex, 0 ranks), Bluff +2 (+2 Cha, 0 ranks), Climb +8 (+8 Str, 0 ranks), Concentration +13 (+4 Con, 9 ranks), Diplomacy +2 (+2 Cha, 0 ranks), Disguise +2 (+2 Cha, 0 ranks), Escape Artist +4 (+4 Dex, 0 ranks), Forgery -1 (-1 Int, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Heal +5 (+5 Wis, 0 ranks), Hide +4 (+4 Dex, 0 ranks), Intimidate +5 (+2 Cha, 3 ranks), Jump +8 (+8 Str, 0 ranks), Knowledge (arcana) +1 (-1 Int, 2 ranks), Knowledge (history) +1 (-1 Int, 2 ranks), Knowledge (the planes) +4 (-1 Int, 5 ranks), Knowledge (religion) +1 (-1 Int, 2 ranks), Listen +8 (+5 Wis, 3 ranks), Move Silently +4 (+4 Dex, 0 ranks), Profession (herbalist) +6 +5 Wis, 1 ranks), Ride +4 (+4 Dex, 0 ranks), Search +3 (-1 Int, 4 ranks), Sense Motive +5 (+5 Wis, 0 ranks, +2 racial), Spellcraft +4 (-1 Int, 5 ranks), Spot +5 (+5 Wis, 0 ranks), Survival +4 (+4 Wis, 0 ranks), Swim +8 (+8 Str, 0 ranks), Use Rope +4 (+4 Dex, 0 ranks) Damage Reduction: 1/—
Resistances:
Acid: 10
Immunities: Electricity, paralysis, sleep
 Special Attacks/Qualities:
Acclimated: Goliaths are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
Barbarian Abilities: Improved uncanny dodge; trap sense +3; uncanny dodge.
Breath Weapon (Su): 1/day—Breathe 60-foot line of lightning; 6d8 electricity; DC 14 Reflex half.
Cleric Abilities: Aura of good; spontaneous casting (cure); 4/day—turn undead (as Clr15).
Half-Dragon Traits: Darkvision 60 ft.; low-light vision.
Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger it doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Rage (Ex): 3/day—Fly into a rage, gaining +4 Strength, +4 Constitution, +2 morale bonus on Will saves, and -2 penalty to Armor Class for 9 rounds. Afterwards become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the encounter.
Strike of Vengeance (Su):1/day—If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If the attack hits, you deal maximum damage.
 Cleric Domains: Retribution and War.
 Cleric Spells Prepared (6/7+1/6+1/6+1/5+1/5+1/3+1/3+1/2+1; DC 15 + spell level; caster level 16th): 0-level—. 1st—shield of faith*. 2nd—bear's endurance*. 3rd—speak with dead*. 4th—fire shield*. 5th—flame strike*. 6th—blade barrier*. 7th—spell turning*. 8th—power word stun*. * domain spell.

Magical Items: +5 chain shirt (25,250 gp), +5 cloak of resistance (25,000 gp), +4 gloves of dexterity (16,000 gp), +1 Large shocking burst maul (18,330 gp), +2 periapt of wisdom (4,000 gp), +2 plumed helmet of charisma (4,000 gp), +3 ring of protection (18,000 gp), sandals of levitation (7,400 ch'ao)

Potions: fighter's cocktail (CL 3; bull's strength and bear's endurance; 3 min. duration) (900 gp), lemon of haste (CL 5; 5 rnds; 750 ch'ao)

Nonmagical Items:

Biographical Information
 Height: 7 ft. 3 in.; Weight: 237 lb.; Age: ; Hair: None; Eyes: Bronze
 Patron Deity: Tyr; Homeland: ; Heritage: 50% Goliath, 50% Bronze Dragon
 Carrying Capacity: light load— up to 400 lbs.; medium load— 401-800 lbs.; heavy load— 801-1,200 lbs.; drag— 6,000 lbs.

 Platinum (pp): 0, Gold (gp): 570, Silver (sp): 0, Copper (cp): 0

Character Level Record
Goliath Half-Dragon Half-Dragon Half-Dragon Half-Dragon Half-Dragon Barbarian Barbarian Barbarian Barbarian
Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric
 
Barbarian Barbarian Barbarian Barbarian Barbarian Elemental Warrior        
Cleric Cleric Cleric Cleric Cleric Cleric        

Spellcasting Record
0-level:   1st: 14 2nd: 2 3rd: 3 4th: 7
5th: 16 6th: 9 7th:   8th: 4 9th:  

Quicken Spell:      

 Picture:

 House of Persevering Order

  • Classification: Clergy
  • Tithe: 2% (0 gp tithed)
  • Emergency Equipment Fund: 1,000 gp (0 gp used)
  • Completed Successful Missions: 0
  • Donations: 0 gp coins; 0 gp potions and scrolls; 0 gp other
 Character Background:
 Slain Enemy Record: 1 Cobra Snakeman Shaman, 1 Draglodyte Spellblade, 1 Feral Spined Lizardfolk Skirmisher, 1 Gaki Samurai Poleman, 1 Jormugandrin War Viper, 1 Ki Corrupted Cobra Monk, 1 Kyokan Janguru Kumo, 1 Lizardfolk Destroyer, 1 Oni-Mushi, 1 Sai Lung Shaman, 1 Steel-Clad Legionnaire Munifex II

Stat Blocks for Power Up Suites
Power Up Suite—divine favor, righteous might, and rage.

Size Large (14 ft. 6 in., 1,896 lb.); HD 6d8+48 plus 10d12+80 (296 hp); AC 31 (-1 size, +4 Dex, +4 natural, +9 chain shirt, +3 ring of protection, +4 enhancement bonus to natural armor from righteous might, -2 raging; touch 14, flat-footed 31); Grapple +33; Atk +34 melee (3d8+27 plus 1d6 electricity, 19-20/x3 plus 1d10 electricity, +1 Large shocking burst maul); Full Atk +34/+29/+24 melee (3d8+27 plus 1d6 electricity, 19-20/x3 plus 1d10 electricity, +1 Large shocking burst maul) and +28 melee (1d8+12, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Breath weapon (DC 18 Reflex half; 6d8 electricity in a 60-ft. line); SQ Damage reduction 10/evil; Fort +23, Ref +14, Will +22; Str 39, Dex 19, Con 27, Int 9, Wis 21, Cha 13, Luck 20.

Power Up Suite—divine favor, righteous might, wyrm's strength, and rage.

Size Large (14 ft. 6 in., 1,896 lb.); HD 6d8+66 plus 10d12+110 (344 hp); AC 31 (-1 size, +4 Dex, +4 natural, +9 chain shirt, +3 ring of protection, +4 enhancement bonus to natural armor from righteous might, -2 raging; touch 14, flat-footed 31); Grapple +39; Atk +40 melee (3d8+39 plus 1d6 electricity, 19-20/x3 plus 1d10 electricity, +1 Large shocking burst maul); Full Atk +40/+35/+30 melee (3d8+39 plus 1d6 electricity, 19-20/x3 plus 1d10 electricity, +1 Large shocking burst maul) and +34 melee (1d8+18, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Breath weapon (DC 21 Reflex half; 6d8 electricity in a 60-ft. line); SQ Damage reduction 10/evil; Fort +26, Ref +14, Will +22; Str 51, Dex 19, Con 33, Int 9, Wis 21, Cha 13, Luck 20.