Dungeons & Dragons 3.5 Edition
Masters of the Universe Campaign
Masters of the Universe Played by Casey Scruggs
2 Games Played, Created 11/10/2006
Name Fisto Alignment Lawful Good
Male Eternian Medium Humanoid (Human)
Classes Fighter 20, Ritual Warrior 10 Character Level 30
Hit Dice 30d10+150 plus 30 100% 75% 50% 25% Senses Listen +21; Search +1; Spot +21
Speed 20 ft. (4 squares)
fast healing 3 480 360 240 120
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +2 +5 +13 +0 +7 +0 +5 +0 +0 +0 42 12 40
Damage Reduction 5/silver Fortification 0% Miss Chance 0% Spell Resistance 0%
Immune n/a Resist 30/cold Weakness n/a
Ability Total Mod Base Race Age Inherent Level Magic
STR 36 +13 17 +0 +0 +0 +9 +10
DEX 14 +2 14 +0 +0 +0 +0 +0
CON 20 +5 18 +1 +0 +0 +1 +0
INT 12 +1 12 +0 +0 +0 +0 +0
WIS 12 +1 12 +0 +0 +0 +0 +0
CHA 11 +0 11 +0 +0 +0 +0 +0
Saves Total Base Ability Magic Epic Misc Special
Fortitude +22 +12 +5 +0 +5 +0  
Reflex +15 +6 +2 +0 +5 +2  
Will +14 +6 +1 +0 +5 +2  
BAB +20/+15/+10/+5 Initiative +6
Epic BAB +5 Grapple +38
melee touch +38 Bull Rush +13
ranged touch +27 Reach 5 ft.
Weapon Atk Full Atk Dmg Crit Type
Fisto's gauntlet melee +48 +48/+43/+38/+33 1d6+28 plus 5 earth 19-20/x3
exhausting (no save)
P
Combat Options
  • Combat Reflexes: 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.
  • Concentration Save: (         ) 2/day—When the ritual warrior must make a saving throw, he can choose to call upon his inner energies and make a Concentration check instead. He must choose to make a check rather than a standard save before any dice are rolled. Standard bonuses that normally apply to saves (such as a resistance spell) do not apply, although magic that affects checks (like canny effort) can apply. He can use this option once per day for every five levels.
  • Follow Through: When you drop an opponent in melee, such as by reducing a foe to 0 or fewer hit points, you may immediately make a five-foot step to occupy your enemy's position. This movement counts as a free action, allowing you to use Cleave or Great Cleave after making this movement. You must advance directly into the area occupied by your enemy. If this is physically impossible, such as if you dropped your foe with a reach weapon, you may not take this five-foot step.
  • major cloak of displacement: (                                                                          ) 15 rounds/day—Activate as a standard action with no AoO. Gives 50% miss chance, can be used for up to 15 rounds per day.
  • Meet the Charge: Any opponent that charges you provokes an attack of opportunity if the opponent's attack is made from a square that you can reach with your current weapon. Your attack of opportunity is resolved at the end of the opponent's movement, but before the opponent's attack. This feat does not grant you additional attacks of opportunity beyond the number that you are normally permitted in a round.
    This feat does not negate the benefits of the Ride-By Attack feat or the Spring Attack feat. Opponents using those feats do not provoke attacks of opportunity from you.
  • Mobility: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
  • Point Blank Shot: +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Power Attack: 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.)
  • Pressing Attack: This feat allows you to follow an opponent who tries to step back from an area you threaten. The opponent must be in an area you threaten at the beginning of his action. If the opponent takes a 5-foot step to an area you do not threaten, you may immediately take a 5-foot step of your own to any unoccupied space where you again threaten the opponent. If no such space is available, you cannot use this feat. You may only use this feat once per round.
 Skills Appraise +1 (+1 Int, 0 ranks), Balance -1 (+2 Dex, 0 ranks, -3 armor), Bluff +0 (+0 Cha, 0 ranks), Climb +30 (+13 Str, 20 ranks, -3 armor), Concentration +30 (+5 Con, 25 ranks), Diplomacy +0 (+0 Cha, 0 ranks), Disguise +0 (+0 Cha, 0 ranks), Drive +12 (+2 Dex, 10 ranks), Escape Artist -1 (+2 Dex, 0 ranks, -3 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +0 (+0 Cha, 0 ranks), Heal +11 (+1 Wis, 10 ranks), Intimidate +10 (+0 Cha, 10 ranks), Jump +32 (+13 Str, 22 ranks, -3 armor), Listen +21 (+1 Wis, 20 ranks), Ride +7 (+2 Dex, 5 ranks), Search +1 (+1 Int, 0 ranks), Sense Motive +1 (+1 Wis, 0 ranks), Sneak -1 (+2 Dex, 0 ranks, -3 armor), Spot +21 (+1 Wis, 20 ranks), Survival +1 (+1 Wis, 0 ranks), Swim +17 (+13 Str, 10 ranks, -6 armor), Use Rope +2 (+2 Dex, 0 ranks)

 Armor Check Penalty -3; Swim Check Penalty -6
 Permanent Class Skills None

 Feats Armor Focus (half-plate), Armor Mastery (half-plate), Armor Specialization (half-plate), Armor Proficiency (all), Cleave, Combat Reflexes, Dodge, Epic Prowess, Epic Toughness, Epic Weapon Focus (spiked gauntlet), Epic Weapon Specialization (spiked gauntlet), Extraordinary Weapon Focus (spiked gauntlet), Extraordinary Weapon Specialization (spiked gauntlet), Follow Through, Great Cleave, Great Constitution, Greater Weapon Focus (spiked gauntlet), Greater Weapon Specialization (spiked gauntlet), Improved Critical (spiked gauntlet), Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency (all), Meet the Charge, Mobility, Point Blank Shot, Precise Shot, Power Attack, Pressing Attack, Shield Proficiency (all), Simple Weapon Proficiency (all), Superior Critical (spiked gauntlet), Technical Proficiency, Weapon Focus (spiked gauntlet), Weapon Specialization (spiked gauntlet)
Special Attacks & Qualities
  • Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +10 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Combat Rites
1st
                   
               

battle focus You gain a +1 combat rite bonus to your attack rolls this round. Use this rite at the beginning of your turn.

calmness of thought You make a Concentration check with a DC equal to 10 + all circumstance penalties applied against you currently. If you succeed, you ignore the penalties for 1 round. You cannot take 10 or 20 on the check. Use this rite at the beginning of your turn.

canny strike You gain a +1d6 sneak attack damage bonus to your attack if you attack an opponent who has lost his Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not) or if you flank the opponent. This ability stacks with sneak attack or First Strike damage bonuses. Use this rite at the beginning of your turn.

coils of the snake You gain a +2 bonus to a grapple check made this round. Use this rite at any time during the round.

deadly charge You gain a +2 damage bonus to the single attack you make at the end of a charge action. Use this rite at the beginning of your turn.

defensive focus You gain a +1 dodge bonus to Armor Class this round. Use this rite at the end of your turn. It lasts until the start of your next turn.

disarming strike You gain a +2 bonus to disarm attempts made this round. Use this rite at any time during the round.

mystic strike The attacks you make this round strike as though you have a +1 weapon (or a magic weapon in general) for purposes of damage reduction (not attack or damage bonuses). Use this rite at the beginning of your turn.

opportunistic assault If a foe is flanked, even if not by you, you gain a +2 combat rite bonus to your attack rolls against the opponent this round. Use this rite at the beginning of your turn.

power focus You gain a +1 combat rite bonus to your damage rolls this round. Use this rite at the beginning of your turn.

reaction of the viper You can make an additional attack of opportunity this round if a foe provokes the attack. You still cannot make more than one attack of opportunity per provocation. Use this rite at any time during the round.

resistant focus You gain a +1 combat rite bonus to one saving throw during this round. You must be aware of the attack or effect forcing you to make a save. Use this rite at any time.

rhino charge You gain a +2 bonus to bull rush attempts made this round. Use this rite at any time during the round.

speed of the wind You gain a bonus of +10 feet to your ground speed (or flying speed, if you have wings) this round. Use this rite at the beginning of your turn.

stealth focus You gain a +4 bonus to a single Sneak skill check made this round. Use this rite at the beginning of your turn.

take down You gain a +2 bonus to trip attempts made this round. Use this rite at any time during the round.

2nd
                   

battle focus, greater You gain a +2 combat rite bonus to your attack rolls this round. Use this rite at the beginning of your turn.

canny strike, greater You gain a +2d6 sneak attack damage bonus to your attack if you attack an opponent who has lost his Dexterity bonus to Armor Class (whether he actually has a Dexterity bonus or not) or if you flank the opponent. This ability stacks with sneak attack or First Strike damage bonuses, but not with the 1st-rank combat rite Canny Strike. Use this rite at the beginning of your turn.

critical hit If you make an attack roll within the threat range of your weapon this round, you can automatically make it a critical hit (as if you confirmed the critical). You decide to use this rite before you attempt the confirmation roll, but after you have determined that one attack is a potential critical.

defensive focus, greater You gain a +2 dodge bonus to Armor Class this round. Use this rite at the end of your turn. It lasts until the beginning of your next turn.

distracting shove You punch, kick, elbow, or otherwise shove an opponent, knocking him off balance. You make a touch attack against one foe who is no more than one size category larger than you. If you succeed, he suffers a -2 circumstance penalty to Armor Class for 1 round. Use this rite at the beginning of your turn.

great charge You gain a +4 damage bonus to the single attack you make at the end of a charge action. Use this rite at the start of your turn.

ignore condition You make a Concentration check to ignore one unwanted, noncurse condition (such as blindness, fatigue, paralysis, or even vitrification). If your Concentration check beats the effect's original save DC, you ignore the condition for 1 round. If the effect has no save DC attached to it, the DC is 25. You can make only one attempt per condition, and you cannot take 10 or 20 on the check. Use this rite at any time during the round.

missile deflection When you normally would be hit with a ranged weapon, you deflect it so that you take no damage from it. You must be aware of the attack to use this combat rite, and you must have at least one hand free (holding nothing) as well.

Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects can't be deflected. Use this rite at any time.

power focus, greater You gain a +2 combat rite bonus to your damage rolls this round. Use this rite at the beginning of your turn.

precision You ignore the penalty for firing into a melee this round. If you already have the Precise Shot feat, you gain a +2 attack and damage bonus with ranged attacks this round. Use this rite at the beginning of your turn.

quick retrieval You can produce anything from your pack or anything you have stowed (unless the DM rules it is too inaccessible), including a weapon, as a free action. Use this rite at any time during your turn.

reflexes of the cat You gain a +10 bonus to a single Tumble, Jump, or Balance check made this round. Use this rite at any time during the round.

resistant focus, greater You gain a +2 combat rite bonus to one saving throw this round. You must be aware of the attack or effect that is forcing you to make a save. Use this rite at any time.

speed of the wind, sustained You gain a bonus of +10 feet to your ground speed (or flying speed, if you have wings) this round and the next 2 rounds afterward. Use this rite at the beginning of your turn.

Equipment & Possessions
 Magical Items +10 epic belt of giant strength (1,000,000 gp), Fisto's gauntlet (258,010 gp) (see sidebar), +5 heavy steel shield (25,170 gp), major cloak of displacement (50,000 gp), +5 mithral half-plate armor (medium armor; +13 armor; +2 max Dex; -3 armor check; 30% spell failure) (34,600 gp), ring of greater cold resistance (44,000 gp), ring of rapid healing (300,000 gp), shirt of the moon (76,000 gp)

 Potions None

 Nonmagical Items None

 Platinum (pp) 1,822, Gold (gp) 0, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Fisto's Gauntlet
  • +5 Large exhausting earth adamantine spiked gauntlet
  • grants Wield Oversized Weapon for the gauntlet only
  • grants +5 enhancement to natural armor

Miscellaneous Information
 Last Played n/a
 Languages Common, Giant

 Character History http://en.wikipedia.org/wiki/Fisto

Character Level Record
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior Ritual Warrior

 Defeated Enemy Record Clawful, Tri-Klops