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Dungeons & Dragons 3.5 Edition
Masters of the Universe Campaign
Masters of the Universe Played by
0 Games Played, Created 11/08/2006
Name Man-E-Faces Alignment Neutral Good
Male Eternian Medium Humanoid (Human)
Classes Fighter 10, Marshal 20 Character Level 30
Hit Dice 20d8+40 plus 10d10+20 plus 30 100% 75% 50% 25% Senses Listen +25; Search +2; Spot +25
Speed 20 ft. (4 squares)
  350 262 175 87
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +4 +0 +11 +0 +0 +5 +1 +0 +0 +0 31 20 26
Damage Reduction n/a Fortification 75% Miss Chance 0% Spell Resistance 0%
Immune n/a Resist 30/acid; 30/cold; 30/electricity; 30/fire; 30/sonic Weakness n/a
Ability Total Mod Base Race Age Inherent Level Magic
STR 16 +3 15 +0 +0 +0 +1 +0
DEX 22 +6 14 +2 +0 +0 +0 +6
CON 14 +2 14 +0 +0 +0 +0 +0
INT 15 +2 15 +0 +0 +0 +0 +0
WIS 15 +2 15 +0 +0 +0 +1 +0
CHA 32 +11 16 +0 +0 +0 +6 +10
Saves Total Base Ability Magic Epic Misc Special
Fortitude +19 +12 +2 +0 +5 +0  
Reflex +19 +6 +6 +0 +5 +2  
Will +19 +12 +2 +0 +5 +0  
BAB +15/+10/+5 Initiative +10
Epic BAB +5 Grapple +23
melee touch +23 Bull Rush +3
ranged touch +26 Reach 5 ft.
Weapon Atk Full Atk Dmg Crit Type
+5 raging earth heavy mace melee +29 +29/+24/+19 1d8+8 plus 10 earth 20/x2 B
+5 devastating seething fire laser carbine ranged (225 ft.; 10 inc.) +36 +34/+34/+29/+24 1d8+20 19-20/x3 F
unarmed strike melee +24 +24/+19/+14 1d3+3 nonlethal 20/x2 B
Combat Options
  • Auras (Ex): The marshal exerts an effect on allies in his vicinity. He can learn to produce different effects, or auras, over the course of his career. The marshal may project one minor aura and (starting at 2nd level) one major aura at a time.
    Projecting an aura is a swift action. The aura remains in effect until the marshal uses a free action to dismiss it or activates another aura of the same kind (major or minor). A marshal can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before the marshal takes his first turn.
    Unless otherwise noted, a marshal's aura affects all allies within 60 feet (including himself) who can hear the marshal. An ally must have an Intelligence score of 3 or higher and be able to understand the marshal's language to gain the bonus. A marshal's aura is dismissed if he is dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by his allies.
  • Last Ditch: You can take a single attack with your in-hand ranged or thrown weapon against a charging opponent when he comes within ten feet of you. If you take this attack, it counts against you normal number of attacks of opportunity that round, and you lose your Dexterity bonus to AC for the rest of the round.
  • 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.
  • Shot on the Run: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
  • Speed Load: You can load an ammunition magazine or power cell into a firearm as a free action instead of a move-equivalent action.
  • Threaten Zone: When wielding a ranged weapon, you threaten an area up to 20 feet away as if you had reach, being able to flank and deal attacks of opportunity to opponents within that area with a ranged weapon.
Marshal Auras
Minor Auras (+ Cha modifier) Major Auras (+4)
  • Accurate Strike: Bonus on rolls made to confirm critical hits.
  • Art of War: Bonus on disarm, trip, bull rush, and sunder attempts.
  • Demand Fortitude: Bonus on Fortitude saves.
  • Determined Caster: Bonus on rolls to overcome spell resistance.
  • Force of Will: Bonus on Will saves.
  • Master of Tactics: Bonus on damage rolls when flanking.
  • Over the Top: Bonus on damage rolls when charging.
  • Watchful Eye: Bonus on Reflex saves.
  • Motivate Ardor: Bonus on damage rolls.
  • Motivate Attack: Bonus on melee attack rolls.
  • Motivate Care: Bonus to Armor Class.
  • Motivate Urgency: Allies' base land speed is increased by a number of feet equal to 5 x the amount of bonus the aura provides. For example, the allies of a 10th-level marshal (+2 major aura) add 10 feet to their base land speed.
  • Steady Hand: Bonus on ranged attack rolls.
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +2 (+6 Dex, 0 ranks, -4 armor), Bluff +34 (+11 Cha, 23 ranks), Climb +9 (+3 Str, 10 ranks, -4 armor), Concentration +2 (+2 Con, 0 ranks), Diplomacy +41 (+11 Cha, 23 ranks, +2 synergy Bluff, +2 synergy Sense Motive, +3 Skill Focus), Disguise +11 (+13 acting) (+11 Cha, 0 ranks), Drive +16 (+6 Dex, 10 ranks), Escape Artist +2 (+6 Dex, 0 ranks, -4 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +11 (+11 Cha, 0 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate +13 (+11 Cha, 0 ranks, +2 synergy Bluff), Jump +9 (+3 Str, 10 ranks, -4 armor), Listen +25 (+2 Wis, 23 ranks), Perform (oratory) +34 (+11 Cha, 23 ranks), Ride +16 (+6 Dex, 10 ranks), Search +2 (+2 Int, 0 ranks), Sense Motive +25 (+2 Wis, 23 ranks), Sneak +2 (+6 Dex, 0 ranks, -4 armor), Spot +25 (+2 Wis, 23 ranks), Survival +25 (+2 Wis, 23 ranks), Swim +5 (+3 Str, 10 ranks, -8 armor), Use Rope +6 (+6 Dex, 0 ranks)

 Armor Check Penalty -4; Swim Check Penalty -8
 Permanent Class Skills None

 Feats Armor Proficiency (all), Combat Reflexes, Dodge, Epic Prowess, Epic Toughness, Epic Weapon Focus (laser carbine), Far Shot, Great Dexterity x2, Greater Weapon Focus (laser carbine), Improved Critical (laser carbine), Improved Initiative, Last Ditch, Lightning Reflexes, Martial Weapon Proficiency (all), Mobility, Point Blank Shot, Precise Shot, Quick Draw, Rapid Shot, Shield Proficiency (all; except tower shields), Shot on the Run, Simple Weapon Proficiency (all), Skill Focus (Diplomacy), Speed Load, Technical Proficiency, Threaten Zone, Weapon Focus (laser carbine), Weapon Specialization (laser carbine)
Special Attacks & Qualities
  • Grant Move Action (Ex): (                        ) 5/day—A marshal can direct and motivate his allies to act immediately. As a standard action, he may grant an extra move action to any or all of his allies within 30 feet (but not to himself). Each of the affected allies takes this extra move action immediately, acting in their current initiative order. This extra action does not affect the allies' initiative count; the round continues normally after the marshal's turn is over. (This may mean, for example, that an ally whose initiative count immediately follows the marshal's may get an extra move action from the marshal, followed directly by a full round worth of actions on the ally's turn.)
  • Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +5 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Equipment & Possessions
 Magical Items +5 breastplate (medium armor; +11 armor; +2 max Dex; -4 armor check; 35% spell failure) (25,350 gp), +5 devastating seething fire laser carbine (201,000 gp), +10 epic cloak of charisma (1,000,000 gp), +6 gloves of dexterity (36,000 gp), greater ring of universal energy resistance (308,000 gp), +5 raging earth heavy mace (98,312 gp), +5 ring of medium armor (128,000 gp)

 Potions None

 Nonmagical Items 4 minicells (25 laser carbine charges each) (15 gp each)

 Platinum (pp) 927, Gold (gp) 8, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Miscellaneous Information
 Last Played n/a
 Languages Common, Ignan, Terran

 Character History http://en.wikipedia.org/wiki/Man-E-Faces

Character Level Record
Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal
Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal Marshal
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter

 Defeated Enemy Record