Dungeons & Dragons 3.5 Edition
Masters of the Universe Campaign
Masters of the Universe Played by Shane Bradley
2 Games Played, Created 11/07/2006
Name Ram-Man Alignment Lawful Good
Male Eternian Dwarf Medium Humanoid (Dwarf)
Classes Scout 10, Warmain 20 Character Level 30
Hit Dice 10d6+130 plus 20d12+260 plus 30 plus 13 100% 75% 50% 25% Senses Listen +10; Search +10; Spot +10; blindsense 30 ft.; darkvision 60 ft.
Speed 30 ft. (6 squares)
fast healing 3 733 549 366 183
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Sacred Other AC Touch Flat-Footed
+0 +1 +0 +10 +7 +0 +0 +0 +0 +5 +2 35 11 34
Damage Reduction 6/— Fortification 10% Miss Chance 20% Spell Resistance 0%
Immune n/a Resist 10/acid; 10/cold Weakness n/a
Ability Total Mod Base Race Age Inherent Level Magic
STR 24 +7 16 +0 +0 +0 +2 +6
DEX 12 +1 12 +0 +0 +0 +0 +0
CON 36 +13 18 +2 +0 +0 +6 +10
INT 10 +0 10 +0 +0 +0 +0 +0
WIS 15 +2 15 +0 +0 +0 +0 +0
CHA 12 +1 14 -2 +0 +0 +0 +0
Saves Total Base Ability Magic Epic Misc Special
Fortitude +31 +12 +13 +0 +5 +1 +2 against poison
+2 against spells and spell-like effects
Reflex +16 +6 +1 +0 +5 +4 evasion
+2 against spells and spell-like effects
Will +18 +9 +2 +0 +5 +2 +2 against spells and spell-like effects
BAB +20/+15/+10/+5 Initiative +6
Epic BAB +5 Grapple +32
melee touch +32 Bull Rush +11
ranged touch +26 Reach 5 ft.
Weapon Atk Full Atk Dmg Crit Type
+5 Large eldritch manawall crushing weakening greataxe melee +38 +38/+33/+28/+23 3d6+19 plus 5 SR plus 1 Str 19-20/x3 S
Ram-Man's helmet ram charging +42 n/a 2d6+35 plus 10 powerful charge plus 3d6 skirmish plus bull rush 17-20/x2 B
unarmed strike melee +32 +32/+27/+22/+17 1d3+7 nonlethal 20/x2 B
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.
  • Combat Rites: Choose from list below. Each is a free action to use, although you can never activate more than one combat rite in a round. You cannot activate a combat rite if you are flat-footed.
  • Crushing Blow (Ex): (         ) 2/day—The warmain can choose to channel great physical power into a single blow in melee combat (which can be a part of either a full attack or a single attack action). The attack, if successful, inflicts damage as if the weapon inflicted a critical hit-even if striking a foe normally immune to critical hits. If the crushing blow attack inflicts an actual critical hit, increase the critical's multiplier by +1. If the crushing blow attack misses, the ability is still considered used for that day. A crushing blow does not trigger special effects that occur only when critical hits occur, such as the decapitating power of a vorpal weapon.
  • Dwarf Traits: +1 racial bonus on attack rolls against orcs and goblinoids; +4 dodge bonus to Armor Class against monsters of the giant type.
  • 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.)
  • ring of spell turning: (              ) 3/day—On command, this simple platinum band automatically reflects the next nine levels of targeted spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
  • Skirmish (Ex): He deals an extra 3d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet and gains a +2 competence bonus to Armor Class.
  • Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
 Skills Appraise +0 (+2 stone or metal items) (+0 Int, 0 ranks), Balance +9 (+1 Dex, 10 ranks, -2 armor), Bluff +1 (+1 Cha, 0 ranks), Climb +20 (+7 Str, 15 ranks, -2 armor), Concentration +13 (+13 Con, 0 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist -1 (+1 Dex, 0 ranks, -2 armor), Forgery +0 (+0 Int, 0 ranks), Gather Information +1 (+1 Cha, 0 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate +1 (+1 Cha, 0 ranks), Jump +30 (+34 running start) (+7 Str, 25 ranks, -2 armor), Knowledge (architecture and engineering) +6 (+0 Int, 6 ranks), Listen +10 (+2 Wis, 10 ranks, -2 helm), Ride +1 (+1 Dex, 0 ranks), Search +10 (+0 Int, 10 ranks), Sense Motive +2 (+2 Wis, 0 ranks), Sneak -1 (+1 Dex, 0 ranks, -2 armor), Spot +10 (+2 Wis, 10 ranks, -2 helm), Survival +17 (+2 Wis, 15 ranks), Swim +13 (+7 Str, 10 ranks, -4 armor), Tumble +14 (+1 Dex, 15 ranks, -2 armor), Use Rope +1 (+1 Dex, 0 ranks)

 Armor Check Penalty -2; Swim Check Penalty -4
 Permanent Class Skills None

 Feats Armor Proficiency (all), Avalanche, Cleave, Combat Reflexes, Damage Reduction x2, Epic Reflexes, Epic Weapon Focus (helmet ram), Exotic Weapon Proficiency (helmet ram), Fast Healing, Great Cleave, Greater Powerful Charge, Improved Bull Rush, Improved Charge, Improved Critical (greataxe), Improved Critical (helmet ram), Improved Hit Dice, Improved Initiative, Iron Will, Martial Weapon Proficiency (all), Power Attack, Powerful Charge, Run, Shield Proficiency (all), Simple Weapon Proficiency (all), Sturdy, Technical Proficiency, Weapon Focus (greataxe), Weapon Focus (helmet ram), Weapon Specialization (greataxe)
Special Attacks & Qualities
  • Armor Specialization (Ex): The warmain becomes proficient at moving so as to allow her armor to deflect the most possible force from each attack. The armor bonus for any armor the warmain uses increases by +1 for Light and Medium armor and +2 for Heavy armor.
  • Scout Abilities: Camouflage; flawless stride; trackless step; trapfinding; uncanny dodge.
  • Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
  • Weapon Familiarity: Dwarves may treat dwarven battlehammers, dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
  • Weapon Mastery (greataxe) (Ex): The warmain advances in the skills learned with Weapon Specialization, increasing the damage bonus to +4 rather than +2.
  • Weapon Size Increase (Ex): Warmains can use weapons one size category larger than themselves as one-handed weapons, and two size categories larger than themselves as two-handed weapons.
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 +6 belt of giant strength (36,000 gp), +5 celestial visor (93,750 gp), +10 epic amulet of health (1,000,000 gp), +5 Large eldritch manawall crushing weakening greataxe (200,340 gp), minor cloak of displacement (24,000 gp), +5 mithral chainmail armor (light armor; +10 armor; +5 max Dex; -1 armor check; 20% spell failure) (29,150 gp), Ram-Man's helmet ram (see sidebar) (229,400 gp), ring of freedom of movement (40,000 gp), ring of spell turning (98,280 gp)

 Potions None

 Nonmagical Items None

 Platinum (pp) 5,508, Gold (gp) 0, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Ram-Man's Helmet Ram
  • +5 heavy helm (+7 helm, -1 armor check, 15% spell failure, -2 Listen and Spot, 10% fortification)
  • +5 Large helmet ram (2d6, 19-20/x2, bludgeoning)
  • resist acid and cold 10

Miscellaneous Information
 Last Played n/a
 Languages Common, Dwarven

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

Character Level Record
Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain
Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain Warmain
Scout Scout Scout Scout Scout Scout Scout Scout Scout Scout

 Defeated Enemy Record Stinkor, Whiplash