Dungeons & Dragons 3.5 Edition
Masters of the Universe Campaign
Masters of the Universe Played by Colby Westerfield
1 Games Played, Created 11/08/2006
Name Teela Alignment Chaotic Good
Female Eternian Medium Humanoid (Human)
Classes Fighter 10, Warmage 20 Character Level 30
Hit Dice 20d6+40 plus 10d10+20 100% 75% 50% 25% Senses Listen +15; Search +5; Spot +15; tremorsense 30 ft.
Speed 30 ft. (6 squares)
  280 210 140 70
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +2 +5 +11 +0 +2 +0 +1 +0 +0 +0 31 13 28
Damage Reduction 5/slashing or piercing Fortification 75% Miss Chance 0% Spell Resistance 0%
Immune n/a Resist 30/acid; 20/electricity Weakness n/a
Ability Total Mod Base Race Age Inherent Level Magic
STR 20 +5 14 +0 +0 +0 +0 +6
DEX 14 +2 14 +0 +0 +0 +0 +0
CON 14 +2 14 +0 +0 +0 +0 +0
INT 20 +5 16 +0 +0 +0 +4 +0
WIS 14 +2 14 +0 +0 +0 +0 +0
CHA 32 +11 16 +2 +0 +0 +4 +10
Saves Total Base Ability Magic Epic Misc Special
Fortitude +17 +10 +2 +0 +5 +0  
Reflex +17 +6 +2 +0 +5 +4  
Will +17 +10 +2 +0 +5 +0  
BAB +15/+10/+5 plus 4 Initiative +6
Epic BAB +5 Grapple +29
melee touch +29 Bull Rush +5
ranged touch +26 Reach 5 ft.
Weapon Atk Full Atk Dmg Crit Type
+5 eldritch manawall crushing raging air longsword melee +36 +36/+31/+26/+21 1d8+12 plus 10 air plus 5 SR 17-20/x2 S
+5 devastating seething fire laser pistol ranged (100 ft.; 10 inc.) +31 +31/+26/+21/+16 1d10+20 20/x3 F
unarmed strike melee +29 +29/+24/+19/+14 1d3+5 nonlethal 20/x2 B
Combat Options
  • Agile Riposte: 1/round—If an opponent makes a melee attack or melee touch attack against the character and misses, the character may make an attack of opportunity against that opponent. Resolve and apply the effects from both attacks simultaneously.
    Even a character with the Combat Reflexes feat can't use the Agile Riposte feat more than once per round. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
  • Arcane Strike: As a free action that does not provoke an AoO, sacrifice one spell and channel its energy into melee weapon, unarmed strike or natural weapon. For each spell level sacrificed, gain +1 attack and +2 damage for all attacks your turn. The effect ends at the end of your turn and does not apply to attacks of opportunity you make.
  • 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.
  • Danger Sense: (    ) 1/day—You can reroll an initiative check you have just made. You use the better of your two rolls. You must decide to reroll before the round starts.
  • 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.
  • Spring Attack: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
    You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
  • Warmage Edge (Ex): Warmages are specialized in dealing damage with their spells. Whenever a warmage casts a spell that deals hit point damage, he adds his Intelligence bonus (if any) to the amount of damage dealt.
 Skills Appraise +5 (+5 Int, 0 ranks), Balance +0 (+2 Dex, 0 ranks, -2 armor), Bluff +11 (+11 Cha, 0 ranks), Climb +9 (+5 Str, 0 ranks, 6 cross-class ranks, -2 armor), Concentration +35 (+2 Con, 33 ranks), Diplomacy +11 (+11 Cha, 0 ranks), Disguise +11 (+11 Cha, 0 ranks), Drive +15 (+2 Dex, 13 ranks), Escape Artist +0 (+2 Dex, 0 ranks, -2 armor), Forgery +5 (+5 Int, 0 ranks), Gather Information +11 (+11 Cha, 0 ranks), Handle Animal +17 (+11 Cha, 6 ranks), Heal +2 (+2 Wis, 0 ranks), Intimidate +44 (+11 Cha, 33 ranks), Jump +13 (+5 Str, 10 ranks, -2 armor), Knowledge (arcana) +38 (+5 Int, 33 ranks), Knowledge (history) +38 (+5 Int, 33 ranks), Listen +15 (+2 Wis, 13 ranks), Ride +14 (+2 Dex, 10 ranks, +2 synergy Handle Animal), Search +5 (+5 Int, 0 ranks), Sense Motive +2 (+2 Wis, 0 ranks), Sneak +0 (+2 Dex, 0 ranks, -2 armor), Spellcraft +40 (+5 Int, 33 ranks, +2 synergy Knowledge [arcana]), Spot +15 (+2 Wis, 13 ranks), Survival +2 (+2 Wis, 0 ranks), Swim +11 (+5 Str, 10 ranks, -4 armor), Use Rope +2 (+2 Dex, 0 ranks)

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

 Feats Agile Riposte, Arcane Strike, Armor Proficiency (all), Combat Reflexes, Danger Sense, Dodge, Energy Resistance (electricity) x2, Epic Reflexes, Great Charisma x2, Greater Spell Penetration, Greater Weapon Focus (longsword), Improved Critical (longsword), Improved Initiative, Martial Weapon Proficiency (all), Mobility, Point Blank Shot, Precise Shot, Quick Draw, Shield Proficiency (all), Simple Weapon Proficiency (all), Spell Penetration, Spring Attack, Technical Proficiency, Weapon Focus (longsword), Weapon Specialization (longsword)
Special Attacks & Qualities
  • Armored Mage (Medium) (Ex): No spell failure for warmage spells when using medium armor and shields.
  • 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).
Spellcasting and Spell-Like Abilities
 Warmage Spells Per Day (0-level 6; 1st 9; 2nd 9; 3rd 9; 4th 8; 5th 8; 6th 8; 7th 8; 8th 7; 9th 7)
DC to Resist 21 + spell level
Caster Level 20th; Spell Penetration d20+24; Primary Ability Charisma

Sudden Empower         
Sudden Enlarge         
Sudden Maximize         
Sudden Quicken         
Sudden Widen         

0-level
               
       

acid splash (1 std action; close ranged touch; no save; SR no; 1d3 acid damage)

disrupt undead (1 std action; close ranged touch; no save; SR no; 1d6 damage to undead)

light (1 std action; touch; 10 min./level (D); no save; SR no; sheds light as torch)

ray of frost (1 std action; close ranged touch; no save; SR no; 1d3 cold damage)

1st
               
               

   

acid orb, lesser (1 std action; close ranged touch; no save; SR no; 1d8+20 acid damage)

burning hands (1 std action; 15 ft. cone; Reflex half; SR yes; 1d4+10 fire damage)

chill touch (1 std action; touch; 1 creature/level; Fort partial or Will negates; SR yes; 1d6 damage plus make Fort save or suffer 1 Str; undead make Will save panick for 1d4 plus 1 round/level)

cold orb, lesser (1 std action; close ranged touch; no save; SR no; 1d8+20 cold damage)

electric orb, lesser (1 std action; close ranged touch; no save; SR no; 1d8+20 electricity damage)

fire orb, lesser (1 std action; close ranged touch; no save; SR no; 1d8+20 fire damage)

magic missile (1 std action; medium range; no save; SR yes; 1d4+15 force damage)

shocking grasp (1 std action; touch; no save; SR yes; 1d6+15 electricity damage; +3 attack if target in metal armor)

sleep (1 full round; medium range; 10-ft.-radius burst; Will negates; SR yes; affects 4 HD worth of creatures)

sonic orb, lesser (1 std action; close ranged touch; no save; SR no; 1d8+20 sonic damage)

true strike (1 std action; personal; +20 insight attack if attack is made before end of next round)

2nd
               
               

   

acid arrow (1 std action; long ranged touch; no save; SR no; deals 5 acid when hits and another 5 acid per round for 6 rounds)

blades of fire (1 swift action; up to two melee weapons you hold; 1 round; weapons each deal an additional 5 fire damage)

continual flame (1 std action; touch; permanent; object sheds light as a torch)

fireburst (1 std action; 5-ft. burst centered on you; Reflex half; SR yes; 1d8+20 fire damage)

fire trap (10 minutes; touch; permanent until discharged (D); Reflex half; SR yes; 1d4+20 fire damage in 5-ft. burst)

flaming sphere (1 std action; medium range; 5-ft.-diameter sphere; Reflex negates; SR yes; move action to move sphere 30 ft.; deals 10 fire damage)

pyrotechnics (1 std action; long range; 20-ft. cube of fire; 1d4+1 round; Will or Fort negates; SR yes or no; either flash fireworks blinding those in 120 ft. for 1d4+1 rounds or smoke cloud 20-ft. burst smoke cloud for 1 round/level -4 Str and Dex)

scorching ray (1 std action; close ranged touch; no save; SR yes; three rays; 1d6+15 fire damage per ray)

shatter (1 std action; close range; 5-ft.-radius spread or one crystal creature; Will negates; SR no; shatters all glass of 20 lbs. or less or 4d6+25 damage to crystal creature with Fort half instead of Will)

3rd
               
               

   

fire shield (1 std action; personal; 1 round/level (D); protects from cold or fire; 1d6+15 fire or cold damage; sheds light as a torch)

fireball (1 std action; long range; 20-ft.-radius spread; Reflex half; SR yes; 4d6+25 fire damage)

flame arrow (1 std action; close range; up to 50 projectiles; 10 min./level; adds 5 fire damage)

gust of wind (1 std action; 60 ft. line; 1 round; Fort negates; SR yes; -4 ranged attack and Listen, Medium targets cannot move forward and move back 2d6x5 ft. if flying; Small knocked prone or blown back 1d6x10 if flying)

ice storm (1 std action; long range; 20-ft. radius, 40 ft. high cylinder; 1 full round; no save; SR yes; -4 Listen and half move within, 1d6+10 bludgeoning and 10 cold damage)

lightning bolt (1 std action; 120-ft. line; Reflex half; SR yes; 4d6+25 electricity damage)

poison (1 std action; touch; DC 10 + 1/2 caster level + Cha modifier Fort negates; SR yes; 1d10 Con damage poison)

ring of blades (1 std action; personal; 5-ft. radius; 1 min./level; 1d6+10 silver slashing)

sleet storm (1 std action; long range; 40-ft. radius, 20 ft. high cylinder; 1 round/level; no save; SR no; half speed DC 10 Balance, failure means no movement, fail by 5 or more and fall prone)

stinking cloud (1 std action; medium range; 20-ft. radius, 20 ft. high; 1 round/level; Fort negates; SR no; nauseated while within and for 1d4+1 rounds after leaving cloud, save every round)

4th
               
               

black tentacles (1 std action; medium range; 20-ft.-radius spread; 1 round/level (D); no save; SR no; tentacles attack all in area with grapple 8 + caster level and deal 1d6+4 damage to grappled creatures; immune to all damage; move half speed through area)

blast of flame (1 std action; 60 ft. cone; Reflex half; SR no; 4d6+25 fire damage)

contagion (1 std action; touch; living creature; Fort negates; SR yes; select one disease and inflict it upon target)

phantasmal killer (1 std action; medium range; one living creature; Will disbelief; SR yes; if believed, Fort save or die, otherwise take 3d6)

shout (1 std action; 30 ft. cone; Fort partial; SR no; save or be deafened for 2d6 rounds and take 1d6+15 sonic damage)

wall of fire (1 std action; medium range; 20 ft. high; 20 ft. long/level or ring 5 ft./2 levels; concentration + 1 round/level; no save; SR yes; 5 fire damage within 10 ft., 1d4 fire damage within 20 ft.; 30 fire damage passing through, 60 to undead)

5th
               
               

arc of lightning (1 std action; close range; line between two creatures; Reflex half; SR no; 5d6+35 electricity damage)

cloudkill (1 std action; medium range; 20-ft. radius, 20 ft. high; 1 min./level; Fort partial; SR no; 3 or less HD die, 4-6 HD save or die or take 1d4 Con/round, 6+ HD take 1d4 Con/round save for half; cloud moves 10 ft. away/round)

cone of cold (1 std action; 60 ft. cone; Reflex half; SR yes; 5d6+35 cold damage)

flame strike (1 std action; medium range; 10-ft. radius, 40 ft. high cylinder; Reflex half; SR yes; 5d6+35 fire and divine damage)

greater fireburst (1 std action; 10-ft. burst centered on you; Reflex half; SR yes; 5d8+45 fire damage)

legion's fire shield (1 std action; medium range; allies in 20 ft. radius burst; 1 round/level (D); protects from cold or fire; 1d6+15 fire or cold damage; sheds light as a torch)

6th
               
               

acid fog (1 std action; medium range; 20-ft. radius, 20 ft. high; 1 round/level; no save; SR no; 10 acid damage/round)

blade barrier (1 std action; medium range; 20 ft. high; 20 ft. long/level or ring 5 ft./2 levels; 1 minute/level (D); Reflex half or negate; SR yes; walking through 5d6+35 force save for half; appears on top of creature, Reflex to avoid; provides cover)

chain lightning (1 std action; long range; 1 primary plus 20 secondaries within 30 ft. of primary; Reflex half; SR yes; 6d6+45 electricity primary, half to secondary)

circle of death (1 std action; medium range; 40-ft. radius burst; Fort negates; SR yes; kills 20d4 HD of creatures, 9+ HD creatures are immune)

disintegrate (1 std action; medium ranged touch; Fort partial; SR yes; 12d6+120 damage, on successful save 2d6+15 damage)

fire seeds (1 std action; touch; 10 min./level or until used; see spell description)

freezing sphere (1 std action; long range; 10-ft.-radius burst; Reflex half; SR yes; 5d6+35 cold damage, 5d8+45 cold damage to elemental water creatures)

transformation (1 std action; personal; 1 round/level; cannot cast spells or use spell completion or spell activation items, +4 enhancement Str, Dex, and Con, +4 natural armor, +5 competence Fort, proficient with all simple and martial weapons, BAB equals caster level)

7th
               
               

delayed blast fireball (1 std action; long range; 20-ft.-radius spread; Reflex half; SR yes; 6d6+60 fire damage)

earthquake (1 std action; long range; 80-ft.-radius spread (S); 1 round; SR no; see spell description)

finger of death (1 std action; close range; SR yes; Fort save or die, otherwise take 3d6+20 damage)

fire storm (1 full round; medium range; two 10-ft. cubes/level (S); Reflex half; SR yes; 8d6+55 fire damage, does not harm natural vegetation)

mage's sword (1 std action; close range; 1 round/level (D); no save; SR yes; BAB equal to caster level + Cha modifier + 3 enhancement for 2d6+13 force damage, 19-20/x2; standard action to switch targets)

prismatic spray (1 std action; 60 ft. cone; save varies; SR yes; 8 HD or less creatures blinded 5 rounds, see also spell description)

sunbeam (1 std action; 60 ft. line; 1 round/level or until expended; SR yes; blinds and 2d6+10 damage, Reflex negates blindness and halves damage; double dmg to vulnerable to sunlight; undead, fungi, mold, ooze and slime take 6d6+45 damage)

waves of exhaustion (1 std action; 60 ft. cone; no save; SR yes; all living targets become exhausted)

8th
               
           

greater shout (1 std action; 60 ft. cone; Fort partial; SR no; save or be stunned 1 round and deafened for 4d6 rounds and take 4d6+25 sonic damage, 6d6+50 sonic damage to crystal creatures)

horrid wilting (1 std action; long range; living creatures no more than 60 ft. apart; Fort half; SR yes; 6d6+60 damage, 6d8+70 damage to water elementals and plants)

incendiary cloud (1 std action; medium range; 20 ft. radius, 20 ft. high; 1 round/level; Reflex half; SR no; 2d6+10 fire/round, cloud moves away 10 ft./round)

polar ray (1 std action; close ranged touch; no save; SR yes; 6d6+60 cold damage)

prismatic wall (1 std action; close range; 4 ft./level wide, 2 ft./level high; see spell description)

scintillating pattern (1 std action; close range; 20-ft.-radius spread; concentration +2 rounds; no save; SR yes; affects up to 20 HD of creatures, 13+ HD confused 1d4 rounds, 7 to 12 HD stunned 1d4 rounds, then confused, 6 or less HD unconscious 1d4 rounds, then stunned, then confused)

sunburst (1 std action; long range; 80-ft.-radius burst; SR yes; blinded and 2d6+15 damage, Reflex half and negates blindness, double damage to sunlight vulnerable, against undead, fungi, mold, oozes, slimes 6d6+60 damage)

9th
               
           

elemental swarm (10 minutes; medium range; 10 min./level (D); 2d4 Large elementals appear, 10 minutes later, 1d4 Huge elementals appear, 10 minutes later, 1 Greater elemental appears)

implosion (1 std action; close range; 1 corporeal creature/round; concentration up to 4 rounds; Fort negates; SR yes; save or die)

meteor swarm (1 std acton; long range; four 40-ft. radius spreads; SR yes; can make ranged touch [for additional 10 bludgeoning damage) or hit area; 2d6+15 fire damage per sphere; can hit with multiple spheres)

prismatic sphere (1 std action; 10-ft.-radius sphere centered on you; see spell description)

wail of the banshee (1 std action; close range; 1 creature/level within 40-ft. radius; Fort negates; SR yes; save or die)

weird (1 std action; medium range; living creatures no more than 30 ft. apart; Will disbelief; SR yes; if believed, Fort save or die, otherwise take 3d6 damage, 1d4 Str, and stunned 1 round)

Equipment & Possessions
 Magical Items +5 amulet of natural armor (50,000 gp), +6 belt of giant strength (36,000 gp), boots of tremorsense (45,000 gp), +4 bracers of unerring precision (80,000 gp), +5 devastating seething fire laser pistol (200,800 gp), +5 eldritch manawall crushing raging air longsword (200,315 gp), +10 epic cloak of charisma (1,000,000 gp), +5 mithral hammerblock moderate fortification breastplate (light armor; +11 armor; +4 max Dex; -2 armor check; 25% spell failure) (104,350 gp), ring of force shield (8,500 gp), ring of greater acid resistance (44,000 gp)

 Potions None

 Nonmagical Items 2 minicells (30 laser pistol shots each) (15 gp each)

 Platinum (pp) 3,700, Gold (gp) 5, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Miscellaneous Information
 Last Played n/a
 Languages Celestial, Common, Draconic, Giant, Ignan

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

Character Level Record
Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter Fighter
Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage
Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage Warmage

 Defeated Enemy Record Trapjaw, Two-Bad