Dungeons & Dragons 3.5 Edition
Masters of the Universe Campaign
Masters of the Universe Played by Brad Rodgers
1 Games Played, Created 11/05/2006
Name Zodak Alignment Neutral
Male Eternian Medium Humanoid (Human)
Classes Akashic 5, Favored Soul 20 Character Level 30
Prestige Classes Hierophant 5
Hit Dice 5d6+15 plus 25d8+75 100% 75% 50% 25% Senses Listen +7; Search +2; Spot +7; see invisible
Speed 30 ft. (6 squares), fly 60 ft. (perfect)
  320 240 160 80
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +4 +1 +11 +7 +0 +0 +1 +0 +0 +0 34 15 29
Damage Reduction 10/cold iron Fortification 0% Miss Chance 0% Spell Resistance 0%
Immune n/a Resist 30/air; 10/cold; 10/electricity; 10/fire Weakness n/a
Ability Total Mod Base Race Age Inherent Level Magic
STR 20 +5 14 +0 +0 +0 +0 +6
DEX 20 +5 14 +0 +0 +0 +0 +6
CON 16 +3 15 +0 +0 +0 +1 +0
INT 14 +2 14 +0 +0 +0 +0 +0
WIS 14 +2 14 +0 +0 +0 +0 +0
CHA 34 +12 17 +0 +0 +0 +7 +10
Saves Total Base Ability Magic Epic Misc Special
Fortitude +20 +12 +3 +0 +5 +0  
Reflex +22 +12 +5 +0 +5 +0 evasion
Will +19 +12 +2 +0 +5 +0  
BAB +15/+10/+5 Initiative +9
Epic BAB +5 Grapple +26
melee touch +26 Bull Rush +6
ranged touch +26 Reach 5 ft.
Weapon Atk Full Atk Dmg Crit Type
+5 defending ghost touch impact metalline morningstar melee +32 +32/+27/+22 1d8+13 19-20/x2 B & P
+5 devastating exit wound blaster pistol ranged (100 ft.; 10 inc.) +31 +31/+26/+21 1d8+15 20/x3 E
unarmed strike melee +26 +26/+21/+16 1d3+6 nonlethal 20/x2 B
Combat Options
  • Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 60 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead.
  • Improved Combat Casting: The character doesn't incur attacks of opportunity for casting spells when threatened.
  • Minor Battle Memory (Su): (    ) 1/day—Calling upon the knowledge of the greatest warriors who have ever lived, the akashic can concentrate for 1 round. Afterward, for 1 round per class level, he gains a +3 competence bonus to attack and damage rolls, as well as a +3 dodge bonus to Armor Class.
  • Point Blank Shot: +1 attack and damage with ranged weapons when within 30 ft. of target.
  • Spell Opportunity: Whenever the character is allowed an attack of opportunity, he may cast (and attack with) a touch spell as the character's attack of opportunity.
 Skills Appraise +2 (+2 Int, 0 ranks), Balance +6 (+6 Dex, 0 ranks, +2 synergy Tumble, -2 armor), Bluff +12 (+12 Cha, 0 ranks), Climb +4 (+6 Str, 0 ranks, -2 armor), Concentration +31 (+3 Con, 28 ranks), Diplomacy +14 (+12 Cha, 0 ranks, +2 synergy Sense Motive), Disguise +12 (+12 Cha, 0 ranks), Escape Artist +4 (+6 Dex, 0 ranks, -2 armor), Forgery +2 (+2 Int, 0 ranks), Gather Information +12 (+12 Cha, 0 ranks), Heal +30 (+2 Wis, 28 ranks), Intimidate +12 (+12 Cha, 0 ranks), Jump +6 (+6 Str, 0 ranks, +2 synergy Tumble, -2 armor), Knowledge (arcana) +14 (+2 Int, 10 ranks, +2 perfect recall), Knowledge (religion) +27 (+2 Int, 23 ranks, +2 perfect recall), Listen +7 (+2 Wis, 6 ranks, -1 helm), Ride +6 (+6 Dex, 0 ranks), Search +2 (+2 Int, 0 ranks), Sense Motive +25 (+2 Wis, 23 ranks), Sneak +14 (+6 Dex, 10 ranks, -2 armor), Spellcraft +32 (+34 decipher scrolls) (+2 Int, 28 ranks, +2 synergy Knowledge [arcana]), Spot +7 (+2 Wis, 6 ranks, -1 helm), Survival +12 (+2 Wis, 10 ranks), Swim +5 (+6 Str, 3 ranks, -4 armor), Tumble +14 (+6 Dex, 10 ranks, -2 armor), Use Magic Device +22 (+24 with scrolls) (+12 Cha, 10 ranks), Use Rope +2 (+2 Dex, 0 ranks)

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

 Feats Armor Proficiency (light), Armor Proficiency (medium), Armor Skin, Combat Casting, Combat Reflexes, Dodge, Improved Combat Casting, Improved Flight, Improved Initiative, Maximize Spell, Point Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Rapid Spell, Shield Proficiency (all; except tower shields), Simple Weapon Proficiency (all), Spell Opportunity, Spell Penetration, Spell Stowaway (heal), Technical Proficiency, Weapon Focus (morningstar), Weapon Specialization (morningstar)
Special Attacks & Qualities
  • Delve Into Collective Memory (Su): (                        ) 5/day—An akashic may make a special check with a bonus equal to his level + his Intelligence modifier to see whether he knows some relevant information about notable people, legendary items, or noteworthy places. This takes 10 minutes and can be attempted once per day per class level. The akashic may not take 10 or take 20 on this check; this sort of knowledge is essentially random.
  • Skill Memory (Su): (         ) 2/day—Akashics can reach into the collective memory and gain insight into a needed skill-even one in which the character has no ranks and cannot use untrained (but not a language). After a full round of concentration, the akashic gains a +2 bonus to a single skill check attempt made the next round. The akashic can use skill memory once per day per two akashic levels.
  • Spell Stowaway: If another spellcaster within 300 feet of the character uses heal, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level.
Spellcasting and Spell-Like Abilities
 Spell-Like Abilities 2/day—mass heal (         ; cures 250 hp; DC 26 Will half; SR yes); 1/day—tongues (    ; 300 minute duration).
Caster Level 30th; Spell Penetration d20+32; Primary Ability Charisma

 Favored Soul Spells Per Day (0-level 6; 1st 9; 2nd 9; 3rd 9; 4th 9; 5th 8; 6th 8; 7th 8; 8th 8; 9th 6)

DC to Resist 22 + spell level
Caster Level 22nd1; Spell Penetration d20+24; Primary Ability Charisma

1 Includes 20 favored soul levels plus hierophant Spell Power 2.

Maximize Spell (+3)               
Quicken Spell (+4)               
Rapid Spell (+1)               

0-level
               
       

assess creature (1 std action; close range; 1 creature; instant; Will negates; SR yes; determine HD of 1 creature)

create water (1 std action; close range; 2 gallons/level; no save; SR no)

cure minor wounds (1 std action; touch; Will half; SR yes; cures 1 hp)

detect magic (1 std action; 60 ft. cone; concentration 1 min./level (D); no save; SR no)

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

long-range weapon (1 std action; touch; 1 weapon/level all touching; 1 min./level or expended; no save; SR yes; +50% range increment on one attack)

mending (1 std action; 10 ft. range; 1 object up to 1 lb.; Will negates; SR yes; mends mundane damaged object)

purify food & drink (1 std action; 10 ft. range; 1 cu. ft./level of food & water; Will negates; SR yes; cleanses spoil, rot and poison)

read magic (1 std action; personal; 10 min./level; decipher magical inscriptions)

1st
               
               

   

airbubble (1 std action; personal; 1 min./level; provides air when immersed)

astute fighting (1 std action; touch; 1 round/level; +2 competence bonus to BAB)

command (1 std action; close range; 1 living creatures; Will negates; SR yes; give single command)

divine favor (1 std action; personal; 1 minute; +6 luck attack & weapon damage)

draw on faith (1 full round; personal; 1 minute or expended; gain +5 competence on one attack, save or check of your choice)

hide from undead (1 std action; touch; 1 creature/level; 10 min./level (D); undead cannot see, hear or smell warded creatures)

2nd
               
               

   

blade of pain & fear (1 std action; personal; 1 min./level (D); Fort partial; SR yes; make melee touch with sword of teeth for 1d6+10 damage, Str mod does not apply, Fort save or become frightened)

body blades (1 std action; personal; 1 min./level; 1d6+5 on successful grapple or as light weapon; equal damage to grapplers and gain dmg bonus on roll to resist grapple; +4 Escape Artist vs. binding, grapple & entangle)

deific vengeance (1 std action; close range; 1 creature; Will half; SR yes; 2d6+15 damage to living or 4d6+21 damage to undead)

hold person (1 std action; medium range; 1 humanoid creature; 1 round/level (D); Will negates; SR yes; causes paralysis, new save each round as a full-round action)

resist element (1 std action; touch; 10 min./level; resist 30 against your choice of air, earth, fire or water)

silence (1 std action; long range; 20-ft.-radius emanation; 1 min./level (D); Will negates; SR yes)

3rd
               
               

   

blindness/deafness (1 std action; medium range; 1 living creature; permanent (D); Fort negates; SR yes; renders target blind or deaf, your choice)

close wounds (1 swift action; close range; 1 creature; Will half; SR yes; cures 2d4 hp; may even cast this spell when it isn't your turn)

invisibility purge (1 std action; personal; 5-ft.-radius/level; 1 min./level (D); no save; SR no)

mass resist energy (1 std action; close range; 1 creature/level, no more than 30 ft. apart; 10 min./level; resist 30 against your choice of acid, cold, electricity, fire or sonic)

searing light (1 std action; medium ranged touch; no save; SR yes; 2d8+15 dmg to living, 2d6+15 dmg to construct, 4d6+25 to undead, 4d8+30 to sunlight vulnerable undead)

shivering touch (1 std action; touch; 1 round/level; no save; SR yes; 3d6 Dex damage from cold)

4th
               
               

   

cure critical wounds (1 std action; touch; Will half; SR yes; cures 4d8+20 hp)

freedom of movement (1 std action; touch; 10 min./level; ignore magic movement impediments, auto resist or escape grapples, & attack and move normally underwater)

legion's aid (1 std action; medium range; allies 20-ft.-radius burst; 1 min./level; +1 morale attack, saves vs. fear and gain 1d8+20 temp hp)

legion's shield of faith (1 std action; medium range; 1 min./level; allies in 20-ft.-radius burst; +5 deflecton AC)

precognitive flashes (1 std action; personal; 1 min./level; +1 insight attack, AC and Reflex saves)

revenance (1 std action; touch; 1 min./level; temporarily revives slain ally who gains +1 morale on attack, damage, saves and check against his killer)

5th
               
               

disrupting weapon (1 std action; touch; 1 melee weapon; 1 round/level; undead with less HD than caster must make Will save or be destroyed)

earth hammer (1 swift action; touch; 1 weapon; 1 round/level; base damage increases one size step, deals bludgeoning, becomes adamantine)

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

furious assault (1 std action; close range; 6 creatures, no more than 30 ft. apart; 1 round/level; +2 dodge AC, +2 competence attack, weapon damage and Reflex saves, extra attack on full attack action)

legion's curse of petty failing (1 std action; medium range; enemies in 20-ft.-radius burst; 1 min./level; no save; SR yes; -2 on attack and saves)

positive energy bolt (1 std action; medium range; 5-ft. wide line; Reflex half; SR yes; 5d6+40 positive energy damage, negative energy creatures suffer -1 save and +15 damage)

6th
               
               

blazing light (1 std action; long ranged touch; Reflex half; SR yes; 5d8+50 damage, +2d8 vs. undead, +5d8 instead vs. sunlight vulnerable undead, 5d6+40 vs. constructs)

energy immunity (1 std action; touch; 24 hours; target is immune to your choice of acid, cold, electricity, fire or sonic)

heal (1 std action; touch; Will negates; SR yes; cures 150 hp and removes ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned)

mass bear's endurance (1 std action; close range; 1 creature/level no more than 30 ft. apart; 1 min./level; +4 enhancement Constitution)

vigorous circle (1 std action; 20 ft. range; 10 creatures no more than 30 ft. apart; 10 rounds + 1 round/level (max 25 rounds); fast healing 3)

word of recall (1 std action; unlimited range on same plane; designate one sanctuary area (10 ft. x 10 ft.); transport yourself and 6 allies to sanctuary)

7th
               
               

fortune's armor (1 std action; touch; 1 round/level (D); +5 luck AC and saves)

greater plane shift (1 std action; touch; up to 8 willing creatures; Will negates; SR yes; transports to another plane, if you have been there, you pinpoint location)

greater restoration (10 minutes; touch; removes all negative levels, ability penalties, ability drain, fatigue, exhaustion, insanity, and confusion)

mass spell resistance (1 std action; close range; 1 creature/level no more than 30 ft. apart; 1 round/level divided evenly among all targets; grants spell resistance 12 + caster level)

radiant assault (1 std action; long range; 20-ft.-radius-burst; Will partial; SR yes; 5d6+40 damage plus dazed 1d6 rounds, successful save halves damage and reduces dazed to dazzled)

regenerate (3 full rounds; touch; restores severed members and cures 4d8+20 hp and does not affect undead)

8th
               
               

brilliant blade (1 std action; close range; 1 melee or thrown weapon or 50 projectiles; 1 min./level; grants brilliant energy special weapon property)

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)

mass cure critical wounds (1 std action; close range; 1 creature/level no more than 30 ft. apart; Will half; SR yes; cures 4d8+20 hp)

mass death ward (1 std action; close range; 1 creature/level no more than 30 ft. apart; 1 min./level; immune to death spells, magical death effects, energy drain and negative energy effects)

wyrm's strength (1 std action; touch; 1 min./level; +12 enhancement Strength & +6 enhancement Constitution)

9th
               
       

greater reciprocal wound healing (1 std action; close range; 2 living creatures no more than 30 ft. apart; Will half; SR yes; 1st target suffers 150 hp damage (cannot go below 1), 2nd target cured of amount of damage 1st target suffers)

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

mass heal (1 std action; close range; creatures no more than 30 ft. apart; Will negates; SR yes; cures 200 hp and removes ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned)

true resurrection (10 minutes; touch)

Equipment & Possessions
 Magical Items +10 cloak of epic charisma (1,000,000 gp), +5 defending ghost touch impact metalline morningstar (200,308 gp), +5 devastating exit wound blaster pistol (200,900 gp), handy haversack (2,000 gp), +5 invisibility seeing medium helm (+7 helm; 10% spell failure; -1 Listen and Spot) (120,935 gp), +5 mithral breastplate (light armor; +11 armor; +4 max Dex; -2 armor check; 25% spell failure) (29,200 gp), ring of evasion (25,000 gp), ring of greater air resistance (44,000 gp), Zodak's gloves (+6 enhancement Strength and Dexterity; both gloves function as gloves of storing) (120,000 gp)

 Potions None

 Nonmagical Items 2 minicells (30 blaster pistol charges each) (15 gp each)

 Platinum (pp) 6,362, Gold (gp) 7, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

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

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

Character Level Record
Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul
Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul Favored Soul
Hierophant Hierophant Hierophant Hierophant Hierophant Akashic Akashic Akashic Akashic Akashic

 Defeated Enemy Record