Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Chris Roberts
5 Games Played, Imported 06/02/2006
Name Bull Lee Alignment Chaotic Neutral
Male Minotaur Large Outsider (Native)
Character Level 26 Last Played November 2, 2006
Classes Fighter 6, Warmain 2, Yang Monk 22 Craft Points 35,100
Prestige Classes Grand Master 2, Initiate of the Draconic Mysteries 10 XP 331,500; Next Level 351,000; 6,500/game
Hit Dice 18d8+108 plus 6d10+36 plus 2d12+12 plus 6 plus 30 100% 75% 50% 25% Initiative Modifier +10 (+6 Dex, +4 bracers of blinding strike)
  420 315 210 105  
Size Dex Cha Natural Armor Helm Shield Deflection Dodge Morale Circumstance Monk AC Touch Flat-Footed
-1 +6 +1 +5 +6 +0 +0 +5 +0 +0 +0 +5 37 26 n/a
Ability Base Race Age Inherent Level Magic Total Mod
STR 16 +8 +0 +5 +7 +0 36 +13
DEX 15 +0 +0 +1 +0 +6 22 +6
CON 18 +4 +0 +0 +0 +0 22 +6
INT 14 -4 +0 +0 +0 +0 10 +0
WIS 10 +0 +0 +0 +0 +0 10 +0
CHA 15 -2 +0 +0 +0 +0 13 +1
LUCK 12 +0 +0 +0 +0 +0 12 +1

BAB +22/+17/+12/+7/+2
Epic BAB +1
    melee touch +35
    ranged touch +27
Grapple +44 ; Bull Rush +17
Space/Reach 10 ft./10 ft.
Speed 90 ft. (18 squares)

Senses Listen +34; Spot +33; darkvision 60 ft.; scent

Lives Remaining 3

Saves Base Ability Magic Misc Total Special
Fortitude +15 +6 +5 +0 +26  
Reflex +8 +6 +5 +0 +19 improved evasion
Will +15 +0 +5 +4 +24 still mind
Damage Reduction 10/magic
Immune Poison; disease (except supernatural and magic)
Spell Resistance Yang monk level +10
Weapon Atk Full Atk Dmg Crit Type
+5 eldritch manawall crushing spell storing thundering hands as weapons melee +41 +41/+41/+41/+41/+36/ +31/+26/+21
( | ) Maximize Attack
() Critical Attack
12d8+19 plus 1d6 fire plus 5 SR 19-20/x4 plus 3d6 plus 3d8 sonic plus thundering
+4 to confirm
DC 49 Fort or die
B or S
gore melee +35 +30 1d8+13 (+7 secondary) plus 1d6 fire 20/x2 P
Spell/Effect            
Duration            
Caster/Level            
 Languages Alzhedo, Chondathan, Draconic, Giant
 Feats Additional Chakra (boots), Alertness, Blind-Fight, Cleave, Combat Reflexes, Critical Attack, Devastating Critical (unarmed strike), Epic Toughness, Epic Will, Fist of the Dragon, Follow ThroughB, Great Cleave, Hands As Weapons, Improved Bull Rush (from black belt), Improved Critical (unarmed strike), Improved Disarm, Improved Grapple, Improved Natural Attack (unarmed strike), Improved Overrun (from black belt), Improved Trip (from black belt), Improved Unarmed Strike, Martial Weapon Proficiency (greataxe), Maximize Attack, Natural Striker, Overwhelming Critical (unarmed strike) Power Attack, Power Critical (unarmed strike), Simple Weapon Proficiency (all), Spring Attack (from shin wraps), Sturdy, Weapon Focus (unarmed strike)
 Skills Appraise +1 (+0 Int, 0 ranks, +1 racial), Balance +8 (+6 Dex, 0 ranks, +2 synergy from Tumble), Bluff +1 (+1 Cha, 0 ranks), Climb +16 (+13 Str, 3 ranks), Concentration +12 (+6 Con, 6 ranks), Diplomacy +1 (+1 Cha, 0 ranks), Disguise +1 (+1 Cha, 0 ranks), Escape Artist +6 (+6 Dex, 0 ranks), Forgery +0 (+0 Int, 0 ranks), Gather Information +2 (+1 Cha, 0 ranks, +1 racial), Heal +0 (+0 Wis, 0 ranks), Intimidate +2 (+1 Cha, 0 ranks, +1 racial), Jump +28 (+13 Str, 13 ranks, +2 synergy from Tumble), Knowledge (arcana) +6 (+0 Int, 6 ranks), Knowledge (religion) +4 (+0 Int, 4 ranks), Listen +34 (+0 Wis, 28 ranks, +4 racial, +2 Alertness), Ride +6 (+6 Dex, 0 ranks), Search +4 (+0 Int, 0 ranks, +4 racial), Sense Motive +0 (+0 Wis, 0 ranks), Sneak +2 (+6 Dex, 0 ranks, -4 size), Spot +33 (+0 Wis, 27 ranks, +4 racial, +2 Alertness), Survival +0 (+0 Wis, 0 ranks), Swim +13 (+13 Str, 0 ranks), Tumble +37 (+6 Dex, 29 ranks, +2 synergy from Jump), Use Rope +6 (+6 Dex, 0 ranks)

 Armor Check Penalty -0; Swim Check Penalty -0
 Permanent Class Skills None

Special Attacks & Qualities
Abundant Step (Su): () 1/day—A monk can slip magically between spaces, as if using the spell dimension door. Her caster level for this effect is one-half her monk level (rounded down).
Calimshite Traits: +1 to the DC of spells with the [Fire] descriptor.
Claws of the Dragon (Su): The unarmed strikes of an initiate of the draconic mysteries may deal slashing damage, at her option. Such damage cannot be nonlethal damage.
Deadly Strike (Su): An initiate deals triple damage on a critical hit inflicted by her unarmed strike, regardless of whether it dealt bludgeoning or slashing damage.
Empty Body (Su): A monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Follow Through (Ex): 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.
Frightful Presence (Ex): An initiate of the draconic mysteries can unsettle foes with her mere presence. The initiate can activate her frightful presence as a free action. Creatures within a radius of 30 feet per point of Charisma modifier (minimum 30 feet) are subject to the effect if they have fewer Hit Dice than the initiate (dragons are immune to the effect). A potentially affected creature that succeeds on a Will save (DC 10 + initiate's class level + initiate's Cha modifier) remains immune to that initiate's frightful presence for 24 hours. On a failure, creatures with 4 or fewer HD become panicked for 2d6 rounds and those with 5 or more HD become shaken for 2d6 rounds.
Improved Bull Rush (Ex): When you perform a bull rush, you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Improved Evasion (Ex): She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Improved Overrun (Ex): When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Improved Trip (Ex): You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.
Keen Senses (Ex): Low-light vision.
Ki Strike (Su): The monk's unarmed attacks are treated as adamantine chaotic magic weapons for purposes of overcoming damage reduction.
Maximize Attack (Ex): 3/day—Declare a single attack maximized, if it successfully hits. A maximized attack uses the maximum possible result for all random variables. You must declare you are using this feat before you roll to attack, and if the attack misses, your usage for the day is expended.
Minotaur Traits: Darkvision 60 ft.
Monk Weapon Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Perfect Self: A monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk's creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn't have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with its normal bonus that deals 4d6 points of damage plus the minotaur's Strength modifier.
Quivering Palm (Su): 1/week—A monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk's level + the monk's Cha modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source's location.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Slow Fall (Ex): A monk within arm's reach of a wall can use it to slow her descent. As long as she is within reach of the wall, she can fall any distance without taking damage.
Spring Attack (Ex): 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.
Still Mind (Ex): A monk gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Structural Weakness (Ex): A fighter can more effectively apply force to the weakest points of inanimate objects, giving the character a +3 bonus on Strength checks to break or burst items (see page 165 of the Player's Handbook).
Thundering (Su): A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Timeless Body (Ex): An initiate no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already taken, however, remain in place. Bonuses still accrue, and the initiate still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk can speak with any living creature.
Wholeness of Body (Su): A monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Equipment & Possessions
 Magical Items +4 amulet of natural armor (not worn) (32,000 gp), black belt of Huo Niu mastery (60,600 gp), bracers of the blinding strike (102,000 gp), burst boots (12,000 gp), cloak of major displacement (standard action to activate; no AoO; 15 rounds/day) (50,000 gp), coin of obliteration 3/day (40,000 gp), +5 eldritch manawall crushing spell storing thundering hands as weapons (200,000 gp), +6 gloves of dexterity (36,000 gp), headband of elemental fire (10,000 gp), +2 Huge greataxe (8,380 gp), ring of improved blinking (90,000 gp), ring of protection +5 (50,000 gp), shin wraps of the springing panther (30,000 gp), +5 vest of resistance (25,000 gp)

 Potions elixir of healing (CL 11th; 110 hp) (3,300 gp), potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp), potion of cure serious wounds (cures 3d8+5 hp) (750 gp)

 Nonmagical Items None

 Platinum (pp) 0, Gold (gp) 303, Silver (sp) 20, Copper (cp) 6
 Other Wealth 100 custom gold coins stamped with the image of "?", stylized white gold minotaur medallions studded with garnets (500 gp), stylized white gold minotaur medallions studded with opals (750 gp), stylized white gold minotaur medallions studded with topaz (1,000 gp)

Biographical Information
 Height 9 ft. 5 in.; Weight 1,100 lb.; Age 24; Hair Silver; Eyes Black
 Patron Deity None; Homeland Calimshan; Heritage 100% Minotaur; Background Calimshite

Character Level Record
Minotaur Minotaur Minotaur Minotaur Minotaur Minotaur Minotaur Minotaur Minotaur Minotaur
Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries
 
Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk Yang Monk
Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Initiate of the Draconic Mysteries Fighter Fighter
 
Yang Monk Yang Monk Yang Monk Yang Monk Grand Master Grand Master        
Fighter Fighter Fighter Fighter Warmain Warmain        

 Slain Enemy Record 2 Favored Butchers of Baphomet, 1 Gargantuan Black Crocodile, 1 Gatorman Witch Doctor, 2 Gatorman Wrestlers, 1 Goblin Tail-Gunner, 1 Kaiju Girallon, 2 Minotrolls, 2 Red Half-Dragon Ogres, 1 Truly Horrid Flaming Umber Hulk

Stat Blocks for Dragon Forms
Greater Blue Mantidrake

Huge Dragon; HD 18d8+216 plus 6d10+72 plus 2d12+24 plus 12 plus 30 (582 hp); Init +10; Speed 90 ft. (18 squares), fly 80 ft. (average); AC 36 (-2 size, +6 Dex, +17 natural, +5 ring of protection; touch 19, flat-footed 32); Grapple +46; Atk +40 melee (4d4+19 plus 1d6 fire plus poison, 20/x2, claw) or +25 ranged (4d6+8 plus poison, crit. 19-20/x2, 6 spikes); Full Atk +40 melee (4d4+19 plus 1d6 fire plus poison, 20/x2, 2 claws) and +35 melee (2d8+10 plus 1d6 fire plus poison, 20/x2, bite) or +27 ranged (4d6+8 plus poison, crit. 19-20/x2, 6 spikes); Space/Reach 15 ft./10 ft; SA Breath weapon, poison, spikes; SQ Darkvision 60 ft., immunities, low-light vision, scent, venom resistance; Fort +32, Ref +19, Will +20; Str 40, Dex 22, Con 34, Int 10, Wis 10, Cha 13, Luck 12.

Breath Weapon (Su): 1/day—Breathe 90-ft. line of electricity; 6d8 electricity damage; DC 31 Reflex half.
Immunities (Ex): A blue mantidrake is immune to sleep and paralysis effects as well as electricity damage.
Poison (Ex): Natural attacks; DC 31 Fort negates; 3d6 Dex initial damage; 2d6 Dex secondary damage.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Skills: *Manticores have a +4 racial bonus on Spot checks.
Venom Resistance (Ex): A venomous creature enjoys a +2 resistance bonus to saving throws vs. poison.

Abilities Lost: abundant step, claws of the dragon, deadly strike, ki strike, quivering palm, wholeness of body.

Silver Dragon

Large Dragon (Cold); HD 18d8+72 plus 6d10+24 plus 2d12+8 plus 4 plus 30 (366 hp); Init +6; Speed 90 ft. (18 squares), fly 150 ft. (poor); AC 34 (-1 size, +18 natural, +5 ring of protection; touch 16, flat-footed 32); Grapple +24; Atk +32 melee (2d6+10 plus 1d6 fire, 20/x2, bite); Full Atk +32 melee (2d6+10 plus 1d6 fire, 20/x2, bite) and +27 melee (1d8+6 plus 1d6 fire, 20/x2, 2 claws) and +27 melee (1d6+6 plus 1d6 fire, 20/x2, 2 wings) and +27 melee (1d8+13 plus 1d6 fire, 20/x2, tail slap); Space/Reach 10 ft./5 ft. (10 ft. bite); SA Breath weapon, frightful presence; SQ Alternate form, blindsense, cloudwalking, damage reduction 5/magic, immunities, keen senses, vulnerability to fire; SR 20; Fort +24, Ref +15, Will +20; Str 23, Dex 14, Con 19, Int 10, Wis 10, Cha 13, Luck 12.

Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can't actually see still have total concealment against the dragon.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a 40-ft. cone of cold (10d8 cold damage; DC 23 Fort half) and a 40-ft. cone of paralyzing gas (DC 23 Fort negates). Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Frightful Presence (Ex): A dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 150 ft. are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon's HD + dragon's Cha modifier) remains immune to that dragon's frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Immunities: Acid, cold, sleep and paralysis.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Vulnerability to Fire (Ex): Takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Abilities Lost: abundant step, claws of the dragon, deadly strike, ki strike, quivering palm, wholeness of body.