Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Chris Harmon
2 Games Played, Imported 09/19/2006
Name Ilikan "Scalebane" Ogolakanu Alignment Chaotic Neutral
Male Goliath Medium Monstrous Humanoid
Character Level 25 Last Played November 2, 2006
Classes Barbarian 2, Battle Sorcerer 9, Rage Cleric 23 Craft Points 32,500
Prestige Classes Hierophant 5, Spellsword 10 XP 306,250; Next Level 325,000; 6,250/game
Hit Dice 23d8+92 plus 2d12+8 100% 75% 50% 25% Initiative Modifier +8 (+4 Dex, +4 Improved Initiative)
  308 231 154 77  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +4 +5 +12 +0 +4 +4 +0 +0 +0 +0 39 18 39
Ability Base Race Age Inherent Level Magic Total Mod
STR 15 +4 +0 +0 +1 +6 26 +8
DEX 15 -2 +0 +0 +1 +4 18 +4
CON 15 +2 +0 +0 +2 +0 19 +4
INT 12 +0 +0 +0 +0 +0 12 +1
WIS 18 +0 +0 +0 +2 +0 20 +5
CHA 16 +0 +0 +0 +1 +0 17 +3
LUCK 10 +0 +0 +0 +0 +0 10 +0

BAB +25/+20/+15/+10/+5
    melee touch +33
    ranged touch +29
Grapple +37 ; Bull Rush +8 (+12 if target is Medium)
Space/Reach 5 ft./5 ft.
Speed 30 ft. (6 squares)

Senses Listen +5; Spot +7

Lives Remaining 2

Saves Base Ability Magic Misc Total Special
Fortitude +14 +4 +5 +0 +23  
Reflex +8 +4 +5 +0 +17  
Will +14 +5 +5 +0 +24  
Weapon Atk Full Atk Dmg Crit Type
+2 Large adamantine keen bastard sword melee (1 hand) +35 +35/+30/+25/+20/+15 2d8+10 17-20/x2 S
melee (2 hands) +34 +34/+29/+24/+19/+14 2d8+14 17-20/x2 S
+1 flaming magebane greataxe melee +33 +33/+28/+23/+18/+13 1d12+13 plus 1d6 fire 20/x3 S
melee (vs. arcane) +35 +35/+30/+25/+20/+15 1d12+15 plus 1d6 fire plus 2d6 20/x3 S
unarmed strike melee +33 +33/+28/+23/+18/+13 1d4+8 nonlethal 20/x2 B
Spell/Effect            
Duration            
Caster/Level            
 Languages Common, Damaran, Draconic, Gol-Kaa
 Feats Armor Proficiency (all), Combat Reflexes, Easy Metamagic (Maximize Spell), Easy Metamagic (Quicken Spell), Exotic Weapon Proficiency (bastard sword), Great Wisdom, Improved Initiative, Martial Weapon Proficiency (all), Maximize Spell, Multispell x2, Point Blank Shot, Power Attack, Practiced Caster (battle sorcerer), Precise Shot, Quicken Spell x3, Shield Proficiency (all except tower shield), Simple Weapon Proficiency (all), Still Spell
 Skills Appraise +1 (+1 Int, 0 ranks), Balance +2 (+4 Dex, 0 ranks, -2 armor), Bluff +3 (+3 Cha, 0 ranks), Climb +6 (+8 Str, 0 ranks, -2 armor), Concentration +22 (+4 Con, 18 ranks), Diplomacy +3 (+3 Cha, 0 ranks), Disguise +3 (+3 Cha, 0 ranks), Escape Artist +2 (+4 Dex, 0 ranks, -2 armor), Forgery +1 (+1 Int, 0 ranks), Gather Information +3 (+3 Cha, 0 ranks), Heal +5 (+5 Wis, 0 ranks), Intimidate +5 (+3 Cha, 2 ranks), Jump +6 (+8 Str, 0 ranks, -2 armor), Knowledge (arcana) +15 (+1 Int, 14 ranks), Knowledge (history) +2 (+1 Int, 1 ranks), Knowledge (the planes) +5 (+1 Int, 4 ranks), Knowledge (religion) +18 (+1 Int, 17 ranks), Listen +5 (+5 Wis, 0 ranks), Ride +4 (+4 Dex, 0 ranks), Search +4 (+1 Int, 0 ranks, 3 cross-class ranks), Sense Motive +7 (+5 Wis, 0 ranks, +2 racial), Sneak +2 (+4 Dex, 0 ranks, -2 armor), Spellcraft +23 (+1 Int, 20 ranks, +2 synergy from Knowledge [arcana]), Spot +7 (+5 Wis, 0 ranks, 2 cross-class ranks), Survival +13 (+5 Wis, 8 ranks), Swim +4 (+8 Str, 0 ranks, -4 armor), Use Rope +4 (+4 Dex, 0 ranks)

 Armor Check Penalty -2; Swim Check Penalty -4
 Permanent Class Skills Knowledge (dungeoneering)

Spellcasting and Spell-Like Abilities
 Spell-Like Abilities 2/day—mass heal (DC 22; ).
Caster Level 25th; Overcome Spell Resistance d20+25; Primary Ability Score Charisma

 Battle Sorcerer Spells Known (0-level 5; 1st 6; 2nd 6; 3rd 6; 4th 5; 5th 5; 6th 4; 7th 2)

DC to Resist 13 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest Yes
Caster Level 18th1; Overcome Spell Resistance d20+18; Primary Ability Score Charisma

0-level—acid splash, bat sight, electric jolt, mage hand, message, open/close, ray of frost, touch of fatigue. 1st—magic missile, shield, true strike, weeping wounds. 2nd—scorching ray, see invisibility, vivid discharge, whirling blade. 3rd—dragonskin, lightning bolt, manyjaws. 4th—chain of missiles, lower spell resistance, variable fireball. 5th—improved blink, quintelemental blast. 6th—chain lightning. 7th—greater teleport.

1 Caster level equal to battle sorcerer class levels plus five spellsword caster levels plus Practiced Spellcaster feat.

 Rage Cleric Spells Per Day (0-level 6*; 1st 8; 2nd 7; 3rd 7; 4th 6; 5th 6; 6th 5; 7th 5; 8th 5; 9th 31; 10th 3)

DC to Resist 15 + spell level
Recovers Spells Dawn; Requires 8 Hours Rest No
Caster Level 23rd; Overcome Spell Resistance d20+23; Primary Ability Score Wisdom

* Although the cleric must still choose which spells to prepare each day, he may cast those spells of this level, including the domain spell, an unlimited number of times each day.

0-level—detect magic, detect poison, light, purify food and water, read magic, resistance. 1st—armor contingency, astute fighting, bless, divine favor, ice slick, poison weapon, protection from evil, ray of hope. 2nd—body blades, bull's strength, divine protection, eagle's splendor, resist energy, silence, spiritual weapon. 3rd—dispel magic, godspeed, mass resist energy, prayer, protection from energy, ring of blades, searing light x2. 4th—divination, divine power, legion's shield of faith, restoration. 5th—divine agility, flame strike, furious assault, plane shift, righteous might, revivify. 6th—blade barrier, energy immunity, harm, heal x2. 7th—fortune's armor, greater restoration, mass spell resistance, summon monster VII, withering palm. 8th—brilliant blade, fire storm x2, greater spell immunity, wyrm's strength. 9th—cloak of the phoenix, greater reciprocal wound healing, greater visage of the deity.

1One 9th-level spell slot given up for mass heal spell-like ability.

Maximize Spell (+2)
Quicken Spell (+3)
Still Spell (+1)

Battle Sorcerer Spells Per Day Checklist
0-level: 1st:
2nd:
3rd:
4th:
5th: 6th: 7th: 8th:   9th:  

Spellcasting Record
0-level:   1st:   2nd:   3rd: 3 4th: 1
5th: 3 6th: 1 7th:   8th: 1 9th:  

Special Attacks & Qualities
Acclimated (Ex): Goliaths are automatically acclimated to life at high altitude. They don't take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master's Guide. Unlike other denizens of the mountains, goliaths don't lose their acclimation to high altitude even if they spend a long time at a lower elevation.
Background Abilities: Gain +1 attack bonus against humanoid (goblinoid) and humanoid (orc).
Barbarian Abilities: Fast movement, uncanny dodge.
Channel Spell (Sp): 5/day—A spellsword can channel any spell he can cast into his melee weapon. Using this ability requires a move action, and the spellsword uses up the prepared spell or spell slot just as if he had cast the spell. The channeled spell affects the next target that the spellsword successfully attacks with his weapon (saving throws and spell resistance still apply). Even if the spell normally affects an area or is a ray, it affects only the target. The spell is discharged from the weapon, which can then hold another spell. A spellsword can channel his spells into only one weapon at a time. Spells channeled into a weapon are lost if not used in 8 hours.
Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead.
Mighty Tireless Rage (Ex): 7/day—Once per encounter, gain +8 Strength, +8 Constitution, +4 morale bonus to Will saves, and -2 penalty to Armor Class for 9 rounds. Raging takes no time to do, but it can only be done on your turn. Barbarian and rage cleric levels stack for determining rage abilities.
Mountain Movement (Ex): Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the -5 penalty on the Climb check.
Multiple Channel Spell (Sp): A spellsword can channel two spells into his melee weapon, using a move action to channel each one. Both channeled spells affect the next target the spellsword successfully attacks with his weapon, in the order the spells were placed into the weapon. As with the channel spell class feature, saving throws and spell resistance apply normally. Each time a spellsword uses multiple channel spell, two of his five channel spell uses per day are expended.
Powerful Build (Ex): The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger it doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Rage Cleric Abilities: Aura of good; spontaneous casting—cure spells.
Spellsword Abilities: Ignore spell failure 30%.
Equipment & Possessions
 Magical Items +5 amulet of natural armor (50,000 gp), +6 belt of giant strength (36,000 gp), +3 buckler (9,165 gp), +5 cloak of resistance (25,000 gp), +1 flaming magebane greataxe (18,320 gp), +4 gloves of dexterity (16,000 gp), +2 greataxe (8,320 gp), +2 Large adamantine keen bastard sword (21,070 gp), +5 mithral chain and plate armor (medium armor; 20% spell failure; +4 max. Dex; -2 armor check penalty) (34,600 gp), +4 ring of protection (32,000 gp)

 Potions combat boost admixture (CL 6th; +3 barkskin for 60 minutes; haste for 6 rounds; heroism for 60 minutes) (3,150 gp), elixir of healing (CL 11th; 110 hp) (3,300 gp), potion of backstab (CL 2nd; 2 round duration) (100 gp), potion of cure moderate wounds (CL 3rd; cures 2d8+3 hp) (300 gp each), 2 potions of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp each)

 Nonmagical Items backpack (2 gp), bedroll (1 sp), belt pouch (1 gp), 2 candles (1 cp each), empty flask (3 cp), explorer's outfit (10 gp), flint and steel (1 gp), grappling hook (1 gp), Large masterwork longsword (330 gp), masterwork crown dagger (308 gp), masterwork greataxe (320 gp), masterwork heavy mace (312 gp), peasant's outfit (1 sp), 2 sacks (1 sp each), silk rope (50 ft.) (10 gp), small steel mirror (10 gp), 3 torches (1 cp each), trail rations (6 days) (5 sp/day), waterskin (1 gp), whetstone (2 cp), winter blanket (5 sp)

 Platinum (pp) 992, Gold (gp) 204,994, Silver (sp) 18, Copper (cp) 9
 Other Wealth None

Biographical Information
 Height 7 ft. 2 in.; Weight 234 lb.; Age 66; Hair None; Eyes Blue
 Patron Deity Tempus; Homeland Damara; Heritage 100% Goliath; Background Damaran

Character Level Record
Barbarian Barbarian Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric
Goliath Battle Sorcerer Battle Sorcerer Battle Sorcerer Battle Sorcerer Battle Sorcerer Battle Sorcerer Spellsword Spellsword Spellsword
 
Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric
Spellsword Spellsword Battle Sorcerer Spellsword Spellsword Hierophant Spellsword Spellsword Spellsword Battle Sorcerer
 
Rage Cleric Rage Cleric Rage Cleric Rage Cleric Rage Cleric          
Hierophant Hierophant Hierophant Hierophant Battle Sorcerer          

 Slain Enemy Record 1 Dark Naga Death Caster

Stat Blocks for Power Up Suites
mighty rage

HD 23d8+184 plus 2d12+16 (408 hp); AC 33 (+4 Dex, +12 chain and plate, +5 amulet of natural armor, +4 ring of protection, -2 rage; touch 16, flat-footed 33); Grapple +41; Atk +38 melee (2d8+21, 17-20/x2, +2 Large adamantine keen bastard sword [2 hands]); Full Atk +38/+33/+28/+23/+18 melee (2d8+21, 17-20/x2, +2 Large adamantine keen bastard sword [2 hands]); Fort +27, Ref +17, Will +27; Str 30, Dex 18, Con 26, Int 12, Wis 18, Cha 17, Luck 10.

* When swinging one-handed, change the following: AC 31 (flat-footed 31); Full Atk +39/+34/+29/+24/+19 melee (2d8+11, 17-20/x2, +2 Large adamantine keen bastard sword [1 hand])

righteous might

Size Large (14 ft. 4 in., 1,872 lb.); HD 23d8+138 plus 2d12+12 (358 hp); AC 34 (-1 size, +4 Dex, +12 chain and plate, +5 amulet of natural armor, +4 ring of protection; touch 17, flat-footed 34); Grapple +45; Atk +37 melee (3d8+20, 17-20/x2, +2 Huge adamantine keen bastard sword [2 hands]); Full Atk +37/+32/+27/+22/+17 melee (3d8+20, 17-20/x2, +2 Huge adamantine keen bastard sword [2 hands]); Space/Reach 10 ft./10 ft.; SQ Damage reduction 15/evil; Fort +25, Ref +17, Will +23; Str 30, Dex 18, Con 22, Int 12, Wis 18, Cha 17, Luck 10.

mighty rage and righteous might

Size Large (14 ft. 4 in., 1,872 lb.); HD 23d8+230 plus 2d12+20 (458 hp); AC 32 (-1 size, +4 Dex, +12 chain and plate, +5 amulet of natural armor, +4 ring of protection, -2 rage; touch 15, flat-footed 32); Grapple +49; Atk +41 melee (3d8+27, 17-20/x2, +2 Huge adamantine keen bastard sword [2 hands]); Full Atk +41/+36/+31/+26/+21 melee (3d8+27, 17-20/x2, +2 Huge adamantine keen bastard sword [2 hands]); Space/Reach 10 ft./10 ft.; SQ Damage reduction 15/evil; Fort +29, Ref +17, Will +27; Str 38, Dex 18, Con 30, Int 12, Wis 18, Cha 17, Luck 10.