Forgotten Realms - Ultimate Showdown
Dungeons & Dragons 3.5 Edition
Played by Brian Blum
1 Games Played, Imported 10/05/2006
Name Zimack Alignment Neutral Good
Male Half-Bronze Dragon Goliath Medium Dragon
Character Level 24 Last Played November 2, 2006
Classes Barbarian 12, Cleric 24 Craft Points 30,000
Prestige Classes Earth Elemental Warrior 5, Hierophant 1 XP 282,000; Next Level 300,000; 6,000/game
Hit Dice 7d8+35 plus 5d10+25 plus 12d12+60 100% 75% 50% 25% Initiative Modifier +4 (+4 Dex)
  370 277 185 92  
Size Dex Natural Armor Helm Shield Deflection Dodge Morale Circumstance Other AC Touch Flat-Footed
+0 +4 +4 +12 +0 +0 +5 +1 +0 +0 +0 36 20 36
Ability Base Race Age Inherent Level Magic Total Mod
STR 14 +12 +2 +0 +0 +6 34 +12
DEX 17 -2 +0 +0 +0 +4 19 +4
CON 15 +4 +0 +0 +1 +0 20 +5
INT 7 +2 +0 +0 +0 +0 9 -1
WIS 16 +0 +0 +5 +4 +6 31 +10
CHA 11 +2 +0 +0 +0 +2 15 +2
LUCK 20 +0 +0 +0 +0 +0 20 +5

BAB +22/+17/+12/+7/+2
    melee touch +34
    ranged touch +26
Grapple +38 ; Bull Rush +16
Space/Reach 5 ft./5 ft.
Speed 40 ft. (8 squares); burrow 30 ft.; fly 80 ft. (average)

Senses Listen +15; Spot +12; darkvision 60 ft.; low-light vision

Lives Remaining 3

Saves Base Ability Magic Misc Total Special
Fortitude +14 +5 +5 +0 +24  
Reflex +8 +4 +5 +0 +17 evasion
Will +14 +10 +5 +0 +29  
Damage Reduction 2/—
Immune electricity, paralysis, sleep
Resist 10/acid; 30/fire
Weapon Atk Full Atk Dmg Crit Type
+5 Large devastating seething electricity godsteel maul melee +40 +40/+35/+30/+25/+20 2d8+23 plus 2d6 electricity 19-20/x4 B
+5 Large brilliant energy seeking mighty (+4 Str) composite longbow ranged (110 ft.; 10 inc.) +31 +31/+26/+21/+16/+11 2d6+9 20/x3 P
bite melee +34 +29 1d8+6 20/x2 P
claws melee +34 +29/+29 1d6+6 20/x2 S
unarmed strike melee +34 +34/+29/+24/+19/+14 1d4+12 nonlethal 20/x2 B
Spell/Effect            
Duration            
Caster/Level            
 Languages Common, Draconic, Gol-Kaa, Terran
 Feats Alertness, Armor Proficiency (all), Cleave, Combat Casting, Combat Reflexes, Dodge, Easy Metamagic (Quicken Spell), Improved Critical (maul), Martial Weapon Proficiency (all), Maximize Breath, Mobility, Power Attack, Quicken Spell x2, Shield Proficiency, Simple Weapon Proficiency (all), Weapon Focus (longsword), Weapon Focus (maul)
 Skills Appraise +1 (-1 Int, 2 cross-class ranks), Balance +2 (+4 Dex, 0 ranks, -2 armor), Bluff +2 (+2 Cha, 0 ranks), Climb +10 (+12 Str, 0 ranks, -2 armor), Concentration +14 (+5 Con, 9 ranks), Diplomacy +2 (+2 Cha, 0 ranks), Disguise +2 (+2 Cha, 0 ranks), Escape Artist +2 (+4 Dex, 0 ranks, -2 armor), Forgery -1 (-1 Int, 0 ranks), Gather Information +2 (+2 Cha, 0 ranks), Heal +10 (+10 Wis, 0 ranks), Intimidate +5 (+2 Cha, 3 ranks), Jump +10 (+12 Str, 0 ranks, -2 armor), Knowledge (arcana) +1 (-1 Int, 2 ranks), Knowledge (history) +1 (-1 Int, 2 ranks), Knowledge (the planes) +4 (-1 Int, 5 ranks), Knowledge (religion) +14 (-1 Int, 15 ranks), Listen +15 (+10 Wis, 3 ranks, +2 Alertness), Profession (herbalist) +7 (+6 Wis, 1 ranks), Ride +4 (+4 Dex, 0 ranks), Search +3 (-1 Int, 4 ranks), Sense Motive +10 (+10 Wis, 0 ranks, +2 racial), Sneak +2 (+4 Dex, 0 ranks, -2 armor), Spellcraft +5 (-1 Int, 6 ranks), Spot +12 (+10 Wis, 0 ranks, +2 Alertness), Survival +10 (+10 Wis, 0 ranks), Swim +8 (+12 Str, 0 ranks, -4 armor), Use Rope +4 (+4 Dex, 0 ranks)

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

Spellcasting and Spell-Like Abilities
 Cleric Spells Per Day (0-level 61; 1st 9+11; 2nd 9+1; 3rd 8+1; 4th 8+1; 5th 7+1; 6th 7+1; 7th 6+1; 8th 6+1; 9th 6+1; 10th 5)
DC to Resist 20 + spell level
Domains Retribution and War
Recovers Spells Dawn; Requires 8 Hours Rest No
Caster Level 24th; Overcome Spell Resistance d20+24; Primary Ability Score Wisdom

1 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—assess creature, detect magic, light, mending, purify food and drink, read magic. 1st—armor contingency, astute fighting, bless, command, conviction, cure light wounds, divine favor, endure elements, protection from evil, shield of faith*. 2nd—avoid planar effects, bear's endurance*, calm emotions, divine protection, hold person, living undeath, make whole, silence, spiritual weapon, zone of truth. 3rd—blindness/deafness, close wounds, godspeed, grace, hamatula barbs, invisiblity purge, mass resist energy, protection from energy, speak with dead*. 4th—death ward, divine power, fell the greatest foe, fire shield*, legion's aid, omniboost, precognitive flashes, recitation, undead bane weapon. 5th—break enchantment, disrupting weapon, flame strike*, furious assault, legion's curse of petty failing, revivify, righteous might, true seeing. 6th—blade barrier*, energy immunity, greater dispel magic, harm, heal, mass bear's endurance, touch of adamantine, word of recall. 7th—destruction, fortune's armor, greater bestow curse, greater plane shift, mass spell resistance, regenerate, spell turning*. 8th—dimensional lock, greater spell immunity, holy aura, mass death ward, mass poison, power word stun*, wyrm's strength. 9th—greater reciprocal wound healing, implosion, mass heal x2, miracle, power word kill*, showall. * domain spell.

Quicken Spell (+3)

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

Special Attacks & Qualities
Acclimated: 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.
Barbarian Abilities: Improved uncanny dodge; trap sense +4; uncanny dodge.
Breath Weapon (Su): () 1/day—Breathe 60-foot line of lightning; 6d8 electricity; DC 15 Reflex half. Can use Maximize Breath with this ability.
Breath Weapon (Su): () 3/day—Breathe 60-foot cone of cold; 15d6 cold damage; DC 21 Reflex half. Cannot use Maximize Breath with this ability.
Channel Energy (Su): A cleric can convert the energy he uses to turn or rebuke undead into spell energy. For every use per day that the cleric expends from his turn or rebuke ability, he can recover one level of a previously cast spell that day. For example, a 23rd-level cleric who can turn undead seven times per day can choose to expend all seven uses and recall the ability to cast a 7th-level spell he had already cast. The cleric can choose to do this in smaller increments, such as recovering a 4th- and 3rd-level spell, if he so desires. The cleric does not have to use all of his turn attempts; he can use as many or as few as he desires as many times a day as necessary until he runs out of uses.
Cleric Abilities: Aura of good; spontaneous casting (cure); () 4/day—turn undead (as Clr24).
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.
Earth Manifestation (Su): () 5/day—As a standard action, the elemental warrior's skin is partially sheathed in rocky hide. His natural armor bonus increases by 3. The effect lasts for 1 minute and can be dismissed as a free action.
Elemental Burst Weapon (Su): () 5/day—As a move action, sheathe any melee weapon in acid which deals an additional 2d6 points of damage. This effect lasts 1 minute.
On a critical hit, it deals an additional 4d6 points for weapons with a x2 critical multiplier, 6d6 points tor weapons with a x3 critical multiplier, or 8d6 for weapons with a x4 critical multiplier.
Elemental Movement (Su): The elemental warrior gains a burrow speed of 30 feet (or equal to her base land speed, whichever is lower).
Elemental Strike (Su): () 1/day—Make a melee touch attack for 10d6 bludgeoning damage plus target is pushed back 10 ft. (as if bull rushed). There is no save against the damage, but a successful DC 19 Fort save negates the push. The save DC is Constitution-based.
Greater Rage (Ex): () 4/day—Fly into a rage, gaining +6 Strength, +6 Constitution, +3 morale bonus on Will saves, and -2 penalty to Armor Class for (3 + his (new) Constitution modifier) rounds. Afterwards become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, cannot charge or run) for the duration of the encounter.
Half-Dragon Traits: Darkvision 60 ft.; low-light vision.
Inspired Turning (Su): A cleric of this level overawes undead or applicable turnable creatures granted by a domain with their presence. Any time successfully turned creatures normally flee, they cower instead. Any time successfully rebuked creatures would normally cower, they are considered helpless instead.
Mighty Turning (Su): A cleric increases their ability to channel divine energy against undead or applicable turnable creatures granted by a domain. The cleric now rolls 3d6 + their cleric level + their Charisma modifier for turning damage.
Militia Traits: +1 attack rolls against giants.
Mountain Movement: 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.
Powerful Build: 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.
Precise Turning (Su): A cleric can direct their divine energy against specific undead or applicable turnable creatures granted by a domain. After rolling turning damage, a cleric can choose which creatures to affect within the 60 feet range of their ability (instead of the closest target first).
Spirited Turning (Su): A cleric becomes more effectual at repelling undead or applicable turnable creatures granted by a domain using the power of their faith. The cleric now rolls 3d6 + their cleric level + their Charisma modifier for turning damage and discards the lowest die each time.
Strike of Vengeance (Su):() 1/day—If you have been harmed by someone in combat, you may make a strike of vengeance with a melee or ranged weapon against that individual on your next action. If the attack hits, you deal maximum damage.
Equipment & Possessions
 Magical Items +6 belt of giant strength (36,000 gp), +5 cloak of resistance (25,000 gp), +4 gloves of dexterity (16,000 gp), greater tongue stud of winter doom (185,600 gp), +5 Large brilliant energy seeking mighty (+4 Str) composite longbow (200,900 gp), +5 Large devastating seething electricity godsteel maul (202,030 gp), +5 greater fire resistance, mithral chain and plates armor (medium armor; +12 armor; +4 max Dex; -2 armor check penalty; 20% arcane spell failure) (100,600 gp), +6 periapt of wisdom (36,000 gp), +2 plumed helmet of charisma (4,000 gp), quiver of endless arrows (900 gp), ring of evasion (25,000 gp), +5 ring of protection (50,000 gp), sandals of levitation (7,400 ch'ao)

 Potions lemon of haste (CL 5; 5 rnds; 750 ch'ao), potion of cure serious wounds (CL 5th; cures 3d8+5 hp) (750 gp)

  • Masterwork Potion Belt 6 elixirs of healing (CL 11th; cures 110 hp) (3,300 gp each), fighter's cocktail admixture (CL 3; bull's strength and bear's endurance; 3 min. duration) (900 gp), potion of vigor (CL 5th; 5 round duration; fast healing 2) (750 gp), 2 smackdown sauce admixtures (astute fighting, blessing of might, and fell the greatest foe; +3 insight weapon damage for 5 minutes, +1d6 against a Large creature, +2d6 against Huge, +3d6 against Gargantuan, or +4d6 against Colossal melee attack damage for 5 rounds, +2 competence BAB for 5 rounds)) (2,100 gp each)

 Nonmagical Items masterwork potion belt (60 gp), silver holy symbol of Tyr (25 gp)

 Platinum (pp) 0, Gold (gp) 10,265, Silver (sp) 0, Copper (cp) 0
 Other Wealth None

Biographical Information
 Height 7 ft. 3 in.; Weight 237 lb.; Age 34; Hair None; Eyes Bronze
 Patron Deity Tyr; Homeland Western Heartlands; Heritage 50% Goliath, 50% Bronze Dragon; Background Militia

Character Level Record
Goliath Half-Dragon Half-Dragon Half-Dragon Half-Dragon Half-Dragon Barbarian Barbarian Barbarian Barbarian
Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric
 
Barbarian Barbarian Barbarian Barbarian Barbarian Elemental Warrior Elemental Warrior Elemental Warrior Elemental Warrior Elemental Warrior
Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric Cleric
 
Barbarian Barbarian Barbarian Hierophant            
Cleric Cleric Cleric Cleric            

 Slain Enemy Record

Stat Blocks for Power Up Suites
Power Up Suite—divine favor and righteous might.

Size Large (14 ft. 6 in., 1,896 lb.); HD 7d8+49 plus 5d10+35 plus 12d12+84 (418 hp); AC 39 (-1 size, +4 Dex, +4 natural, +12 chain and plates, +5 ring of protection, +4 enhancement bonus to natural armor from righteous might ; touch 19, flat-footed 39); Grapple +46; Atk +49 melee (3d8+35 plus 2d6 electricity, 19-20/x4, +5 Huge devastating seething electricity godsteel maul); Full Atk +49/+44/+39/+34/+29 melee (3d8+35 plus 2d6 electricity, 19-20/x4, +5 Huge devastating seething electricity godsteel maul) and +33 melee (2d6+8, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Breath weapon (DC 17 Reflex half; 6d8 electricity in a 60-ft. line); SQ Damage reduction 15/evil; Fort +26, Ref +17, Will +29; Str 42, Dex 19, Con 24, Int 9, Wis 31, Cha 15, Luck 20.

Power Up Suite—divine favor, fortune's armor, righteous might, wyrm's strength and raging.

Size Large (14 ft. 6 in., 1,896 lb.); HD 7d8+91 plus 5d10+65 plus 12d12+156 (562 hp); AC 42 (-1 size, +4 Dex, +4 natural, +12 chain and plates, +5 ring of protection, +5 fortune's armor, +4 enhancement bonus to natural armor from righteous might, -2 raging ; touch 22, flat-footed 42); Grapple +52; Atk +55 melee (3d8+43 plus 2d6 electricity, 19-20/x4, +5 Huge devastating seething electricity godsteel maul); Full Atk +55/+50/+45/+40/+35 melee (3d8+43 plus 2d6 electricity, 19-20/x4, +5 Huge devastating seething electricity godsteel maul) and +33 melee (2d6+11, crit. 20/x2, bite); Space/Reach 10 ft./10 ft.; SA Breath weapon (DC 23 Reflex half; 6d8 electricity in a 60-ft. line); SQ Damage reduction 15/evil; Fort +37, Ref +22, Will +37; Str 54, Dex 19, Con 36, Int 9, Wis 31, Cha 15, Luck 20.