A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)

Okay, I've run into a huge problem. For the longest time I've been trying to figure out a way to turn momentum into force damage on attacks. It doesn't make any logical sense that a character flying at you at Mach 49 and a character who moves 30 feet per round doing the same damage on a successful charge attempt.

Some of the characters entering this tournament have INSANELY high movement speeds. The only potential limit to a characters movement is the speed of light, which is around 186,200 some-odd miles per second IIRC.

HELP! Anyone? I'm totally stumped here.

Edit - My original formula was going to be 1d6 extra points of damage per 10 feet of movement speed, but I found that to be too easy to break. Suggestions anyone?

I wouldn't. I had some rules for speed which gave +1 VSC for every octupling of your speed beyond the typical value for your size but only on charge attacks, but überchargers are already really good, so I saw no need to make them better.

Really? Where does it say it becomes a Radium Golem within an hour?

It doesn't, because it's Indissoluble. It gets fully restored every six seconds. Less than 1% of its nuclei decay before they're restored, and nobody notices the small amount of radium gas being put out because it's inconsequential next to all the other nasty things it does.
 

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I wouldn't. I had some rules for speed which gave +1 VSC for every octupling of your speed beyond the typical value for your size but only on charge attacks, but überchargers are already really good, so I saw no need to make them better.

Yes, but that is actually a pretty good idea. I may end up using that rule or something similar for the damage increase on extremely fast characters. If no one comes up with a better formula I may well steal that formula if you have no objections good sir.
 

Is it a given that a character capable of moving at those speeds is capable of surviving the physical effects of moving at those speeds? Wouldn't crashing into the enemy do some pretty incredible damage to the charger as well as the victim, if they were moving that fast?
 

My version of the speed rules had you deal base damage to yourself so it wasn't a horrendous amount, but you never penetrated your own DR/Regeneration with that damage, and there was a feat that halved it.

I fluff supernatural speed increases as time manipulation or inertia mitigation, so they don't actually increase kinetic energy. Otherwise there wouldn't be a sensible damage amount for someone charging with Superluminal, as it would either be infinite, or negative and imaginary.

Some epic spells for approval (mainly because there weren't enough Ice-themed psionic powers, and Planar Bubble is a must if you have the Cold subtype, or else you can get really shafted by planar effects, and then some stuff to counter the most powerful Arcane spells, because against Disjunction and Greater Celerity, you can't win unless you also have them):

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Epic Psionic Powers
Mantle of the Glacial Soul (Psychometabolism)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Target: You
Duration: Instantaneous
To Develop: 360,000 gp, 14,400 xp
Seeds: Mantle of the Icy Soul (DC 22), Armour (DC 14)
Factors: Remove XP cost (+20 DC) Make Natural Armour bonus improve existing natural armour bonus (ad-hoc +6)
Mitigating Factors: Change from Touch to Personal (DC -2), Increase manifesting time to 10 minutes (-18 DC)
Mantle of the glacial soul permanently adds the cold subtype to the manifester. The skin, hair, and scales of the creature subtly change color to take on an icy blue tint, and its breath does not frost in cold temperatures. The recipient of a mantle of the glacial soul gains immunity to cold, but has vulnerability to fire, which means that it takes half again as much damage (+50%) as normal from fire regardless of whether a saving throw is allowed, or if it is a success or a failure. There is no change to the creature’s Challenge Rating or effective character level. The effects of this power can be removed by a limited wish or wish. In addition, the subject gains a permanent +4 bonus to their natural armour, as their skin hardens with frost.

Moderately Dire Winter (Metacreativity)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Effect: 360 foot radius 60 feet high blizzard
Target: You
Duration: 24 Hours
To Develop: 360,000 gp, 14,400 xp
Seeds: Whiteout (DC 28), Snowsight (DC 14), Algid Enhancement (DC 24)
Factors: Remove Coldfire Material Component (Ad-hoc+1), Increase Survival DC by +2 (Ad Hoc +2), Increase area by 200% (DC +8)
Mitigating Factors:, Change from Target to Personal (DC -2), Increase manifesting time to 10 minutes (-36 DC)
A swirling snow and a strong wind arise around you and follows you from that point on. Characters in whiteout conditions take a –2 penalty to AC, lose any Dexterity bonus to AC, move at half speed, and take a –4 penalty on Dexterity-based skill checks, as well as Search, Spot, and any other checks that rely on vision. The character also gains total concealment (50% miss chance). These effects end when the character leaves the area of whiteout. Whiteout conditions stack with wind and snowfall. Visibility is 5 feet.
In addition, any creature trying to move within the effects of this spell must make a Survival check (DC 12 + manifester level) every move action or wander lost inside the whiteout. A creature that fails can’t leave the area, but can move around within it. Groups of creatures roped or otherwise physically held together can use the lead creature’s Survival check and stay together. A new check can be made once per minute.
The manifester is unimpeded by any of these effects, and gains the ability to see normally regardless of snowfall, and if she has the Cold subtype, she gains 1d8 temporary hit points, a +1 enhancement bonus on attack rolls, and a +2 resistance bonus on saves against fire effects. These effects increase by +1 for every three manifester levels the user has.

Esoteric Planar Bubble (Psychokinesis)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Area: 10 foot radius emanation centred on you
Target: You
Duration: 10 minutes/level
To Develop: 360,000 gp, 14,400 xp
Seeds: Planar Bubble (DC 26), Dispelling Buffer (DC 24)
Factors: Ward Against Mordenkainen's Disjunction (Ad Hoc +16) Increase DC of dispel checks by +6 (ad hoc +12)
Mitigating Factors: Change from Target to Personal (DC -2), Increase manifesting time to 10 minutes (-36 DC)
This spell creates an area around the subject creature that emulates its native planar environment. Thus, a character hailing from the Material Plane would have normal gravity, temperature, magic, and so on. This spell cast on a native of the Plane of Shadow (DMG 152) would make the area around the creature mimic its home plane’s normal gravity, a mild neutral alignment, enhanced shadow spells, and impeded light or fire spells. In addition, the DC of caster level checks to dispel this bubble or effects originating within it increases by +11, and against a targeted dispel, this bubble is always targeted last. Mordenkainen’s Disjunction is warded against entirely.

Dispelling Buffer-Buffer (Psychokinesis)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Target: You
Duration: 1 hour/level
To Develop: 360,000 gp, 14,400 xp
Seeds: Dispelling Buffer (DC 24)
Factors: Ward Against Mordenkainen's Disjunction (Ad Hoc +16), Increase DC of dispel checks by +19 (ad hoc +38)
Mitigating Factors: Change from Target to Personal (DC -2), Increase manifesting time to 10 minutes (-36 DC)
You create a psychokinetic shield around yourself that improves the chance that any powers affecting the subject will resist a dispel psionics power (or a dispel magic spell) or a negation effect that targets a specific power (such as shatter mind blank). When dispelling buffer is manifested on a creature or object, add +24 to the DC of the dispel check for each ongoing effect that is subject to being dispelled. Mordenkainen’s Disjunction is warded against entirely.
Dispel psionics can negate dispelling buffer, but against a targeted dispel, dispelling buffer is always checked last (with the same +24 bonus). Against an area dispel, dispelling buffer is checked in the order according to its level (with the same +24 bonus).

Harfang’s Insight (Metacreativity)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Effect: 360 foot radius 60 foot high blizzard
Target: You
Duration: 10 Hours
To Develop: 360,000 gp, 14,400 xp
Seeds: Owl’s Insight (DC 22)
Factors: Increase Duration to 10 hours (+18), Increase Wisdom Bonus by +6 (+36)
Mitigating Factors: Change from Target to Personal (DC -2), Increase manifesting time to 10 minutes (-36 DC)
As you cast this spell, your face is overlaid with the image of a snow owl. The image fades as you bestow your ally with comprehension.
You gain an insight bonus to Wisdom equal to 1/2 your manifester level plus 6.

Deny Celerity (Metacreativity)
Psicraft DC: 40
Level: 11
Power Points: 21
Display: Vi
Manifesting Time: 10 Minutes
Range: Personal
Target: You
Duration: 24 hours
To Develop: 360,000 gp, 14,400 xp
Seeds: Greater Anticipate Teleportation (DC 24)
Factors: Change From Teleportation spells to Temporal Spells (Ad Hoc +30), Increase Delay to 6 rounds (+2), Remove Focus Requirement (+2), Increase area 500% (+20)
Mitigating Factors: Change from Target to Personal (DC -2), Increase manifesting time to 10 minutes (-36 DC)
You create a magical ward with radius 30 feet per level around you that interferes with others’ attempts at manipulating the timestream, Attempts to cast Time Stop, Temporal Acceleration, Celerity, Greater Celerity or Lesser Celerity or any effect which replicates their effects have their effects delayed by six rounds, and the manifester of this spell becomes immediately aware of the exact location of the casters of such effects at the moment of casting and its type.
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Deny Celerity is hilarious, I must say. Not sure how essential it'll be for the tournament, but damned if it isn't bread and butter for epic level play in general.

Also, is it just me, or is the market price of Orichalcum converted into a + value for weapons/armor ridiculously out of balance with the divine ability that makes your weapons autoscale? The formula says that full Orichalcum on a single weapon is worth +36 -- the value of a cosmic ability, when for a simple divine, assuming you have the requisite strength, every weapon you wield is automatically that powerful.

Am I missing something here?
 
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Also, is it just me, or is the market price of Orichalcum converted into a + value for weapons/armor ridiculously out of balance with the divine ability that makes your weapons autoscale? The formula says that full Orichalcum on a single weapon is worth +36 -- the value of a cosmic ability, when for a simple divine, assuming you have the requisite strength, every weapon you wield is automatically that powerful.

Am I missing something here?

It's not really worth +36 because you don't get the squaring of price modifiers on special materials. A +72 weapon costs 103.68MGp but a +36 pure Orichalcum weapon only costs 51.8 Mgp, and doesn't even trigger the multiple abilities premium because Orichalcum is nonmagical. A +1 Orichalcum sword is obviously a really dumb deal, but it gets more economical as you get higher up. Pricing it with gold does mean it's horrendously expensive to buy weapons sized for larger than medium, but you can get around this by making the weapon a Sizing weapon at a mere 5,000 gp and buying a Medium one (Getting sizing weapons smaller than medium for the sake of cutting down materials costs is pretty obvious rules abuse though).
 

Well, I suppose Mr. Hekatonkeires can just take Uncanny Weapon Specialization (or is it Perfect?) for his 50 very-definitely-not-Orichalcum greatswords then, since I don't think he's quite rich enough to afford them. :P

The whole thing seems kind of silly to me. 12 times base weapon damage isn't anything to write home about, and the strength requirement seems restrictive enough to me anyway. Barring one-trick ponies, by the time someone can wield pure Orichalcum, they're at the point that they need it just to be able to keep up in damage. Making it so prohibitively expensive just pushes toward bypassing the price completely for a single measlydivine ability slot.

Not sure I'm even going to enter the Heka, though, kind of a one-trick pony, unless I can think of something cool to do with him.
 

Uncanny Weapon Specialisation has Fighter levels and the entire Weapon Focus chain as a prerequisite. If you're not a fighter it's another DvA slot on Nescient plus the considerable cost of all its prereqs (5 DvAs in total).

You're right about not needing yet another War god. War Portfolio does not go in every build.
 

Yeah, we don't want this to get boring.

On that note, maybe I'll dig up my Immortals Warlock abilities and give those a try, see what I can come up with. Maybe something a little more flavorful and a little less *SMASH* *SMASH* *9,999 DAMAGE!*
 

A character. All class levels all the time, which is why the build is screwy. Once you don't have 80 levels of God in your build, you start running out of things to take, and Psionic Fist 200 would have been dull. As a result, she ended up with a gazillion class abilities, most of which suck. I've used the Half-Dragon template to represent the abilities of a Quarter-Prismatic Dragon, because an Epic Dragon should probably have a better Half-Dragon template than the one in the SRD. This isn't the full writeup (There's pages on Manoeuvres, Power and Soulmelds, and skills), but I omitted those from this post for brevity. She's mainly about battlefield control and various nonstandard combat options, but she can hit hard if needs be. Her Incarnate and Psychic Warrior abilities are mainly there so her stats don't suck.

Anaesthesia Fistpunch-Fabuloso

Daughter of Robert Fistpunch (Half-Storm-Giant Monk 25) and Señor Fabuloso 'The Rainbow Mage' (Half-Prismatic-Dragon Sorcerer 28) both enigmatic characters whose histories are inconsistent, to the point where which, if either of the two was female is a point of debate among historians, Anaesthesia was born in a rare conjunction of planets and was soon revealed to be an almighty Paragon, surpassing both her Epic parents in power before she was nine years old. Realising that she had been basically handed power to her by virtue of her template, her racial abilities, and her parents' seemingly limitless supply of magical wealth, she left them to train on her own in some of the most inhospitable climates on the planes.

During this time, she mastered a selection of different fighting styles, mainly focussing on improving personal power and strength from within, always by figuring them out for herself from first principles, even if she used some encounters with other warriors for 'inspiration'. Ageless, and immortal, despite never having ascended to godhood, she has a dislike of actual gods, who she views as being handed power to them by their followers, and being little more than leeches. She hates vampires more, however, as she regards them as leeches in a more literal sense.

Surprisingly brash for someone considered Lawful, she always has a 'plan', but doesn't think that because you've got a system you have to be a robot. She's very full of herself and is almost as interested in showmanship as actual fighting. Thanks to the influence of White Thunder and Black Thunder, and the amount of psionci energy she burns continuously just to keep fighting her fighting style seems impossible to those used to Newtonian physics. She focusses on a few brutal strikes, usually from far enough away that opponents have no means of striking back, and those that do find that she's as capable, if not more capable in defence than offence.

She's a generically young human female whose real chronological or physical age is almost impossible to determine, as nobody knows when she was born or when she achieved immortality. She has a well-muscled physique and determined expression that seems at odds with her girlish attire. Her skin is a pale blueish green colour, owing to her Storm Giant heritage and the frost that continuously forms on it, while her hair is a shimmering rainbow (thanks to her Prismatic Dragon blood), and has been permanently styled into aggressive spikes through the use of water and the freezing temperatures her body generates. She wears a dress of surprising durability considering the number of bows and frills with which it is adorned, and her bracers and greaves are similarly adorned. When in combat, or anticipating it, she's shrouded by a whirling blizzard, and those that can pierce the blizzard see her form clad in the glowing blue armour of incarnum. That is, if they're capable of finding her in the blizzard at all.

For no reason that anyone can discern, an invisible duck always seems to orbit her head.

Anaesthesia Fistpunch-Fabuloso
Female Half-Prismatic-Dragon Paragon Human, Major Storm Giant Bloodline
Decisive Strike Monk 20(PHBII)/Dungeon Crasher Fighter 20(Dungeonscape)/Incarnate 20(MoI)/Unarmed Swordsage 20(ToB)/Psychic Warrior 20/Human Paragon 3/Warshaper 5/Zerth Cenobyte 10(CP)/Warmind 10/Umbral Disciple 10(MoI)/Cloud Anchorite 10(FB)/Psionic Fist 35/Soul Manifester 10(MoI Web Enhancement)
Size/Type: Medium Outsider (3 VSCs, Augmented Humanoid, Human, Cold)
Hit Dice: 193d20+6369 (10,229 hp)
Initiative: +72, Perfect, Sixth Sense
Speed: 720 ft. (144 squares), climb 540 ft.
Armour Class: 325 (+20 Natural, +57 Dexterity, +114 Wisdom, +12 Insight, +12 Luck +14 Class, +86 Dodge), touch 305, flat-footed 239, +4 vs traps
Base Attack/Grapple: +102/+307
Attack: unarmed strike +447/+442 melee (10d10+276 plus 2d6 Sonic/18-20/x2 plus Roundabout Kick)
Full Attack: unarmed strike +447/+447/+447/+447/+442/+442/+437/+437/+432/+432 melee (10d10+276 plus 2d6 Sonic/18-20/x2 plus Roundabout Kick) and bite +307 melee (2d6+86 plus 2d6 Sonic/20/x2 plus Roundabout Kick), and snap kick +333 melee (10d10+267 plus 2d6 Sonic/18-20/x2 plus Roundabout Kick)
Space/Reach: 5 ft./100 ft.
Special Attacks: Powers, Maneuvers, Soulmelds, SLAs, Share Incarnum Radiance, Perfect Meldshaper, Sneak Attack, Decisive Strike, Sense Magic, Detect Opposition, Morphic Healing, Walk on the Clouds, Wholeness of Body, Abundant Step, Quivering Palm, Breath Weapon, Chain of Personal Superiority, Chain of Defensive Posture, Chain of Overwhelming Force, Timeless Step, Precognition, Temporal Strike, Precognitive Surge, Timeless Body
Attack Options: Psionic Fist, Unavoidable Strike, Decisive Strike, Sweeping Strike, Improved Trip, Acrobatic Charge, Stunning Fist, Falling Star Attack, Distant Horizon, Uncanny Power Attack Mastery, Roundabout Kick, Cleave, Two-Weapon Rend, Two-Weapon Fighting, Expert Strike, Improved Unarmed Strike, Snap Kick, Slashing Flurry
Defence Options: Weapon Abatement, Improved Combat Reflexes, Elusive Target, Karmic Strike, Defensive Throw, Robilar’s Gambit, Hold the Line, Improved Combat Mastery, Initiation Opportunity, Spellcasting Harrier, Double Hit, Fire Baptism
Special Qualities: Fast Heal 22, Improved Evasion, Darkvision 60ft, Low-Light Vision, Uncanny Dodge, Aura (Lawful), Moderate Fortification, Water Breathing, SR 170, 10/epic, 3/-, Dance with the Elements, Blindsight 220 ft., Temporal Distillation (Full Round Action), Backslip (2/day), Resist Cold 15, Fire, 10, Electricity 10, Immune to Disease, Poison, Stunning, Critical Hits, Altitude Sickness, Thin Air, Old Age, Aging, Fall Damage, Light Effects, Sleep, Paralysis, Stunning, Dazing, Slow, Cold and Electricity, 100% Concealment, Vulnerable to Fire
Saves: Fort +236 (+6 vs inhaled poisons, altitude sickness, high elevation), Ref +272, Will +329 (+2 vs Enchantment, +2 Resistance vs Charm/Compulsion), +2 Sacred in Mountains, +2 vs Cold, +4 vs traps
Abilities: Str 142, Dex 124, Con 52, Int 44, Wis 238, Cha 46
Skills: See Full Breakdown
Feats: Wild Talent, Mountaineer, Midnight Dodge, Monastic Training (Psychic Warrior), Improved Unarmed Strike, Combat Reflexes, Power Attack, Blade Meditation (Setting Sun), Snap Kick, Improved Trip, Elusive Target, Hold the Line, Karmic Strike, Falling Sun Attack, Distant Horizon, Cold Endurance, Cobalt Expertise, Bonus Essentia, Improved Cold Endurance, Cobalt Power, Roundabout Kick, Combat Expertise, Defensive Throw, Weapon Focus (Unarmed Strike), Combat Reflexes, Deft Opportunist, Double Hit, Combat Manifestation, Psionic Fist, Improved Critical (unarmed strike), Overchannel, Psycarnum Infusion, Azure Talent, Dark Stalker, Improved Natural Attack (Unarmed Strike), Sidestep, Evasive Reflexes, Slashing Flurry, Martial Rapidstrike, Extended Reach, Practiced Manifester, Defensive Sweep, Instant Clarity, Knock Down, Improved Two-Weapon Fighting, Dungeon Crasher, Dungeon Crasher, Greater Two-Weapon Fighting, Stunning Fist, Martial Study (Foehammer), Improved Essentia Capacity, Martial Stance (Thicket of Blades), Greater Weapon Focus (Unarmed Strike), Weapon Specialisation (Unarmed Stike), Greater Weapon Specialisation (Unarmed Strike), Slashing Weapon Mastery, Improved Sunder, Robilar’s Gambit, Combat Brute, Psionic Meditation, Psychic Renewal, Unavoidable Strike, Pain Mastery, Supernatural Instincts
Epic Feats: Perfect Two-Weapon Fighting, Two-Weapon Mastery, Uncanny Two-Weapon Fighting, Two-Weapon Rend, Improved Combat Reflexes, Light Eradication, Expanded Knowledge( Metamorphasis), Keen Strike, Spellcasting Harrier, Weapon Abatement, Expert Strike, Fire Baptism, Combat Mastery, Improved Combat Expertise, Improved Dodge, Supreme Dodge, Sticky Strike, Initiation Opportunity, Epic Blade Meditation, Falling Star Attack, Epic Essentia x3, Epic Weapon Focus (Unarmed Strike), Epic Weapon Specialisation (Unarmed Strike), Epic Weapon Specialisation (Unarmed Strike), Improved Power Mastery x5, Greater Sunder, Epic Psionic Focus x2, Intrinsic Meldshaper (Bluesteel Bracers), Intrinsic Meldshaper (Incarnate Avatar)
Item-Granted Abilities: Legendary Wisdom, Alertness, Perfect Initiative, Uncanny Dodge, Celerity, Improved Initiative, Superior Initiative, Sixth Sense, Unknowing Mind, Unknowing Soul, Anyfeat (Blinding Speed), Divine Toughness, Spell Abatement, Learned Spell Immunity, Divine Meldshaper, Abracadabrogate (Cosmic, Wearer cannot be subject to the Abrogate cosmic ability), Moderate Eradication, True Strike, Heavy Handed, Uncanny Power Attack, Power Attack Mastery, Sonic Strike
Environment: Cold Mountains
Organisation: Solitary (Unique)
Challenge Rating: 145
Treasure: Silver Imperium Plot Device, Minidress of Magnificence +6, White Thunder, Black Thunder, Duck of Many Things
ECL: 217

non-epic item:
Minidress of Magnificence +6: This frilly dress looks completely out of place on someone used to training in subzero temperatures and beating demons to death with her bare fists, but this doesn't seem to be an issue. It provides a +6 enhancement bonus to all Ability Scores.

Artefacts:
Silver Imperium Plot Device Reputedly taken from a legendary moon princess (although which one is unknown, the Moon seems to be capable of generating a nearly limitless supply of princesses), it takes the form of a silver crystal flower worn as a necklace and has the power to do anything and everything. However, Anaesthesia has not yet mastered its use, and mainly uses it to see the future. It grants her the abilities Legendary Wisdom and Alertness, and provides a +70 Enhancement bonus to Wisdom.
White Thunder Construced from rare Planar Lodestone, White Thunder is a pair of bracers which provide no benefit to anyone with fewer than 30 ranks in Knowledge(The Planes), or a Dexterity score of less than 18, or a Wisdom score of less than 25. Planar lodestone, especially when magically enhanced, multiplies or reduces forces in complex but predictable ways, allowing people capable of unlocking its secrets the ability to move with incredible speed despite the objection of normal physics. The fighting style Anaesthesia has developed around this grants her the abilities Perfect Initiative, Uncanny Dodge, Celerity, Improved Initiative, Superior Initiative, and Sixth Sense and a +86 Enhancement bonus to Dexterity.
Duck of Many Things The Duck of Many Things is an invisible duck spirit which orbits the head of those blessed by it. Its only affects on the wearer to the untrained eye are a small patch of downy feathers which sprout from the back of the wearer's head, and that no matter how hard they try, one tuft of their hair will always stand on end (this effect applies even to creatures without hair). It grants the abilities Unknowing Mind, Unknowing Soul, Anyfeat, Divine Toughness, Spell Abatement, Learned Spell Immunity, Divine Meldshaper, Split Chakra, and Abracadabrogate (Cosmic Ability, Wearer cannot be subject to the Abrogate cosmic ability)
(This item is undervalued to pay for dress and epic spell development.)
Black Thunder Similar to White Thunder (although obviously black in colour), Black Thunder is a pair of greaves made from planar lodestone. By careful manipulation of the forces they generate, the wearer (if they possess 30 ranks in Knowledge(The Planes), 18 Dexterity and 25 Wisdom) can strike with impossible force. The fighting style Anaesthesia has developed using these artefacts grants her the abilities Moderate Eradication, True Strike, Heavy Handed, Uncanny Power Attack, Power Attack Mastery, and Sonic Strike and a +86 Enhancement bonus to Strength.
 
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