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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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<blockquote data-quote="Buugipopuu" data-source="post: 5750139" data-attributes="member: 41173"><p>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.</p><p></p><p>Anaesthesia Fistpunch-Fabuloso</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>For no reason that anyone can discern, an invisible duck always seems to orbit her head.</p><p></p><p>Anaesthesia Fistpunch-Fabuloso</p><p>Female Half-Prismatic-Dragon Paragon Human, Major Storm Giant Bloodline</p><p>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)</p><p><strong>Size/Type:</strong> Medium Outsider (3 VSCs, Augmented Humanoid, Human, Cold)</p><p><strong>Hit Dice:</strong> 193d20+6369 (10,229 hp)</p><p><strong>Initiative:</strong> +72, Perfect, Sixth Sense</p><p><strong>Speed:</strong> 720 ft. (144 squares), climb 540 ft.</p><p><strong>Armour Class:</strong> 325 (+20 Natural, +57 Dexterity, +114 Wisdom, +12 Insight, +12 Luck +14 Class, +86 Dodge), touch 305, flat-footed 239, +4 vs traps</p><p><strong>Base Attack/Grapple:</strong> +102/+307</p><p><strong>Attack:</strong> unarmed strike +447/+442 melee (10d10+276 plus 2d6 Sonic/18-20/x2 plus Roundabout Kick)</p><p><strong>Full Attack:</strong> 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)</p><p><strong>Space/Reach:</strong> 5 ft./100 ft.</p><p><strong>Special Attacks:</strong> 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</p><p><strong>Attack Options:</strong> 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</p><p><strong>Defence Options:</strong> 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</p><p><strong>Special Qualities:</strong> 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</p><p><strong>Saves:</strong> 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</p><p><strong>Abilities:</strong> Str 142, Dex 124, Con 52, Int 44, Wis 238, Cha 46</p><p><strong>Skills:</strong> See Full Breakdown</p><p><strong>Feats:</strong> 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</p><p><strong>Epic Feats:</strong> 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)</p><p><strong>Item-Granted Abilities</strong>: 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</p><p><strong>Environment:</strong> Cold Mountains</p><p><strong>Organisation:</strong> Solitary (Unique)</p><p><strong>Challenge Rating:</strong> 145</p><p><strong>Treasure:</strong> Silver Imperium Plot Device, Minidress of Magnificence +6, White Thunder, Black Thunder, Duck of Many Things</p><p><strong>ECL:</strong> 217</p><p></p><p>non-epic item:</p><p><em>Minidress of Magnificence +6</em>: 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.</p><p></p><p>Artefacts:</p><p><em>Silver Imperium Plot Device</em> 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.</p><p><em>White Thunder</em> 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.</p><p><em>Duck of Many Things</em> 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)</p><p>(This item is undervalued to pay for dress and epic spell development.)</p><p><em>Black Thunder</em> 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.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 5750139, member: 41173"] 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) [B]Size/Type:[/B] Medium Outsider (3 VSCs, Augmented Humanoid, Human, Cold) [B]Hit Dice:[/B] 193d20+6369 (10,229 hp) [B]Initiative:[/B] +72, Perfect, Sixth Sense [B]Speed:[/B] 720 ft. (144 squares), climb 540 ft. [B]Armour Class:[/B] 325 (+20 Natural, +57 Dexterity, +114 Wisdom, +12 Insight, +12 Luck +14 Class, +86 Dodge), touch 305, flat-footed 239, +4 vs traps [B]Base Attack/Grapple:[/B] +102/+307 [B]Attack:[/B] unarmed strike +447/+442 melee (10d10+276 plus 2d6 Sonic/18-20/x2 plus Roundabout Kick) [B]Full Attack:[/B] 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) [B]Space/Reach:[/B] 5 ft./100 ft. [B]Special Attacks:[/B] 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 [B]Attack Options:[/B] 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 [B]Defence Options:[/B] 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 [B]Special Qualities:[/B] 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 [B]Saves:[/B] 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 [B]Abilities:[/B] Str 142, Dex 124, Con 52, Int 44, Wis 238, Cha 46 [B]Skills:[/B] See Full Breakdown [B]Feats:[/B] 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 [B]Epic Feats:[/B] 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) [B]Item-Granted Abilities[/B]: 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 [B]Environment:[/B] Cold Mountains [B]Organisation:[/B] Solitary (Unique) [B]Challenge Rating:[/B] 145 [B]Treasure:[/B] Silver Imperium Plot Device, Minidress of Magnificence +6, White Thunder, Black Thunder, Duck of Many Things [B]ECL:[/B] 217 non-epic item: [i]Minidress of Magnificence +6[/i]: 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: [i]Silver Imperium Plot Device[/i] 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. [i]White Thunder[/i] 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. [i]Duck of Many Things[/i] 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.) [i]Black Thunder[/i] 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. [/QUOTE]
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A Tournament of Cosmic Propotions! (Immortal's Handbook Rules)
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