Ya, Matt - I just couldn't picture the time and effort needed to coordinate something on that high of power-scale.
While this is an extreme example of power-gaming, it certainly re-inforces my opinion that high-level gaming is unbelievable and problematic, if it was a Tabletop game.
You'd HAVE to shift the emphasis to almost completely-roleplay, wouldn't you?
Even at the Against the Storm power level of 9th level, we've seen how strategic combat is a bear to tackle, haven't we?
That's without a discussion of the role-playing impacts of higher level spells (Improved Insibility, Teleport, etc), but don't get me started on that... LOL
From the first round, I can safely say that the Inner Munchkin in me is completely sated (and then some).
I hereby volunteer to take out anything that anyone (particularly Jeph) feels is unbalancing, unfair, not-in-the-spirit-of-the-game, or just "too-powerful".
I really hadn't expected the combo to be THAT powerful.
I've already taken out the Typhoon Attack and the Bull Charge (replaced with Quickened Turning feats). That Typhoon attack is probably the most absurd thing I can imagine in the combo.
I can't guarantee how fast I'll update it, but I'm curious what anybody would prefer was the first thing(s) gone out of the Mok-Tar character build?
Anybody read all the way thru it?
P.S. I'll post the "final" Munchkin Mok-Tar build when I get the chance.
It removes things like Divine Favor and Divine Power (range is Personal), etc, but adds Domain spells for Karnak (Rage).