bad dice rolls

kelson said:
That may be just what I need. blessed and maybe ghost touch as well. 1/4 chance to crit against all evil creatures. + lots of attacks per turn + weapons that do rediculus dmg... that could be just what I need. I would love to be able to wield 2 large greataxes 3d6 dmg and I think it has a x3 crit. I know there is monkey grip to allow me to wield 2handed weapons in one hand, but are there any others that allow me to have bigger weapons while twf with less negatives? besides twf and itwf of course... I wont do it if I cant get those negatives down to nothing or at least close to it. I dont even know if it is possible.

The feat Over-Sized Two-Weapon Fighting from Complete Adventurer reduces the penalites for using larger weapons in each hand by 2. I still think you'd be better off going dervish and wielding two scimitars.
 

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Complete Scoundrel has Luck Feats, which at least give you second chances on attacks, saves, crit confirmation, skill rolls, etc. Some of lthem let you count a natural 1 as a natural 20 turning bad luck into great luck.

If thsi has been mentioned already, sorry I am in a hurry and didn't read the rest of the thread
 

The feat Over-Sized Two-Weapon Fighting from Complete Adventurer reduces the penalites for using larger weapons in each hand by 2. I still think you'd be better off going dervish and wielding two scimitars.

the reason that I am reluctant to play the dervish is that I dont own the book that it is in and I am not familiar with the class. It has nothing to do with the merits of the class itself. I just dont want to have to spend the whole game borrowing someone elses book.
 

See about using Action Points (from Eberron or Unearthed Arcana) - they allow you to add an amount of extra d6s to your d20 roll. Won't help with damage but may help with the "to hit" issues. AP are also pretty good for other effects too.
 

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