H4H: Red Hand of Doom (full)

We may want to procure horses in town for faster movement (and also more carrying capacity, when needed)

No feat really pops out when I think of Kirrg -- cleave probably is the best way to go.
 

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Ideally I'd like for him to stay out of combat more, since he's got a relatively low AC and is our only healer, but invisible castle hates our group, so all the help is needed. I might just do cleave, since I don't have a PrC in mind for him and no feat requirements looming ahead.
 


I would take a look at the domain feats from Complete Champion. The Chaos one(fits Kirrg better than the law one) is neat. You roll a d6(d8 at 10th level), and every round for a minute you gain a bonus on attack rolls(if the result of the d6 is even) or to AC(if it is odd) you roll every round so the bonus could potentially change every round. You can use it more than once per day if you expend 3 turn attempts. The destruction domain also is cool. Activate it as an immediate action and every attack you land for a minute reduces the creature's armor or natural armor bonus to AC by 1(2 at 10th level). These stack, so if you hit a creature three rounds in a row, it's AC is dropped by three after your turn on the third round. You can use this one an additional time per day for every turn attempt you choose to expend.

Rhun have you looked at oversized two weapon fighting as well? Imp Init is very good too though.

I took another stance as my feat. While I'm in it, every time an opponent misses me in melee I gain a +2 bonus to AC, this stacks for every attack. If I get attacked three times in a round for example and the first guy misses me, my AC goes to 22 for the second guy, if second guy misses if goes up to 24 for the third guy.
 

So you don't actually need to have that domain in order to take the domain feat? I was looking at these last night and thought I only had the War Domain feat to consider. These actually are real potent things, and Kirrg being a man of Chaos, sure could use some extra buffifiers.

I like that feat you've got. Does it require a full-round action, reducing you to only one attack? Or can you do your now two attacks/round?
 

Are you referring to the destruction domain feat? If that is what you are referring to, it reduces their AC whenever you hit them for the next minute.

If you are talking about my stance(which I gained through the feat) it is merely active when I want it to be(like my martial sprit healing one) and has no limitations.
 

I was referring to your feat. That's a nice little bonus, could be really useful against a large group of mooks. What happens when you're hit? Does it reset?
 


I want to see more smashy smashy from Jonathan now and less not hitting the broadside of a barn. :)

As this Wyrmlord Koth appears to be in league with Tiamat (as his references, and his distaste for metallic dragons) Virashil is opting for Protection from Energy for her first 3rd level spell, since it is now only a matter of time before we start running into dragons. Of course, now I get 4 lvl 3 spell slots to freeze people with (6d6) to boot, which is a good thing -- PLUS a wand o' magic missile, to take the load off of my 1st level slots some, and due to the lack of fire, she dropped True Strike in favor of Burning Hands.

I was hoping that the sorcerer bugbear would have a Charisma boosting item, but no such luck at this point. :(
 

Here's to hoping the little guys go before the BBEGs.

Remember, we did find a tattered cloak, but that didn't turn up as magical, did it?
 

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