Red Hand of Doom

Superj3nius

First Post
okay were begining red hand of doom and our DM says its tpk-city :( . I dont really want that to happen so....... what would be some strong character builds so death doesnt become a daily rutine? though dont ruin the story i hate meta gaming but i would like to know some strong character builds :D . assumeing you already meet the prerequisites for all basic classes. and i would also like to know the same info for prestige classes. Thanks :cool:
 

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A ranger with the right choice in favored enemies will have a chance to shine more so than in most campaigns. Other than that, I'd say that the basic 4 are all good, though I think a strong argument could be made for having a scout (from Complete Adventurer) instead of a rogue.
 

well i am already a druid and im doing kinda alright but i realize that my flaws are really shining through in the last couple of sessions so i expect death son. do you think multi-classing as a ranger would be alright?
 

If you don't have the core roles covered, there will be TPKs. The encounters are frequent enough that you need a cleric, have enough enemies that you need a wizard, have beefy enough enemies that you need a fighter, and there are enough traps in the dungeon sections to need a rogue- although a Scout will do!
 



In my opinion, for RHoD, you need:

* An archery-based ranger with favored enemy Goblin and Dragon, preferably a mounted archer (p.s., you do not need the mounted archery feat).

* A sorcerer with fireball (and eventually dispel magic to deal with buffing magic-users).

* A warrior who can tank, but who isn't useless when ranged combat comes up.

* Someone with a level of cleric or druid is useful so you can use healing magic items, and either that reserve feat to heal forever up to half, or a level of dragon shaman. If you're smart and kill the Red Hand fast enough, you don't really need a dedicated healer, since you'll get a lot of potions.
 


Speaking from my own experience in DM'ing this adventure, the opponents are much better equiped than you might expect. In the early going, you can expect to be met with moderate to high numbers of opponents who have better than expected HP and attack bonus.

However, you can expect to deal with numbers of durable opponents with decent hitting power (as opposed to large numbers of one hit wonders or singular beefy tanks). To that end, being able to deal effectively with being outnumbered is essential.

- Any spell that can hit / effect a large number of enemies will help. Not only Fireball, but also well used illusions, and wall effects.
- A strong AC combined with good HP is a must if you want to go melee. If your total AC is less than 17, you will want to stay out of melee, period. Even the mooks have a good attack bonus.
- A reach weapon + Combat Reflexes will help out the tank types a great deal.
-- Any ability which can help you avoid being mobbed by opponents will help a great deal (mounted combat, mobility, good ranged attack skills).

You should be able to do fine as a druid, given spells like Entangle, and plenty of out door stuff going on.

END COMMUNICATION
 

Lord Zardoz said:
Speaking from my own experience in DM'ing this adventure, the opponents are much better equiped than you might expect. In the early going, you can expect to be met with moderate to high numbers of opponents who have better than expected HP and attack bonus.

However, you can expect to deal with numbers of durable opponents with decent hitting power (as opposed to large numbers of one hit wonders or singular beefy tanks). To that end, being able to deal effectively with being outnumbered is essential.

- Any spell that can hit / effect a large number of enemies will help. Not only Fireball, but also well used illusions, and wall effects.
- A strong AC combined with good HP is a must if you want to go melee. If your total AC is less than 17, you will want to stay out of melee, period. Even the mooks have a good attack bonus.
- A reach weapon + Combat Reflexes will help out the tank types a great deal.
-- Any ability which can help you avoid being mobbed by opponents will help a great deal (mounted combat, mobility, good ranged attack skills).

You should be able to do fine as a druid, given spells like Entangle, and plenty of out door stuff going on.

END COMMUNICATION
Also, towards the end, you will absolutely need someone with a hight initiative modifier that can reliably teleport in a silenced area unless you don't mind a dramatic TPK. Characters that don't run out of resources quickly, such as warrior types, warlocks, martial adepts, and casters with reserve feats will also really shine.
 

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