A Grappler for the Red Hand of Doom

Post/Author/DateTimePost
#1

sleepyshadow

Jan 12, 2012 17:41:29
With the end of the Oriental Adventures campaign, I once again find myself behind the DM screen. After picking up a copy of Red Hand of Doom, I decided that it would fit nicely into the group's collectively built campaign world (before we went to Rokugan for a bit). However, the important villains throughout the adventure are too weak for the group of well-practiced optimizers I play with, so I decided to replace them all with custom villains of my own. However, I won't worry about the other villains until the group gets there.

So without further adieu, would this guy present a tough but fair challenge to my group, and if not, what could be done to fix it?


Ton Mu Fai
Neutral Evil Half-Ogre Aquatic Half-Orc

Class: Unarmed Swordsage 2/Fighter 2/Lion Totem Barbarian 1/Black Blood Cultist 3/Scaled Horror 1

Feats: Aberration Blood (Flexibile Limbs), Track, Inhuman Reach, Deepspawn
Bonus Feats: Improved Unarmed Strike,  Weapon Focus (Unarmed Strike) [Swordsage], Power Attack, Cleave [Fighter], Improved Grapple [Cultist]