Hypersmurf
Moderatarrrrh...
Antilife Shell blocks most living creatures (including giants and their animal friends) in a 10' radius around the cleric, no save.
... and hope they don't have Huge longspears...
-Hyp.
Antilife Shell blocks most living creatures (including giants and their animal friends) in a 10' radius around the cleric, no save.
AuraSeer said:
That's not the point. Sure, if you catch 20 hill giants in the area of one Maximized Fireball you have potentially done 1200 total damage, and that sounds impressive. But not one of those giants will actually go down, and they'll remain at full combat effectiveness. If they're within charge range, you might not get a chance for another spell.
Frost and Fire giants are an exception, since their hp are effectively halved when dealing with their opposing element. That changes the whole tactical situation.
Ridley's Cohort said:I advise caution with Improved Invisibility.
Giants can do a lot of damage. If too many PCs go invisible for a tough combat, those that remain visible draw more attacks each round. That can result in sudden PC deaths.
Sometimes it is best to coax the opposition into spreading the love around.
Pielorinho said:
Sometimes, certainly. But not if you're a rogue.
A rogue who suffers a full-attack action from a giant is likely to end up dead. Unless the rogue has a spectacular AC or has extraordinary hit points, he's best off avoiding being attacked altogether.
Ridley's Cohort said:
Following your logic, the Wizard will go II, too. He has even fewer HPs. Only the Cleric and Fighter remain visible.
Pielorinho said:You seem to suggest that the rogue share the damage-sponge role in the party. I simply think he'll be more effective dishing out extra damage and killing the giants faster.
A giant with a hot dice can do amazing damage in a single round. Spreading the hurt around is a hedge against a bad run of luck that might kill a PC.