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Adventuring Tactics Masterclass: Giants.
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<blockquote data-quote="AuraSeer" data-source="post: 682047" data-attributes="member: 1331"><p><strong>Clerics</strong></p><p></p><p>You're right that clerical healing is risky. Since giants have reach, touching a comrade in melee will subject the cleric to attacks. (If the cleric starts out adjacent to his ally, he probably draws an AoO for casting. If he casts out of range and then moves in to touch, he is probably subject to a full attack next round.)</p><p></p><p>One way around this is to cast <em>Sanctuary</em>. Since giants have such low Will saves, there's a decent chance that they'll fail. That lets the cleric move through their threatened areas with impunity.</p><p></p><p>Another workaround, perhaps counterintuitively, is to concentrate on offense. If you can take the giants down quickly, they won't have time to do much damage, which means less healing will be required.</p><p></p><p>The offensive spells a cleric wants to use here are those that take advantage of the low Will saves. <em>Hold Monster</em> is of course the best. In a pinch a <em>Command</em> to "flee", or even a <em>Random Action</em>, could buy some time or split up a small group.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 682047, member: 1331"] [b]Clerics[/b] You're right that clerical healing is risky. Since giants have reach, touching a comrade in melee will subject the cleric to attacks. (If the cleric starts out adjacent to his ally, he probably draws an AoO for casting. If he casts out of range and then moves in to touch, he is probably subject to a full attack next round.) One way around this is to cast [i]Sanctuary[/i]. Since giants have such low Will saves, there's a decent chance that they'll fail. That lets the cleric move through their threatened areas with impunity. Another workaround, perhaps counterintuitively, is to concentrate on offense. If you can take the giants down quickly, they won't have time to do much damage, which means less healing will be required. The offensive spells a cleric wants to use here are those that take advantage of the low Will saves. [i]Hold Monster[/i] is of course the best. In a pinch a [i]Command[/i] to "flee", or even a [i]Random Action[/i], could buy some time or split up a small group. [/QUOTE]
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