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Adventuring Tactics Masterclass: Giants.
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<blockquote data-quote="Sir Whiskers" data-source="post: 683482" data-attributes="member: 6941"><p>For clerics:</p><p>*Combine Zone of Truth with Enthrall to gain information before starting a fight.</p><p>*Sanctuary at the start of the fight, then start casting Bless, Prayer, healing spells, other non-attack spells.</p><p>*Entropic Shield (personal only) for 20% miss chance with ranged attacks. Use Imbue with Spell Ability to allow other spellcasters to cast Entropic Shield on themselves.</p><p>*Command and Greater Command ('nuff said)</p><p>*Insect Plague, then have the arcane casters throw lightning, cold, and acid area effect spells in the same area.</p><p>*Blade Barrier to split up the opposition and cover the party's flanks. If you can arrange it, cast it at the only path available to the giants for getting out of your Insect Plague.</p><p>*Antilife Shell blocks most living creatures (including giants and their animal friends) in a 10' radius around the cleric, no save. As with Blade Barrier, can create a great bottleneck, if terrain permits. Or, if the party's in trouble, have the sor/wiz cast Rope Trick while within the area effect of the Antilife Shell. The party flees into the interdimensional space (cleric last) for healing and buffing, coming out when the giants have (hopefully) dropped their guard a bit. Don't forget to have the cleric pull the rope in after himself.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 683482, member: 6941"] For clerics: *Combine Zone of Truth with Enthrall to gain information before starting a fight. *Sanctuary at the start of the fight, then start casting Bless, Prayer, healing spells, other non-attack spells. *Entropic Shield (personal only) for 20% miss chance with ranged attacks. Use Imbue with Spell Ability to allow other spellcasters to cast Entropic Shield on themselves. *Command and Greater Command ('nuff said) *Insect Plague, then have the arcane casters throw lightning, cold, and acid area effect spells in the same area. *Blade Barrier to split up the opposition and cover the party's flanks. If you can arrange it, cast it at the only path available to the giants for getting out of your Insect Plague. *Antilife Shell blocks most living creatures (including giants and their animal friends) in a 10' radius around the cleric, no save. As with Blade Barrier, can create a great bottleneck, if terrain permits. Or, if the party's in trouble, have the sor/wiz cast Rope Trick while within the area effect of the Antilife Shell. The party flees into the interdimensional space (cleric last) for healing and buffing, coming out when the giants have (hopefully) dropped their guard a bit. Don't forget to have the cleric pull the rope in after himself. [/QUOTE]
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