Buff these Hill Giants!

wish me luck guys, i'm going in. ;)

if i don't use all of these guys up tonight, i may come back for more refining! :D
 

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good luck! ... someone mentioned TPK, GOOD!!! :) ... it's the G-series, where the PC's are supossed to get hammered if they get to uppity :]

I'd change the wiz to sorc ... don't want the giants getting too smart now do we?

if you have access to DLCS using mystic instead of cleric would be an option too ...
 


BOZ said:
simple: he's actually a 5th level wizard. :)

Well, a quickened spell takes a slot +4 levels above the normal, so quickened mage armor takes a 5th level slot that only a 9th level wizard would have.
 

shows what i know, then. ;) i thought all metamagic spells were 1 slot higher.

well, here's the scoop. decided i wanted to save the module for next week. the party spent a few hours in the dwarf city, selling magic items and making magic items. the paladin took on a holy quest to regain his paladin-hood. almost 2 months later in game time, they headed out. i gave them a 3 hill giant encounter, that was a cakewalk. decided to pump it up a little, so i doubled the hill giants and threw in the wizard that i created to surprise the PCs a little. that was a nice fight, but in the end the giants really just didn't stand a chance. most PCs had more than half their hp, and no one lost more than 2/3 of their hp to the giants.

i left them at 2 am with the Steading in sight...
 

Simplicity said:
Giant clubs are so yesterday.

Give the chief a spiked chain. 20 foot reach is always nice.
Then, have the chief go DISARMING and TRIPPING, while her friends beat the crap out the PCs. +10 to disarm attacks (2-handed + special for chain, +4 for size). +11 to trip attacks.
Ouch. Keep the cleric tripped, and you'll have a TPK in no time.


Or whirlwind attack....... :eek:
 



the party is 8 PCs, plus 2 NPCs. regular hill giants get smacked around by them, so the ones with levels will need to pull some of the weight. i'm thinking of bumping the above giants up a few levels, and/or outfitting them better. the wizard giant only got two spells off (both successful, yay!) before getting killed.
 

I was going to say that 12th level characters would mop the floor with hill giants, but you already discovered that. One thing you could do to improve the giant´s damage output/staying power of the classes giants is giving them longspears and quickdraw. If they are charged, they have guaranteed an AoO and, in the giant´s round, a full attack. If the giants charge, you stab the PC at 15 feet, preferably using some good power attack. In his round the PC can´t full attack you, since you´re at 15 feet unless he has a reach weapon (and if he has, you just attack at 20), and they are in your threatened area, so they may be opportunity attacked if they move more than 5 feet. In your next round, you just attack with the spear (if the PC is at 20-25 feet) or quickdraw and full attack with other melee weapon (if they are closer)
 

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