Buff these Hill Giants!

well, now that the giants are aware of the PCs, they can actually be prepared instead of sitting ducks. ;) time to use potions and spells to buff, and yes environmental modifiers would be lovely. :D
 

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BOZ said:
the party's spellcaster died due to a creature implanted in him that finally emerged and escaped. so when he died, all the buffs that he cast wore off (the party cleric had cast her fair share though).

Is this a house rule? Spells don't end when the caster dies, unless they have a duration based on concentration.
 

Other Ideas...

In addition to using situational modifiers, you may also consider some non-obvious weapon use.

A Giant using a net would be intresting. In addition to possibly covering a larger area, a Net will result in the opponent being entangled, and will force opposed Str checks to move beyond what the rope allows.

If you want to be really evil about it, you can arrange to have the net set on fire while the player is trapped in it. Harder to justify, but if the net is fire proofed in some way, or made of chain links....

Or it can simply be weighted and thrown into a deep pool of water to drown the player trapped inside.

END COMMUNICATION
 

griff_goodbeard said:
Another feat I just thought of, Brutal Throw. Lets you use str instead of dex for ranged attacks. Beefs up those thrown rocks.;)


Very good feat for giants in games where it is used. Quite broken in my experience, but if a player pesters the DM for it, well, they will learn the hard way.

Dwarf bane and vicious weapons are good for giants.
 
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we also have a thing that allows certain touch spells to be cast on up to 6 targets in a non-combat situation. supposedly someone found this in a book and we all decided it was cool, so we took it. :)
 

I always had a soft spot for the Bowler prestige class from the Portable Hole. Sure, the drinking stuff is a bit silly, but the concept of rock-throwing giants being able to bank shots and the like can be pretty effective!
 


If you can fly and shoot a bow both the chief and the sub chief are probably going to be significantly easier (which isn't too hard to do at mid levels).

Will saves are low too. Easy wizard worth his salt could dominate the chieftain more than 50% of the time.
 

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