WinnipegDragon said:Ouch.... I'd be willing to bet that the Hill Giant Chief could solo TPK a party of levels 11-13. Raging, he's going to hit an AC30 character an average of 3 times for 31 points a hit. That's 93 points per round, pretty much guaranteed.
Henry said:YEEEEE-IKES!I wouldn't want to fight them! Heck, I would want to at 17th level, much less 13th! I'd tone Arneson (Nosnra) down to 4th level Barb, and the others down to only two or three class levels. Nosy will be quite powerful even as a Barb 4.
Don't forget, there's a CLOUD GIANT tooling around there, too!
Endur said:I'd use the Adept class instead of Mage and Cleric. Adept has much more flavor for a Hill Giant tribe. Have one been the primary adept level 5-7 and the other be the assistant, level 1-4.
Endur said:For Nosnra, that's a good start, but I'd make several changes.
First, Nosnra is a big, ugly fighter who uses any weapon available. So no weapon focus or improved critical feats for him. Its not like he has ever had weapon training classes. Improved Sunder makes sense, because Nosnra likes breaking things. Likewise power attack and bull rush. I'd probably give Nosnra Leadrship and Cleave instead of weapon focus and improved critical.
No +3 Great Club for Nosnra. What powerful wizard or cleric is going to invest lots of exp enchanting a club when they could enchant a sword? Instead, have Nosnra's club powered up by a spell cast by the Adept (GMW or Spikes or equivalent).
For magic items to replace the club, how about Dragonhide armor (large sized, also replaces the bracers of ac). i.e. +5 Black Dragonhide Hide Armor with Acid Resistance 15 or something like that. Dragonhide has the nice effect that you don't have to claim a wizard created this. Nosnra himself might have created it by killing the dragon and skinning the dragon.
Ogrork the Mighty said:You could look at the Hulking Hurler (Complete Warrior) and the War Hulk (Miniatures Handbook) prestige classes.
griff_goodbeard said:I buffed up some stone giants a few months ago for the party I'm DMing and gave them Imp Grapple and Fling Enemy(from RoS). It added a lot of flavor to the encounter without giving them a huge power boost. The first time one of them grabed the dwarf fighter and flung him across the room, the look on the players face was absolutly priceless.![]()
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.
Shade said:I used a bunch of frost giants recently, and found Large and In Charge to be the perfect complement.
War hulk...definitely cool...but use caution. I had a fire giant war hulk kill the party paladin in one hit, cleave and drop another member, and he still had plenty of attacks to spare.![]()
The caber from Masters of the Wild is fun with giants too. Nothing beats a good ol' throwing log...especially with the returning property.![]()
Suggested potions: bull's strength, endurance, jump, heroism, displacement.
Give the potion of Jump to Nosnra so he can leap over the front line and get to the chewy center.![]()
Someone said:¿Cure serious wounds and fireball? They will do next to nothing. Use Invisibility Purge and Displacement (to be cast on the chief or fighter) instead.
BOZ said:I was considering Improved Grapple... which one of these guys would be best suited for that?
maggot said:How did the hill giant mage get quickened mage armor at 2nd level?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.