Feats for a 20th level Frost Giant barbarian.


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Improved Bullrush,
they're frost giants so chances are they'll be able to push the characters wherever they wish. then plan some fun places to push the party. (such at through the threat zones of all of those other giants)
 

kind of sucks that a dumb strong guy cant swing his weapon hard enough to knock people down. Oh well, i guess you need brain power to successfully unbalance your opponent.
 

There are a few new interesting Barbarian related feats in the new NBoF:
http://www.datadeco.com/nbofeats/nbofeats009.html

HEART OF DEFIANCE [Special]
COPYRIGHT 2001, Eric D. Harry
When in a blood frenzy you are impossible to control.
Prerequisite: Rage 1/day, Base attack bonus +3 or higher
Benefit: When enraged you are immune to all forms of fear and all mind-affecting spells and spell-like abilities.
Balance: 4.45 (Purp 4.50, Pow 4.00, Port 4.25, Comp 5.00, Rule 4.50)

TERRIFYING RAGE [Special]
COPYRIGHT 2001, Eric D. Harry
Your rage is terrifying to behold and fearsome to your enemies
Prerequisite: Rage class ability 2/day, Base attack bonus +3 or higher
Benefit: When enraged, all opponents within 10 feet with HD less than your own must make a Will save (DC = 10 + 1/2 Rage class level + Cha bonus) or become shaken (-2 morale penalty on all attack rolls, checks and saving throws) for the duration of your rage. This is an extraordinary ability that only works when you are using your Rage class ability. Its effects also end if you are subdued, restrained, rendered unconscious or slain, or if your opponent moves more than 10 feet away from you. Opponents that succeed in their saving throws are immune to the terrifying effect of your rage for one day.
Balance: 4.40 (Purp 5.00, Pow 4.00, Port 4.33, Comp 4.00, Rule 4.67)
 

Recently ran high level ATG...

I recently ran a high level version of ATG (not as high as yours...) and my party sliced and diced their way through it with ease. The big advantage you've got is to TAKE STUFF DOWN QUICK. The big disads you've got is that you're big and relatively stupid, so easy to surprise. The original module was a masterpiece at setting up the party to fail, and spreading out resources so that once the "battle" begins, the party gets jumped from every direction! Try to do this on an epic scale if possible. What could that epic remorhaz in the center look like...hmmmm....

As for your feats, I would go with anything that improves your likelihood of geting to, and trapping with reach, your opponents. Feats that increase your movement (defintely consider EPIC stuff), as well as all the "basic" damage feats: PA, Cleave, Great Cleave, WF, Imp Crit are a must. Consider the EPIC versions of all of the above, as well. If your players won't throw a hissy-fit, just give the EPIC Barb/Giants an EPIC Feat equivalent to the Oriental Adventures Singh Rager prestige class ability POUNCE (maybe this does exist already in EPIC???). The bottom line is they need a FULL attack action, after a standard move to engage the party. They are WAY too low on BAB with thrown stuff for a good (buff'd) high level party, and are really far more powerful if engaging their full potential with that reach.

If you can squeeze in a shaman or two, it will make a WORLD of difference. Perhaps the Ogre Magi /Cloud Giant contingents that are visiting???

Anyway, good luck and enjoy!
 

The move + attack thing of which you are thinking, ashockney, is Dire Charge, indeed an epic feat.

Power Critical, incidentally, is a great NPC feat, since while it's only usable once per day, the effects are quite nasty, especially if combined with Overwhelming/Devastating Critical.

I actually never thought that the original ATG modules were that bad, since the antagonists are melee-focused, magically-incapable, and generally not particularly intelligent, meaning that a smart, invisible, and magically-skilled bunch of PCs could fight their way through. Mind you, there were usually a packload of giants, so PCs had to waste a lot of resources to take them out. Still, spellcaster giants are probably required to balance the odds out a bit.
 

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