Paul Farquhar
Legend
Not if it requires an Intelligence(History) check.surely that is a free action?![]()
Not if it requires an Intelligence(History) check.surely that is a free action?![]()
"Your momma is so old I needed a history check to badmouth her!" something like that?Not if it requires an Intelligence(History) check.
Between 2 campaigns, I've never had an encounter where it wasn't active. If you play in a game with more combats, you might have to choose to fight without it sometimes but I've never been at a table that averaged more than 2 or 3 combats each day. Once your prof bonus is 3 or 4, its pretty much a free per-encounter power.Thank you
Is giant might really that good if you aren't doing strength "moves" (like shoving)? + 1d6 dmg/round is ... nice, but it's not much.
When we saw this subclass in UA, as well as the Giant Soul Sorcerer, I created Runed Giants. I took your stock giants and added Rune Magic on top of their existing abilities (as well as a boost to their HP, etc...) to give them more of a feel of ancient supernatural 'world origin storyline' type beings. I am shocked we do not have something official like this from WotC by now. They're halfway between the giant and a primordial. If you're playing a high level game, they provide a real nice option for a high level foe of meaning other than Demon, Devil, and Dragon.Also - holy crap giants would be so much more dangerous if they had rune magic :O
IMHO, you shouldn't sleep on the DEFENSIVE benefits for your party of giant might. Sure extra damage, yadda yadda yadda. But a size increase means you threaten more squares, making it more difficult for enemies to pass you in Melee and reach your party. You also physically take up more space, making it much easier to block hallways and other natural choke points. Obviously this, like all the other powers, is situational based on the battle and terrain you are in. There is no "one right answer" of which ability to use first. This versatility of this subclass is it's strength, but the trade off is that it requires tactical awareness to be at its best. You have so many choices, and none of them are bad. Which one is BEST is always a judgement call with a changing answer based on the situation.Thank you
Is giant might really that good if you aren't doing strength "moves" (like shoving)? + 1d6 dmg/round is ... nice, but it's not much.
Indeed. If you did nothing to the giants but give them their rune, it still would be very significant. Hill giants become extremely tough for example. Cloud giants are lethal "oh you just crit-smited me for 80 damage? shame you just beheaded your mage friend..."Some of the joy of playing a new class is figuring out this stuff. Play around with it for a bit before asking others what they think and you won't miss out on that fun.
When we saw this subclass in UA, as well as the Giant Soul Sorcerer, I created Runed Giants. I took your stock giants and added Rune Magic on top of their existing abilities (as well as a boost to their HP, etc...) to give them more of a feel of ancient supernatural 'world origin storyline' type beings. I am shocked we do not have something official like this from WotC by now. They're halfway between the giant and a primordial. If you're playing a high level game, they provide a real nice option for a high level foe of meaning other than Demon, Devil, and Dragon.