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T O P I C    R E V I E W
Matthus Posted - 22 May 2007 : 17:14:25
I'm looking for some help for creating a dwarven Hit-Team. A small group of angry dwarven characters tries to avenge a raided hamlet.
I just don't want to put on only ranger/giant-killers . Are there any other clases that would be needed if some 6 - 8 dwarves a trying to get on to some 6 hillgiants within their lair?
The team should be about an average level.
Thanks for suggestions
13   L A T E S T    R E P L I E S    (Newest First)
Matthus Posted - 29 May 2007 : 09:04:50
Thanks to the discussion so far - I have been busy the weekend - so I'm trying to get to answear your ideas soon.

A first scan reveled that I have to get some of the lore your are recommending - seems to be proceeding busy
FireKnife Posted - 28 May 2007 : 08:17:09
Found it. Silver Marches. Dwarf ftr/rogue witha maul or war hammer would be a giants nightmare. Hate giants, lost a aasimar paladin to a Frost giant. Damn boulder hurling is so unfair.
Sian Posted - 28 May 2007 : 08:02:44
pretty sure that thats a gnome prestige class ...

other than that, an logical way to explain that one of the dwarves was wizards could be 'ancestor of ammarindar' ... the one (and only?) dwarven realm based on arcane studies
FireKnife Posted - 28 May 2007 : 06:17:41
is there a straight giant slayer prestige class?
At your Behest Posted - 27 May 2007 : 13:36:13
Victor, if my memory serves me right you can find the Battle Rager PRC in the tome Races of Faerûn.


Cheers,
Behest
Victor_ograygor Posted - 27 May 2007 : 11:56:39
One class/prestige cal type I would be happy to have on my side when fighting giant would be a Dwarf Druid (Earth Dreamer) Races Of Stone page 110

Hmm I can’t recall seeing a battle Rager prestige class fore dwarf, but that must be my second choice.
Darkmeer Posted - 27 May 2007 : 06:07:06
quote:
Originally posted by Reefy

quote:
Originally posted by Darkmeer

BTW: A level 4 party will beat the 6 Hill Giants with proper planning, and pitfalls.


Really? I'd fancy you needed some incredibly skilful *and* lucky PCs, and some pretty ragged giants. I know my players have been taught the hard way that giants deserve respect.



At one point, I had a marvelous tactician in the party. The party was "ambushed" at one point. A quick thought or two, and the party human druid and ghostwise halfling fighter/rogue made the whole difference.
The party at the time:
Human Druid 5 (Throw anything feat)
Human Psion (Telepath) 4 (deceased by the end)
Ghostwise halfling Fighter/Rogue 2/2
Drow Rogue 3
1/2 Orc Ranger/barbarian 3/1 (throw anything feat, imitating the druid) (also deceased by the end)

The terrain, although Giant territory, had many good spots for cover, and the party was pinned down pretty well. Sadly, the giants didn't prepare for the party to use some old tunnels underneath them (I make the environment a factor in key encounters (even the "random" ones), and my players look to the environment for their tactical/weaponry advantage. Many times the "throwing axe" was a dwarven Waraxe or greataxe). The halfling was exceptional at hiding, and the giants did NOT see him, thus he ran as the "eyes" of the party. The rest of them ambushed the ambushers using a variety of things, and magical darkness, too. Yes they did take down the 6 giants. They then rested for a few days to recover from the injuries sustained. We all agreed to never do another encounter like that... ever.
Reefy Posted - 27 May 2007 : 00:40:12
quote:
Originally posted by Darkmeer

BTW: A level 4 party will beat the 6 Hill Giants with proper planning, and pitfalls.


Really? I'd fancy you needed some incredibly skilful *and* lucky PCs, and some pretty ragged giants. I know my players have been taught the hard way that giants deserve respect.
Marquant Volker Posted - 26 May 2007 : 23:12:41
For the raiding party i would run it without using anything spesialized or exotic, i would focus on the motivation part for doing this (Family members/Revenge/Honour), in my opinion dwarves do not make specialized hit-teams (special forces) like the other races do, but they rely on the honour and tradition.

In that way a Dwarf will don his ancestral armour, prepare his weapons drink some ale, perhaps some prayer to Moradin or Silverbeard (since hes going to war) announce his wills to his family (he may never return) drink some more ale and head for the Hill Giant lair armed to the teeth while shouting insults to them and singing the deeds of his ancestors. Now if other dwarves rise to assist him (usually they do) its ok, if no he will go anyway. Its more Dwarf-ish than to sit back and wait for the specialists to do the hard (and honourable) work for him

Well its only a opinion, hope it helps!
Daviot Posted - 26 May 2007 : 11:37:58
My campaign has a dwarven fighter who picked up a level of wizard followed by Abjurant Champion. And in a few levels, he'll become a dwarven defender. Combine the two, and you've got a wall of the highest caliber.
So, my suggestion is to consider a dwarven defender or abjurant defender as "defensive tanks". And for a weapon? An urgrosh or a dwarven waraxe/bastard sword work nicely.
sleyvas Posted - 25 May 2007 : 20:15:16
oh, and where's the dwarven paladin who is out to avenge the fallen village. Gotta have one of those.
sleyvas Posted - 25 May 2007 : 20:12:00
make one of those dwarven wizards a fighter/wizard/eldritch knight (you gotta figure the race favors that combo). If you use the optional rules from complete mage, put him in light armor with a dwarven shield buckler and a dwarven war-axe, two weapon fighting and improved shield bash (or improved buckler defense, whichever you feel is necessary for a dwarf to fight with dwarven war axe and buckler-axe).
Darkmeer Posted - 25 May 2007 : 04:21:38
Dwarven hit team:

Barbarian/Axe Idiot ("Diplomat" and "meat Shield") Weap: Greataxe (or TWO, if the foe sunders it)
Fighter/Rogue ("Diplomat") Weap: Greatsword
Rogue (lock specialist AND sniper) Weap: Battle Axe and light crossbow (yes, spend the feat)
Cleric of Clangeddin Silverbeard (Medic) Weap: Battle Axe pair.
Cleric/Rogue (deity of your choice) ("Specialist") Weap: War Maul
Wizard (Buff the allies type) Weap: Handaxe
Wizard or Sorcerer (Kill 'em all blaster) Weap: Crossbow.
Expert (trapsmith) Weapon: Dagger or Spear. Lots of pitfalls, especially pit splat traps.

There, a stealth-based team that will do fairly well. Not high HP, but strong enough and tightly knit by the fact their holdings are now gone. BTW: A level 4 party will beat the 6 Hill Giants with proper planning, and pitfalls.

/d

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