All giants now immune to knockdown?

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artemitavik
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All giants now immune to knockdown?

Unread post by artemitavik »

All the giants both frost and fire, when you get a successful Knockdown or Improved Knockdown give a message "immune to knock down"

I can see the leaders and everything being immune, but is it supposed to be that ALL the giants are immune to knockdown now? That can really remove some of a fighter's capability to combat them effectively.
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Nachti
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Re: All giants now immune to knockdown?

Unread post by Nachti »

They are. Dunno why. They also have SR30.

Propably balancing epic content?
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Calodan
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Re: All giants now immune to knockdown?

Unread post by Calodan »

Nachti wrote:They are. Dunno why. They also have SR30.

Propably balancing epic content?

I have noticed a slight up tick in difficulty. Which is great I think. It has added a new element to even a level 30 strolling around.
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Nyeleni
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Re: All giants now immune to knockdown?

Unread post by Nyeleni »

Not everything needs to be catered to the powerbuilds though. If it is too easy for them, it's their fault to be too efficient :).
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dedude
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Re: All giants now immune to knockdown?

Unread post by dedude »

Maybe they are more than one size category larger than you?
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Calodan
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Re: All giants now immune to knockdown?

Unread post by Calodan »

dedude wrote:Maybe they are more than one size category larger than you?

YOU MEAN THEY ARE GIANT SIZE?!?!?!?!?!?! :shock:
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
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artemitavik
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Re: All giants now immune to knockdown?

Unread post by artemitavik »

No, the message for too big is "can only knock down one size category larger"

This is "immune to knockdown". They're just straight out immune.

I've been knocking down the hill giants for months.

As I said, I have no issues with the bosses being immune to knock down... they are the bosses after all. However EVERY frost and fire giant fully immune I think might be a bit far.
Derik "Crimson Bulwark" Ranloss: Thugging for GREAT JUSTICE!!! (yes, I know he doesn't wear red)
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aaron22
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Re: All giants now immune to knockdown?

Unread post by aaron22 »

love the move to making content more challenging. keep up the good work.
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Calodan
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Re: All giants now immune to knockdown?

Unread post by Calodan »

artemitavik wrote:No, the message for too big is "can only knock down one size category larger"

This is "immune to knockdown". They're just straight out immune.

I've been knocking down the hill giants for months.

As I said, I have no issues with the bosses being immune to knock down... they are the bosses after all. However EVERY frost and fire giant fully immune I think might be a bit far.
Aren't all Giants in D&D supposed to be immune to knockdown? Along with ALL Dragons?
Kory Sentinel
"We should take the army head on!"

"... it sounds like a terrible idea, but look at that smile."
"And he just sounds so confident ... he is a favored soul."
"Even if we don't survive, he will, and isn't that what matters?" -Red Lancer
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Nyeleni
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Re: All giants now immune to knockdown?

Unread post by Nyeleni »

Not if you read certain fantasy books based on FR. Concerning giants.

I don't even know how you would knock down an Ancient Wyrm.
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Lockonnow
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Re: All giants now immune to knockdown?

Unread post by Lockonnow »

Ancient Wyrm.is a smell one if you have a small dog it will live longer then a big so the dog is Ancient
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CrimsonMist
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Re: All giants now immune to knockdown?

Unread post by CrimsonMist »

Calodan wrote:
Aren't all Giants in D&D supposed to be immune to knockdown? Along with ALL Dragons?
Not according to the SRD, unless I've missed something.
Hidden: show
Hill Giant click to see monster
Size/Type: Large Giant
Hit Dice: 12d8+48 (102 hp)
Initiative: -1
Speed: 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: 20 (-1 size, -1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rock throwing
Special Qualities: Low-light vision, rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: Climb +7, Jump +7, Listen +3, Spot +6
Feats: Cleave, Improved Bull Rush, Power Attack, Improved Sunder, Weapon Focus (greatclub)
Environment: Temperate hills
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
Challenge Rating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Level Adjustment: +4
Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10½ feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

Combat
Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.

Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.

Rock Throwing (Ex)
The range increment is 120 feet for a hill giant’s thrown rocks.

Hill Giants As Characters
Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence.

Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.

Hill giant characters possess the following racial traits.

+14 Strength, -2 Dexterity, +8 Constitution, -4 Intelligence, -4 Charisma.
Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
Space/Reach: 10 feet/10 feet.
A hill giant’s base land speed is 40 feet.
Low-light vision.
Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
Racial Skills: A hill giant’s giant levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
Racial Feats: A hill giant’s giant levels give it five feats.
+9 natural armor bonus.
Special Attacks (see above): Rock throwing.
Special Qualities (see above): Rock catching.
Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
Favored Class: Barbarian.
Level adjustment +4.
Characters
Amara Calder - Returned to Waterdeep
Elanatha Ariavel - Passed away quietly on the voyage to Evermeet

Maire Whitecrest - Untaken of Umberlee
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