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HILL GIANT CHIEFTAIN BUILD, ToEE Temple+, Chief Nosnra


Chief Nosnra Build



The Hill Giant Chieftain Build is a ToEE Build for the Temple+ mod for Troika's cRPG of 2003, Temple of Elemental Evil. This is a Temple+ 1.0.75 build with ALL extra build content enabled (Houserules). It is not an option for base Temple+ or the original, patch2 version of ToEE.

Chief Nosnra Build Foundation


Chief Nosnra is an 11'8" tall Barbarian Hill Giant that wields reach weapons and great weapons powered by up to 42 Strength. He is NOT a gentle giant.

  • Strength: Max 32 
  • Dexterity: 15 for 3x AoOs within a 15' radius
  • Constitution: max 26 (83 HPs at 1st level)
  • Intelligence: ME WILL CRUSH YOU
  • Wisdom: CRUSH YOU TO GOO
  • Charisma: ME WILL SMASH YOUR FACE

Note that we can only take one level of Hill Giant; they already have 17 monster levels. 

Hill Giants auto-gain the following feats: Power Attack, Cleave, Weapon Focus: Greatclub, Simple/Martial Weapon Proficiency, Shield Proficiency, Armor Proficiency: Light/Medium.

Chief Nosnra Build Progression


Bolded blue = player selection:

  • Fighter 1: Power Attack, Cleave, Combat Reflexes, Powerful Charge
  • Barbarian 1: Power Attack, Cleave, Rage (Barb), Combat Reflexes 

Attack roll and damage at the beginning of the game:


Barbarian Rage stacks with Gauntlets of Giant Strength +6 for a total Strength score of 42. And Rage gives us a nice Strength/Con bonus in the lead-up to the crafts. Therefore, the Barbarian is the best choice for our giant. But regardless of which class we choose, Combat Reflexes is the most useful feat (taking into account our incomparable +5' reach along with our 3x AoOs from Dexterity).

Thunderous charge and mighty swing (Giant Rager wielding greataxe):


Due to limitations of Troika's mesh animations, reach/great weapons are represented as one-handed wields, but for the purposes of dmg calculations they are two-handed.

Potential damage on a critical (no charge):


We are limited to one point of Power Attack because only the level we took in chargen is being taken into account for BAB, not the 17 levels of our giant. According to the SRD, hill giants begin with 12 levels of giant and BAB +8.

If we charge, the electricity damage slot is dropped in favor of the 2d6 charge slot ("extraordinary"). So that means more damage if we take the feat but by rights we should be getting both. Sneak Attack also does this in native [cite]. 

Here we can see the damage types that should be applied assuming the enemy is susceptible to Axiomatic and Holy (i.e., is Chaotic Evil) as well as to fire, cold and electricity:



15' reach radius (10' longspear + 5' large size):


Enlarge Person, if cast on a human, does not extend reach.

Note the +9 Natural AC:


Left: Hill Giant vs. Giant Frogs. And yes, the frogs can grapple the giant with their tongues and even swallow him whole! Talk about indigestion...
Right: Giant vs. humans. 


In sum, giants are fun enough to mess around with -- and obscenely OP at the low levels due to their +Strength, +HPs, +reach and +AC -- but their usefulness, damage potential and staying power is not on par with proper feat-loaded warriors of conventional race, such as the Whirlwinder or Destroyer [link], mainly because their feat selection is limited and they can't crank Power Attack.

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