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Basic battle tactics
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<blockquote data-quote="Xarlen" data-source="post: 575864" data-attributes="member: 1060"><p>Aids for keeping mages alive: Bodyguards. A Devoted Defender, a few henchmen, paticularly with Hold the Line and polearms set for charging PCs. Obsticles: The mage on the back of something flying, perhaps. In an area the up-front fighters can't get to: an elevated platform, roof, window, etc. Disguise the Caster: using Still or Silent spells, and dressing the caster up like an archer, he can do some damage. Defensive spells: Stoneskin, Flight, Shield, Displacement, Blink, Mirror Image, Mage Armor, Prot from Arrows (Or Reverse Arrows from Magic of Faerun is also very good). Devise a spell that lets the spellcaster launch spells THROUGH a recipient (Sort've like using them like a window). </p><p></p><p>Also Enviornment effecting spells (in conjunction with spells that allow the wizard to see through them) like Darkness, Obscuring Mist with Blindsight. Spells like Grease (On ground, PCs weapons, PCs saddles, etc), Stinking Cloud (GOOD for taking out flying mages or attackers). Fear spells are good for getting burly fighters to RUN (They have poor will saves), or do so to their mounts.</p><p></p><p>One nice combo is Slow+Grease. They spend their action standing up. </p><p></p><p>Sneaky types: Tumbling. Tumbling tumbling tumbling. Monks and Rogues can weave in and smack people around, get flanks, and get out of there Fast. Stunned opponents make for perfect Sneak Attack victims (paticularly for rangued Rogues). Tanglefoot bags and Thunderstones in surplus, Smokesticks + blindfight. Tripping/Disarming opponents and taking their weapons. Monks who use their Immunity to Poison to their advantage by smearing contact poison on their hands. Traps like Tripwires and caltrops set up right in front of an ambush sight, as well as barrels or trenches full of oil to drop from above or light from below. </p><p></p><p>Keeping a straight Fighter alive is tough. Potions, smart actions, a way to retreat, etc. Reach weapons are always good. </p><p></p><p>Remember, though, COVER NEVER HURTS.</p><p></p><p>Monsters may coordinate their attacks with other monsters or humans. Imagine a gaggle of Grimlocks with a Basalisk pet.</p></blockquote><p></p>
[QUOTE="Xarlen, post: 575864, member: 1060"] Aids for keeping mages alive: Bodyguards. A Devoted Defender, a few henchmen, paticularly with Hold the Line and polearms set for charging PCs. Obsticles: The mage on the back of something flying, perhaps. In an area the up-front fighters can't get to: an elevated platform, roof, window, etc. Disguise the Caster: using Still or Silent spells, and dressing the caster up like an archer, he can do some damage. Defensive spells: Stoneskin, Flight, Shield, Displacement, Blink, Mirror Image, Mage Armor, Prot from Arrows (Or Reverse Arrows from Magic of Faerun is also very good). Devise a spell that lets the spellcaster launch spells THROUGH a recipient (Sort've like using them like a window). Also Enviornment effecting spells (in conjunction with spells that allow the wizard to see through them) like Darkness, Obscuring Mist with Blindsight. Spells like Grease (On ground, PCs weapons, PCs saddles, etc), Stinking Cloud (GOOD for taking out flying mages or attackers). Fear spells are good for getting burly fighters to RUN (They have poor will saves), or do so to their mounts. One nice combo is Slow+Grease. They spend their action standing up. Sneaky types: Tumbling. Tumbling tumbling tumbling. Monks and Rogues can weave in and smack people around, get flanks, and get out of there Fast. Stunned opponents make for perfect Sneak Attack victims (paticularly for rangued Rogues). Tanglefoot bags and Thunderstones in surplus, Smokesticks + blindfight. Tripping/Disarming opponents and taking their weapons. Monks who use their Immunity to Poison to their advantage by smearing contact poison on their hands. Traps like Tripwires and caltrops set up right in front of an ambush sight, as well as barrels or trenches full of oil to drop from above or light from below. Keeping a straight Fighter alive is tough. Potions, smart actions, a way to retreat, etc. Reach weapons are always good. Remember, though, COVER NEVER HURTS. Monsters may coordinate their attacks with other monsters or humans. Imagine a gaggle of Grimlocks with a Basalisk pet. [/QUOTE]
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