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<blockquote data-quote="Telperion" data-source="post: 1290479" data-attributes="member: 15711"><p>1)NPCs must be 6th lvl each. Only PHB races and classes (no paladins) are available. No repetition of classes (so no 4 evil druids with 4 animal companions). No PrCs.</p><p></p><p>2) NPCs have 6,000 gp worth of equipment each. All spells available through magic items must be of a level that the NPC can cast (i.e. no wand of fireballs at 10th lvl with 1 charge).</p><p></p><p>3) NPCs each have 76 pts to divide between their statistics (e.g. one might have Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10).</p><p></p><p>Okay, I’ll accept you challenge =). </p><p>With the restrictions you have set up for the encounter it should be a “very difficult” fight for the PC’s. Well, that’s what the DMG says anyway. </p><p></p><p>Open space all around up to 50 ft. means that we are going to have at least one archer. I prefer a human fighter with weapon specialization for mighty composite longbow. Supply the archer with poison for the arrows, and a long sword for close-up work. </p><p></p><p>High dex</p><p>Moderate con</p><p>Moderate str</p><p></p><p>They like horses, so we like spells that eliminate their advantage of speed. I would call in a human druid for the job. Druids can hamper vision, mobility and cause all sorts of annoying (and potentially dangerous) problems for the non-human participants of the group. And remember: those animal companions aren’t magical beasts, so they are subject to a whole lot of spells the druid can cast. And let’s not forget those horses either =). A quarterstaff for the druid if things get uncomfortably close. </p><p></p><p>High wis</p><p>Moderate con</p><p></p><p>For close encounters I would use half-orc barbarian with plenty of constitution to soak up the damage the party will try to unleash. Orc double axe for him, with the necessary feats to make him deadly with the weapon. Three attacks per’ round isn’t bad for a 6th level character. </p><p></p><p>High str</p><p>High con</p><p></p><p>Lastly I would add a bard to the NPC group. This guy might not look like much, but he can bolster his companions, create confusion with all manner of spells and double up as either a second archer or a close-up fighter. Long bow, with poison for the arrows and a long sword for him as well. </p><p></p><p>High cha</p><p>High dex</p><p></p><p><strong>Before combat:</strong> </p><p></p><p>Druid: cast <em>Spike Growth</em> on the path and around it (20 ft-square/level). This spell is very effective against horses and just about anyone on foot. The <em>Slow</em> part of the spell is excellent for fast moving opponents, it dishes out steady damage and no one can charge trough it. Plus, unless someone has a permanent <em>Detect Magic</em> (or something similar) it is very hard to notice before you step on it. Even after that it’s hard to tell how the spell area is erected. </p><p></p><p>Archer: poison those arrows and put them into a specially crafted wooden board so the poison doesn’t go bad before combat. Within easy reach. Find a suitably open place to shoot from, so you can cover as much of the battleground as possible. </p><p></p><p>Barbarian: sharpen the axe and get ready to rage. </p><p></p><p>Bard: Cast <em>Mirror Image</em> to make your enemies think there’s a whole lot more enemies out there than is readily obvious. They’ll notice the ploy soon enough, but it might make them hesitate for a moment: always a good thing at the beginning of a battle. </p><p></p><p><strong>Surprise round:</strong> Step out of hiding (trees, rocks, wholes you have dug into the earth or whatever) and surprise that party of PC's. </p><p></p><p>Druid: trigger action: if anyone clears the <em>Spike Growth</em> area stop him/her/it with <em>Gust of Wind</em> spell. </p><p></p><p>Archer: start firing those arrows as soon as the party hits the <em>Spike Growth</em> area. </p><p></p><p>Barbarian: hold that rage for a moment longer. The idea is to keep part of the group in the <em>Spike Growth</em> area and kill the one’s that get out one by one. </p><p></p><p>Bard: start singing <em>Inspire Courage</em>. The best idea is to sing for one round, and then leave it at that. If the PC’s aren’t dead by round 5 then it’s time to start running away anyhow. </p><p></p><p><strong>1st round:</strong> enemy is probably charging at this point and casting their first spells. So take it easy and wait for them to hit the Spike Growth area. </p><p></p><p>Druid: cast <em>Soften Earth and Stone</em> to slow the party down even more once they get trough the <em>Spike Growth</em> area. </p><p></p><p>Archer: keep firing away. The poison should be taking effect fairly soon, and a steady barrage of arrows hurts as well. </p><p></p><p>Barbarian: hold that rage for a few more seconds. Once the PC’s have cleared <em>Spike Growth</em> you can advance to the edge of the Soften Earth and Stone spell area. Your druid will show you where it is. </p><p></p><p>Bard: stop singing and start firing poisoned arrows at the PC's. The effects of <em>Inspire Courage</em> will last for 5 rounds from this point forward. If the battle isn't won by then you are worm food anyhow. </p><p></p><p><strong>2nd round:</strong> the PC’s are probably now in Soften Earth and Stone area, so it’s time to advance. </p><p></p><p>Druid: <em>Call lightning</em>. If it’s raining you can do some serious damage, but the spell is fairly nice anyway. </p><p></p><p>Archer: drop that bow and charge the characters still wallowing in the <em>Soften Earth and Stone</em> area. </p><p></p><p>Barbarian: rage and charge. </p><p></p><p>Bard: Cast <em>Rage</em> on the Archer before he rushes at the enemy. </p><p></p><p><strong>3rd round:</strong> time to start killing the enemy. </p><p></p><p>Druid: trigger: if anyone is trying to flank your allies then slow them down with a <em>Gust of Wind</em> spell. </p><p></p><p>Archer and Barbarian: hack away at the front line.</p><p></p><p>Bard: shoot anything that moves and isn’t an ally. Concentrating on PC spell casters is always nice. </p><p></p><p><em>4th – 5th round:</em> finish up the battle or run like hell. </p><p></p><p>Druid: support your allies with <em>Cure</em>-spells.</p><p></p><p>Archer & Barbarian: keep the pressure on until the last one is down or running away. </p><p></p><p>Bard: Cast <em>Scare</em> at any threatening opponent. Divide and conquer is the name of the game. </p><p></p><p></p><p>This is by no means a certain victory, but a group that depends on lightning quick attacks and spell caster support from behind might be in serious problems with this one. And like always: no plan survives intact after first contact with the enemy.</p></blockquote><p></p>
[QUOTE="Telperion, post: 1290479, member: 15711"] 1)NPCs must be 6th lvl each. Only PHB races and classes (no paladins) are available. No repetition of classes (so no 4 evil druids with 4 animal companions). No PrCs. 2) NPCs have 6,000 gp worth of equipment each. All spells available through magic items must be of a level that the NPC can cast (i.e. no wand of fireballs at 10th lvl with 1 charge). 3) NPCs each have 76 pts to divide between their statistics (e.g. one might have Str 16, Dex 12, Con 16, Int 10, Wis 12, Cha 10). Okay, I’ll accept you challenge =). With the restrictions you have set up for the encounter it should be a “very difficult” fight for the PC’s. Well, that’s what the DMG says anyway. Open space all around up to 50 ft. means that we are going to have at least one archer. I prefer a human fighter with weapon specialization for mighty composite longbow. Supply the archer with poison for the arrows, and a long sword for close-up work. High dex Moderate con Moderate str They like horses, so we like spells that eliminate their advantage of speed. I would call in a human druid for the job. Druids can hamper vision, mobility and cause all sorts of annoying (and potentially dangerous) problems for the non-human participants of the group. And remember: those animal companions aren’t magical beasts, so they are subject to a whole lot of spells the druid can cast. And let’s not forget those horses either =). A quarterstaff for the druid if things get uncomfortably close. High wis Moderate con For close encounters I would use half-orc barbarian with plenty of constitution to soak up the damage the party will try to unleash. Orc double axe for him, with the necessary feats to make him deadly with the weapon. Three attacks per’ round isn’t bad for a 6th level character. High str High con Lastly I would add a bard to the NPC group. This guy might not look like much, but he can bolster his companions, create confusion with all manner of spells and double up as either a second archer or a close-up fighter. Long bow, with poison for the arrows and a long sword for him as well. High cha High dex [B]Before combat:[/B] Druid: cast [I]Spike Growth[/I] on the path and around it (20 ft-square/level). This spell is very effective against horses and just about anyone on foot. The [I]Slow[/I] part of the spell is excellent for fast moving opponents, it dishes out steady damage and no one can charge trough it. Plus, unless someone has a permanent [I]Detect Magic[/I] (or something similar) it is very hard to notice before you step on it. Even after that it’s hard to tell how the spell area is erected. Archer: poison those arrows and put them into a specially crafted wooden board so the poison doesn’t go bad before combat. Within easy reach. Find a suitably open place to shoot from, so you can cover as much of the battleground as possible. Barbarian: sharpen the axe and get ready to rage. Bard: Cast [I]Mirror Image[/I] to make your enemies think there’s a whole lot more enemies out there than is readily obvious. They’ll notice the ploy soon enough, but it might make them hesitate for a moment: always a good thing at the beginning of a battle. [B]Surprise round:[/B] Step out of hiding (trees, rocks, wholes you have dug into the earth or whatever) and surprise that party of PC's. Druid: trigger action: if anyone clears the [I]Spike Growth[/I] area stop him/her/it with [I]Gust of Wind[/I] spell. Archer: start firing those arrows as soon as the party hits the [I]Spike Growth[/I] area. Barbarian: hold that rage for a moment longer. The idea is to keep part of the group in the [I]Spike Growth[/I] area and kill the one’s that get out one by one. Bard: start singing [I]Inspire Courage[/I]. The best idea is to sing for one round, and then leave it at that. If the PC’s aren’t dead by round 5 then it’s time to start running away anyhow. [B]1st round:[/B] enemy is probably charging at this point and casting their first spells. So take it easy and wait for them to hit the Spike Growth area. Druid: cast [I]Soften Earth and Stone[/I] to slow the party down even more once they get trough the [I]Spike Growth[/I] area. Archer: keep firing away. The poison should be taking effect fairly soon, and a steady barrage of arrows hurts as well. Barbarian: hold that rage for a few more seconds. Once the PC’s have cleared [I]Spike Growth[/I] you can advance to the edge of the Soften Earth and Stone spell area. Your druid will show you where it is. Bard: stop singing and start firing poisoned arrows at the PC's. The effects of [I]Inspire Courage[/I] will last for 5 rounds from this point forward. If the battle isn't won by then you are worm food anyhow. [B]2nd round:[/B] the PC’s are probably now in Soften Earth and Stone area, so it’s time to advance. Druid: [I]Call lightning[/I]. If it’s raining you can do some serious damage, but the spell is fairly nice anyway. Archer: drop that bow and charge the characters still wallowing in the [I]Soften Earth and Stone[/I] area. Barbarian: rage and charge. Bard: Cast [I]Rage[/I] on the Archer before he rushes at the enemy. [B]3rd round:[/B] time to start killing the enemy. Druid: trigger: if anyone is trying to flank your allies then slow them down with a [I]Gust of Wind[/I] spell. Archer and Barbarian: hack away at the front line. Bard: shoot anything that moves and isn’t an ally. Concentrating on PC spell casters is always nice. [I]4th – 5th round:[/I] finish up the battle or run like hell. Druid: support your allies with [I]Cure[/I]-spells. Archer & Barbarian: keep the pressure on until the last one is down or running away. Bard: Cast [I]Scare[/I] at any threatening opponent. Divide and conquer is the name of the game. This is by no means a certain victory, but a group that depends on lightning quick attacks and spell caster support from behind might be in serious problems with this one. And like always: no plan survives intact after first contact with the enemy. [/QUOTE]
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