igavskoga
First Post
Just a few suggestions here, some have been mentioned.
Since these guys are based on Robin Hood and his band of buddies, I think feats like Run, Dodge, and Mobility are all appropriate. They are all skirmishers, so sniping via the hide skill may also be appropriate. Coordinated Shot from Heroes of Battle is a great feat.
Stick Robin and/or the dedicated archers of the fight up in trees. Brachiation would be a great feat for him to have.
Since they are a band of intelligent adversaries, small group tactics and positioning are key. Speaking to this: One of the ways I might run an ambush - there would be a core group of them with Robin, and a number of dedicated archers spread out in a horseshoe pattern around them. The main group may be in some kind of tiered formation, 10-30 feet between lines, all with ranged weaponry. When the front rank is engaged, they may trip or just withdraw back to the end of the pack while they all continue to fire arrows. This way the core group will continue to fall back peppering with missile fire and the horseshoe ring of archers can meld around, shifting the curve of the shoe so they end up being behind the party.
They enjoy ambushes and know their territory well - don't discount the power of terrain.
I'd like to emphasize what another poster mentioned: these guys are skirmishers and ambushers, if they get ambushed chances are that they'll all fall back to fight on their terms.
The Withdraw action get sidestep some of those pesky AoO's for fleeing.
If they are setting up an ambush to fight on their terms, combining logs and/or rough terrain and pit traps in the created choke points would be appropriate. Make them work to navigate straight to Robin.
On that note, ignoring closer threats in order to close immediately with the leader who, in the case of Robin will most likely be in the back, is NOT a good idea. Cut off, surround, and flank the heck out of him as Robin steps back and another buddy steps into his place.
Again, on the ambush theme -- they will have an escape route/plan going into this. Perhaps that entails a number of horses hidden nearby. If running full speed and actively dodging persuit isn't enough (changing direction etc, tracking is slow work) and if they are unable to hide, fat chance the PC's will catch a man on horse if they're on foot AND wearing heavy armor.
As a sort of general note, when I run games my BBEG's tend to have special rules unto themselves. They don't operate normally, so my PC's never quite know what it is they're stacked up against. For example, iff having certain feats would make the encounter more challenging and interesting, ignore feat prereqs. Give them mobility without dodge or improved trip without expertise.
I've never had trouble with my bad guys getting away without using magic (I run a grittier low magic game with virtually no flight or teleport) it just requires good planning. Get inside his head.
Since these guys are based on Robin Hood and his band of buddies, I think feats like Run, Dodge, and Mobility are all appropriate. They are all skirmishers, so sniping via the hide skill may also be appropriate. Coordinated Shot from Heroes of Battle is a great feat.
Stick Robin and/or the dedicated archers of the fight up in trees. Brachiation would be a great feat for him to have.

Since they are a band of intelligent adversaries, small group tactics and positioning are key. Speaking to this: One of the ways I might run an ambush - there would be a core group of them with Robin, and a number of dedicated archers spread out in a horseshoe pattern around them. The main group may be in some kind of tiered formation, 10-30 feet between lines, all with ranged weaponry. When the front rank is engaged, they may trip or just withdraw back to the end of the pack while they all continue to fire arrows. This way the core group will continue to fall back peppering with missile fire and the horseshoe ring of archers can meld around, shifting the curve of the shoe so they end up being behind the party.
They enjoy ambushes and know their territory well - don't discount the power of terrain.
I'd like to emphasize what another poster mentioned: these guys are skirmishers and ambushers, if they get ambushed chances are that they'll all fall back to fight on their terms.
The Withdraw action get sidestep some of those pesky AoO's for fleeing.
If they are setting up an ambush to fight on their terms, combining logs and/or rough terrain and pit traps in the created choke points would be appropriate. Make them work to navigate straight to Robin.
On that note, ignoring closer threats in order to close immediately with the leader who, in the case of Robin will most likely be in the back, is NOT a good idea. Cut off, surround, and flank the heck out of him as Robin steps back and another buddy steps into his place.
Again, on the ambush theme -- they will have an escape route/plan going into this. Perhaps that entails a number of horses hidden nearby. If running full speed and actively dodging persuit isn't enough (changing direction etc, tracking is slow work) and if they are unable to hide, fat chance the PC's will catch a man on horse if they're on foot AND wearing heavy armor.
As a sort of general note, when I run games my BBEG's tend to have special rules unto themselves. They don't operate normally, so my PC's never quite know what it is they're stacked up against. For example, iff having certain feats would make the encounter more challenging and interesting, ignore feat prereqs. Give them mobility without dodge or improved trip without expertise.
I've never had trouble with my bad guys getting away without using magic (I run a grittier low magic game with virtually no flight or teleport) it just requires good planning. Get inside his head.