Graf
Explorer
<couldnt post last night for some reason)
I'm only going to put 30 minutes into this today... but I should be able to get some stuff down.
I'll start off with the wussy guys.
I tend to favor "forget about feats" like improved initative that just change stats.
these guys are generally ambush and then run away when it looks like things are going against them types. So they're fairly easy to scare off but tough to kill.
The males are moderately dangerious. Often trained the rudiments of warfare they are nevertheless wizards first. Drunk on hallucinatory vapors the are oriented towards combat as wizards more than anything else. Focusing mostly on illusionary magic. The sisters keep their spell books sharply limited and allow only themselves access to certain schools. All the males have evocation as their prohibited school.
Red witches: good saves Will
Skills 6+int+EHD
Thugs
stats: 2 hit dice guys (illusionists)
Cr1
hd 2d8+6 (15 hp), Init +3 (dex) Spd 30 (climb 15) AC 13/17 (1 nat, 2 dex)/(mage armor), Attack +2 melee, 1d8 (master work wooden scimitar) or +3 ranged 1d8+poision; SA Spells, Low-light vision SQ +2 vs poison and disease, AL LE, SV Ref +2, Fort +3, Will +4
Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 8.
skills (10)and feats: Concentration +8, Hide +6, MS +6, Spellcraft+3, Feat: Shadowy (+2 MS & Hide)
spells 4, 4 (2+1 int , +1 spec),
0th dazex2, detect life, detect ray of frost, ghost sound
1st mage armor, lesser true strike, Single Silent Image or Ex. retreat, disappear
possessions: ratty clothing, shortbow, masterwork wooden scimitar (bonus to hit), traveling spellscroll, 20 arrows treated with greenblood oil (DC13 1 con ;1-2 con), 40 regular arrows, hardtack (1 day)
Tactics: Abushers above all else the ratmen are happy to lurk, fire and disappear. They rarely stay within easy reach often perching on trees or other high ground whenever possible. (despite their lack of climb skill they have a climb movement so I assume they can just climb around a 20 DC without more effort) They will often cast mage armor well in advance, silent single image (I forget the spells real name, it just makes one mirror image like duplicate) confuses their numbers while lesser TS insures they can make their first surprise shot count. If they do get into melee they will use disappear (remember the +4 to concentration checks) and spend 2 rounds (at least) taking double moves to get away. They act in concert squeeking constantly to each other.
I realize they probably have darkvision.... given their procilivities towards using glowing ink in their spell books so they can read them I wound up making it low-light (kinda by accident really but I don't think it hurts them much).
They are fundimentally magical in mindset; like any other wizard once their spells run low they'll tend to slip back to the burrow and and hide until their spells recharge.
Sargents
stats: 3 HD guys (illusionists) +1 rogue
hd 3d8+9+1d8+3 (27 hp), Init +3 (dex) Spd 30 (climb 15) AC 14/18 (1 nat, 3 dex)/(mage armor), Attack +3 melee, 1d8 (masterwork scimitar) or ranged bow +6 (or +8 within 30 ft) 1d8 + poison; SA Spells, SQ +2 vs posions and disease, +1d6 sneak attack AL LE, SV Ref +7, Fort +4, Will +6
Str 10, Dex 16, Con 16, Int 17, Wis 14, Cha 8.
skills (11+11 rogue)and feats: Concentration +8, Hide +9, MS +9, Spot +7, Listen +5 Spellcraft+4, Feat: Point Blank Shot, Shadow (+2 MS & Hide)
spells 4, 4 (2+1 int , +1 spec), 3 (1+1+1)
0th dazex2, detect life, detect ray of frost, ghost sound
1st mage armor, lesser true strike, disappear, expiditious retreat
2nd Mirror Image, Cat's Grace, Invisibilty (occasionally a sargent will learn Web instead to provide cover)
Possessions: Masterwork bow (to hit), otherwise same as Thug
These warriors are much rarer, perhaps 1 member in five of the warren's combatants is a sargent. Despite their name they are used as independent units as often as they are put in groups...
Despite their greater staying power they will not tarry long in combat.A sargent in melee's only goal is to get out of it and to a good bow range (they invariably use mirror image before getting into combat for this very reason). Unlike the less experienced slitherin they retreat tactically however, frequently one sargent will lure a persuer away (i.e. running or double move) while others pelt them with arrows. If the chaser breaks to chase their attacker (which they will almost always do) then roles reverse and the previous "runner" becomes a shooter.
Especially with Ex. Retreat this is a brutal strategy and will buy a bunch of thugs time to put distance between them and their attackers.
PS they guys all use masterwork wooden scimitars and bows (the PCs have to get them back for a druid)... should be easy to swap in regular weaponry of course I beleive all the MW weapons are the +1 to hit kind.
cheers,
Graf
I'm only going to put 30 minutes into this today... but I should be able to get some stuff down.
I'll start off with the wussy guys.
I tend to favor "forget about feats" like improved initative that just change stats.
these guys are generally ambush and then run away when it looks like things are going against them types. So they're fairly easy to scare off but tough to kill.
The males are moderately dangerious. Often trained the rudiments of warfare they are nevertheless wizards first. Drunk on hallucinatory vapors the are oriented towards combat as wizards more than anything else. Focusing mostly on illusionary magic. The sisters keep their spell books sharply limited and allow only themselves access to certain schools. All the males have evocation as their prohibited school.
Red witches: good saves Will
Skills 6+int+EHD
Thugs
stats: 2 hit dice guys (illusionists)
Cr1
hd 2d8+6 (15 hp), Init +3 (dex) Spd 30 (climb 15) AC 13/17 (1 nat, 2 dex)/(mage armor), Attack +2 melee, 1d8 (master work wooden scimitar) or +3 ranged 1d8+poision; SA Spells, Low-light vision SQ +2 vs poison and disease, AL LE, SV Ref +2, Fort +3, Will +4
Str 10, Dex 15, Con 16, Int 15, Wis 12, Cha 8.
skills (10)and feats: Concentration +8, Hide +6, MS +6, Spellcraft+3, Feat: Shadowy (+2 MS & Hide)
spells 4, 4 (2+1 int , +1 spec),
0th dazex2, detect life, detect ray of frost, ghost sound
1st mage armor, lesser true strike, Single Silent Image or Ex. retreat, disappear
possessions: ratty clothing, shortbow, masterwork wooden scimitar (bonus to hit), traveling spellscroll, 20 arrows treated with greenblood oil (DC13 1 con ;1-2 con), 40 regular arrows, hardtack (1 day)
Tactics: Abushers above all else the ratmen are happy to lurk, fire and disappear. They rarely stay within easy reach often perching on trees or other high ground whenever possible. (despite their lack of climb skill they have a climb movement so I assume they can just climb around a 20 DC without more effort) They will often cast mage armor well in advance, silent single image (I forget the spells real name, it just makes one mirror image like duplicate) confuses their numbers while lesser TS insures they can make their first surprise shot count. If they do get into melee they will use disappear (remember the +4 to concentration checks) and spend 2 rounds (at least) taking double moves to get away. They act in concert squeeking constantly to each other.
I realize they probably have darkvision.... given their procilivities towards using glowing ink in their spell books so they can read them I wound up making it low-light (kinda by accident really but I don't think it hurts them much).
They are fundimentally magical in mindset; like any other wizard once their spells run low they'll tend to slip back to the burrow and and hide until their spells recharge.
Sargents
stats: 3 HD guys (illusionists) +1 rogue
hd 3d8+9+1d8+3 (27 hp), Init +3 (dex) Spd 30 (climb 15) AC 14/18 (1 nat, 3 dex)/(mage armor), Attack +3 melee, 1d8 (masterwork scimitar) or ranged bow +6 (or +8 within 30 ft) 1d8 + poison; SA Spells, SQ +2 vs posions and disease, +1d6 sneak attack AL LE, SV Ref +7, Fort +4, Will +6
Str 10, Dex 16, Con 16, Int 17, Wis 14, Cha 8.
skills (11+11 rogue)and feats: Concentration +8, Hide +9, MS +9, Spot +7, Listen +5 Spellcraft+4, Feat: Point Blank Shot, Shadow (+2 MS & Hide)
spells 4, 4 (2+1 int , +1 spec), 3 (1+1+1)
0th dazex2, detect life, detect ray of frost, ghost sound
1st mage armor, lesser true strike, disappear, expiditious retreat
2nd Mirror Image, Cat's Grace, Invisibilty (occasionally a sargent will learn Web instead to provide cover)
Possessions: Masterwork bow (to hit), otherwise same as Thug
These warriors are much rarer, perhaps 1 member in five of the warren's combatants is a sargent. Despite their name they are used as independent units as often as they are put in groups...
Despite their greater staying power they will not tarry long in combat.A sargent in melee's only goal is to get out of it and to a good bow range (they invariably use mirror image before getting into combat for this very reason). Unlike the less experienced slitherin they retreat tactically however, frequently one sargent will lure a persuer away (i.e. running or double move) while others pelt them with arrows. If the chaser breaks to chase their attacker (which they will almost always do) then roles reverse and the previous "runner" becomes a shooter.
Especially with Ex. Retreat this is a brutal strategy and will buy a bunch of thugs time to put distance between them and their attackers.
PS they guys all use masterwork wooden scimitars and bows (the PCs have to get them back for a druid)... should be easy to swap in regular weaponry of course I beleive all the MW weapons are the +1 to hit kind.
cheers,
Graf