General Villain (Fighter) Tactics?

Another good option mentioned above:

Lure them somewhere. Then storm their retreat (if known) and wait till they come back with their pants down and most of their spells spent. Hostages are nice as well.
 

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Some fighter tactics that are useful against parties

1) Gernade weapons with splash effects and sustained damage are nice for forcing those pesky spellcasters to at least have to make a concentration check. Acids and alchemist fire are the most easily available items that accomplish this feat.

2) Tanglefoot bags have already been mentioned but they are extremely useful in keeping opponents from frying you with spells before you can do significant damage.

3) Potions are extremely useful as ways of enhancing the fighter's combat effectiveness, furthermore they tend to help eat up some of the NPC treasure allotment so that the PCs get rewarded with less permanent treasure. A potion of Bull's Strength is just as effective as magic weapon in terms of damage capabilities.

4) Large Fighter types should invest in the Large and in Charge Feat as it's very useful for keeping a number of foes at arms length.

5) Think about combining an energy immunity or heavy resistance like fire/20 with something a necklace of fireballs. A burst effect cast in melee can be an excellent method for removing a large number of flankers. Furthermore the party is less likely to suspect limited area effect capacity in an obvious fighter type.

6) If you can limit the PCs ability to do full attack runs through the use of spring attack then do so but otherwise it's better to use terrain to limit the number of attackers that can effectively face you. Your back in the corner removes your ability to manuver but it removes the threat of being flanked and most sneak attacks while simultaneously reducing the number of foes that can stand against you to 2. Retreating to the otherside of a 5' door is also effective as you gain cover from ranged attacks and can focus your attacks on an opponent as they come through the door.

7) Blur and Displacement effects are exceedingly useful at providing a fixed "save" percentage against ranged and melee attacks and can quickly become quite useful. Improved Invisibility is also nice as you can stage hit and run style tactics but is less reliable than the same effects used by a rogue or spellcaster.
 

Or lock the players into a room, pour burning oil in it and let the fighter with fire resistance jump down through a hole in the ceiling. They will be busy with getting out (past the henchmen who try to close the doors).
 

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