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General Villain (Fighter) Tactics?
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<blockquote data-quote="Zaruthustran" data-source="post: 1261804" data-attributes="member: 1457"><p>The easiest tactic is to hit and run. Hit hard enough that you do some amount of damage and drain some spells. Then, at night, simply send 0-level lackeys to clang pots and pans and chuck water balloons at the camp. Restoring spells takes rest and meditation. ><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But the most fun tactic is to get them to hit you. Not you *really*, of course. Instead, have them hit a lackey.</p><p></p><p>Here's how: let slip the location of your "lair." They'll buff, storm the place, slaughter lackies, loot, and leave. That's what PCs do. Eventually their buffs will expire. Their boom spells will be spent. Their healing will be taxed, assuming your traps and lackeys are remotely competent. They'll relax, thinking the threat is eliminated. That's when you hit them.</p><p></p><p>And hit them HARD. Expert Tactician is a good feat (the end of a simple 2-chain feat with a pre-req of Combat Reflexes). Assuming a two-handed reach weapon:</p><p></p><p>Surprise round.</p><p>1. Charge 60' to the flatfooted mage with a full power attack.</p><p>2. Hit him again with your Expert Tactician attack, again at full power attack.</p><p></p><p>Regular round (assuming you beat the mage's init).</p><p>1. Use Combat Reflexes to strike or trip enemies that try to close with you.</p><p>2. Use your Expert Tactician attack to hit the flatfooted mage with another full power attack.</p><p>3. If the mage still lives, hit him with a full attack, again using a full power attack. If the mage is dead go after the cleric.</p><p></p><p>Congrats! You've just nailed the weakest guy with up to 5 full power attacks. Here's some quick stats to show damage potential, using mostly PHB feats:</p><p></p><p>Human Fighter 6</p><p>18 Str (15 base, +1 stat bump from 4th level, + 2 gloves)</p><p>14 Dex</p><p>+1 Glaive</p><p>Feats: Power Attack, Cleave, Improved Init, Combat Reflexes, Expert Tactician, Weapon Focus, Weapon Specialization.</p><p>Initiative bonus: +6 (likely to beat a mage)</p><p></p><p>At full power attack he'll be doing 1d10 + 21 per attack (+ 6 str, + 1 magic, +2 weapon spec, +12 power attack) at +6 attack bonus (+8 during charge). He'll destroy most mages, especially considering the mage will be unbuffed and have no Dex bonus to AC: he'll most likely have an AC of 10, maybe 12 (from a ring of protection and natural armor amulet).</p><p></p><p>So that's 5d10 + 105 (+30 + 5 + 10 + 60), or an average of 130 if all attacks hit. That mage is <em>toast</em>.</p><p></p><p>So now what? You're using a reach weapon, so you can cleave into someone else--like the cleric. Try to take him down. If you do, double-move the heck out of there, heal up, then repeat the tactic later. Bring lackeys so they can scatter caltrops and otherwise delay pursuit/douse the bodies of the mage and cleric with flaming oil.</p><p></p><p>Without a mage they won't be making a quick escape (teleport) or be able to build a secure base (rope trick and such). Without a cleric they'll have a hard time Raising anybody, healing, or traveling with the cleric's limited spells (wind walk).</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 1261804, member: 1457"] The easiest tactic is to hit and run. Hit hard enough that you do some amount of damage and drain some spells. Then, at night, simply send 0-level lackeys to clang pots and pans and chuck water balloons at the camp. Restoring spells takes rest and meditation. >:) But the most fun tactic is to get them to hit you. Not you *really*, of course. Instead, have them hit a lackey. Here's how: let slip the location of your "lair." They'll buff, storm the place, slaughter lackies, loot, and leave. That's what PCs do. Eventually their buffs will expire. Their boom spells will be spent. Their healing will be taxed, assuming your traps and lackeys are remotely competent. They'll relax, thinking the threat is eliminated. That's when you hit them. And hit them HARD. Expert Tactician is a good feat (the end of a simple 2-chain feat with a pre-req of Combat Reflexes). Assuming a two-handed reach weapon: Surprise round. 1. Charge 60' to the flatfooted mage with a full power attack. 2. Hit him again with your Expert Tactician attack, again at full power attack. Regular round (assuming you beat the mage's init). 1. Use Combat Reflexes to strike or trip enemies that try to close with you. 2. Use your Expert Tactician attack to hit the flatfooted mage with another full power attack. 3. If the mage still lives, hit him with a full attack, again using a full power attack. If the mage is dead go after the cleric. Congrats! You've just nailed the weakest guy with up to 5 full power attacks. Here's some quick stats to show damage potential, using mostly PHB feats: Human Fighter 6 18 Str (15 base, +1 stat bump from 4th level, + 2 gloves) 14 Dex +1 Glaive Feats: Power Attack, Cleave, Improved Init, Combat Reflexes, Expert Tactician, Weapon Focus, Weapon Specialization. Initiative bonus: +6 (likely to beat a mage) At full power attack he'll be doing 1d10 + 21 per attack (+ 6 str, + 1 magic, +2 weapon spec, +12 power attack) at +6 attack bonus (+8 during charge). He'll destroy most mages, especially considering the mage will be unbuffed and have no Dex bonus to AC: he'll most likely have an AC of 10, maybe 12 (from a ring of protection and natural armor amulet). So that's 5d10 + 105 (+30 + 5 + 10 + 60), or an average of 130 if all attacks hit. That mage is [i]toast[/i]. So now what? You're using a reach weapon, so you can cleave into someone else--like the cleric. Try to take him down. If you do, double-move the heck out of there, heal up, then repeat the tactic later. Bring lackeys so they can scatter caltrops and otherwise delay pursuit/douse the bodies of the mage and cleric with flaming oil. Without a mage they won't be making a quick escape (teleport) or be able to build a secure base (rope trick and such). Without a cleric they'll have a hard time Raising anybody, healing, or traveling with the cleric's limited spells (wind walk). -z [/QUOTE]
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