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Help: how to make orc/human army match for 9th level PCs? (MY PLAYERS STAY OUT)
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<blockquote data-quote="Elder-Basilisk" data-source="post: 566046" data-attributes="member: 3146"><p>These are orcs so the standard disciplined tactics might not be what you want (Aid other plus Ranseur with weapon focus and the disarm manuever or Guisarms, trip and Aid Other).</p><p></p><p>However, consider a few things: Use tactics which don't function off of skill but off of luck or abilities.</p><p></p><p>A PC fighter with magic fullplate has a much bigger advantage over an orc when they try to hit each other with swords than if the orc tries to trip him--for the trip attempt, the PC is probably only +2 or +3 better than the orc (assuming good stats and that the orc is a MM orc). Give three or four orcs trip attempts--especially with trip weapons like flails (or guisarms if you don't mind your orcs being organized) and now they all have +4 to hit the PC and have denied him a full attack action if he gets up.</p><p></p><p>Try grappling too. The first orc probably dies to an AoO and the first several orcs would probably lose their grapple checks, but if you give them even one barbarian level, the third or fourth orc will probably succeed in starting a grapple. Then all the rest pile on. If the PC uses a large or medium weapon, he's toast now.</p><p></p><p>Siege weaponry can be good too. The DMG rules are pretty sketchy (and, in some cases not too impressive) but they're a good start. Make them ignore armor, natural armor, and deflection bonusses. Personally I'd use the wielder's base attack and apply penalties for firing into melee (unlike DMG rules) so orcish siege engineers would have precise shot. I'd also up the damage. A ballista should do at least 4d6 damage. If there's an orc with precise shot and a ballista on the top of each tower, they could put a hurting on the PCs.</p><p></p><p>Use cavalry charges too. You don't want too high level foes--how about some elite orcish dire wolf cavalry?</p><p></p><p>Orc Ftr 3, Str 16, dex 14 weapon focus: heavy lance, mounted combat, ride by attack, spirited charge; ride skill +8 (+10 to stay in saddle). Charging with a masterwork lance, that would be +10 to hit for 3d8+9 points of damage per hit.</p><p></p><p>If you want real elite cavalry, make them Ftr 4s with weapon specialization for +11 to hit and 3d8+15 damage.</p><p></p><p>Pay attention to spells and effects that effect large numbers of allies or have no save. If the orc shaman casts bless, all the orcs get +1 to hit, damage, and saves and the PCs all get -1. Give the orcs a few first level bard wardrummers and now all of the orcs are attacking at +2 to hit and +2 to damage (the 4th level cavalry now attack at +13 and do 3d8+21 damage per hit).</p><p></p><p>For the heck of it, you could make the barbarian a wolf-rider too. Have him ride an advanced Winter Wolf (with prot from elements: fire cast on it) and give him some of the mounted combat feats. You could even make him a windrider (MotW prestige class) if you wanted him to be a real challenge. When the winter wolf charges, bites, (attempts a trip with a big bonus for high strength and large size), and then breathes, he can attack for triple damage with his lance or double damage with his greataxe. Give him a shot at a mounted PC and the wolf attacks the PC, breathes on the PC and the mount and attempts a free trip attack to remove the PC from the saddle and then the barbarian could swat at the PCs mount, finishing it off with his greataxe. If the wolf mount had spring attack (maybe the advancement should include a fighter level or two), they could even continue their movement after that.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 566046, member: 3146"] These are orcs so the standard disciplined tactics might not be what you want (Aid other plus Ranseur with weapon focus and the disarm manuever or Guisarms, trip and Aid Other). However, consider a few things: Use tactics which don't function off of skill but off of luck or abilities. A PC fighter with magic fullplate has a much bigger advantage over an orc when they try to hit each other with swords than if the orc tries to trip him--for the trip attempt, the PC is probably only +2 or +3 better than the orc (assuming good stats and that the orc is a MM orc). Give three or four orcs trip attempts--especially with trip weapons like flails (or guisarms if you don't mind your orcs being organized) and now they all have +4 to hit the PC and have denied him a full attack action if he gets up. Try grappling too. The first orc probably dies to an AoO and the first several orcs would probably lose their grapple checks, but if you give them even one barbarian level, the third or fourth orc will probably succeed in starting a grapple. Then all the rest pile on. If the PC uses a large or medium weapon, he's toast now. Siege weaponry can be good too. The DMG rules are pretty sketchy (and, in some cases not too impressive) but they're a good start. Make them ignore armor, natural armor, and deflection bonusses. Personally I'd use the wielder's base attack and apply penalties for firing into melee (unlike DMG rules) so orcish siege engineers would have precise shot. I'd also up the damage. A ballista should do at least 4d6 damage. If there's an orc with precise shot and a ballista on the top of each tower, they could put a hurting on the PCs. Use cavalry charges too. You don't want too high level foes--how about some elite orcish dire wolf cavalry? Orc Ftr 3, Str 16, dex 14 weapon focus: heavy lance, mounted combat, ride by attack, spirited charge; ride skill +8 (+10 to stay in saddle). Charging with a masterwork lance, that would be +10 to hit for 3d8+9 points of damage per hit. If you want real elite cavalry, make them Ftr 4s with weapon specialization for +11 to hit and 3d8+15 damage. Pay attention to spells and effects that effect large numbers of allies or have no save. If the orc shaman casts bless, all the orcs get +1 to hit, damage, and saves and the PCs all get -1. Give the orcs a few first level bard wardrummers and now all of the orcs are attacking at +2 to hit and +2 to damage (the 4th level cavalry now attack at +13 and do 3d8+21 damage per hit). For the heck of it, you could make the barbarian a wolf-rider too. Have him ride an advanced Winter Wolf (with prot from elements: fire cast on it) and give him some of the mounted combat feats. You could even make him a windrider (MotW prestige class) if you wanted him to be a real challenge. When the winter wolf charges, bites, (attempts a trip with a big bonus for high strength and large size), and then breathes, he can attack for triple damage with his lance or double damage with his greataxe. Give him a shot at a mounted PC and the wolf attacks the PC, breathes on the PC and the mount and attempts a free trip attack to remove the PC from the saddle and then the barbarian could swat at the PCs mount, finishing it off with his greataxe. If the wolf mount had spring attack (maybe the advancement should include a fighter level or two), they could even continue their movement after that. [/QUOTE]
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