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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="Grim" data-source="post: 566165" data-attributes="member: 132"><p>also, orcish clerics could be used to greatly mess wiht teh pcs. Bless and Bane only help a bit, but any advantages is good. plus if they had particular favor, or if they were particularly high level, they could use thier turning ability on thier own troops, as an element domain allow you to do wiht elementals, but have them instead bolster thier troops.</p><p></p><p>Bards are also good for this. Have big orcish bards on the battlements with, perhaps, drums of sounding, which would increase the range, and possibly power of thier bardic abilities.</p><p></p><p>Disarming works too.</p><p></p><p>Have a special band of orc or Ogre spike chain wielders who also have improved disarm. ogres would use even bigger chains, which would not only increase damage, but their disarm attempts too. one orc attempting to disarm isnt that effective, but three or four, adn teh pcs will quickly run out of weapons to fight with. and if they try to pick them up, well, thats an attack of oppertunity right there. if they were trying to pick up a weapon from a dead orc, i would make that an even worse thing, an AoO against them, at an ad hoc +2 to attack.</p><p></p><p>Alcemists fire is another option. a band of 20 orcs with three round of alchemists fire is really nasty. Thats 60 vials, whihc ends up being about... [busts out ph] 1200 gold. not that much, comparitively, or 600 if crafted. Its even nastier if the pcs band stick together. splash damage really adds up.</p><p></p><p>On that note, qualls feather tokens can hurt too. Especially the tree kind. I dont remember where i found this, but they do some sort of damage upon opening, reflex save of course. Ask pirate cat about it. But at 100 gp per tree, you can surround 4 pcs (in a square) with but 12, or blanket the area with 16. Just have a band of 12 particularly tough orcs move forward, set off the trees, and the next round move away. </p><p></p><p>Instant cage like thing. (12 oaks close to each other is a bit hard to squeeze out of) Then have archers rain down upon them, or orcs wiht longspears stab inwards. Plus, an orc druid could easily cast entangle (lots of plant matter now) repeatedly, until the pcs fail there saves. Now that is nasty...</p></blockquote><p></p>
[QUOTE="Grim, post: 566165, member: 132"] also, orcish clerics could be used to greatly mess wiht teh pcs. Bless and Bane only help a bit, but any advantages is good. plus if they had particular favor, or if they were particularly high level, they could use thier turning ability on thier own troops, as an element domain allow you to do wiht elementals, but have them instead bolster thier troops. Bards are also good for this. Have big orcish bards on the battlements with, perhaps, drums of sounding, which would increase the range, and possibly power of thier bardic abilities. Disarming works too. Have a special band of orc or Ogre spike chain wielders who also have improved disarm. ogres would use even bigger chains, which would not only increase damage, but their disarm attempts too. one orc attempting to disarm isnt that effective, but three or four, adn teh pcs will quickly run out of weapons to fight with. and if they try to pick them up, well, thats an attack of oppertunity right there. if they were trying to pick up a weapon from a dead orc, i would make that an even worse thing, an AoO against them, at an ad hoc +2 to attack. Alcemists fire is another option. a band of 20 orcs with three round of alchemists fire is really nasty. Thats 60 vials, whihc ends up being about... [busts out ph] 1200 gold. not that much, comparitively, or 600 if crafted. Its even nastier if the pcs band stick together. splash damage really adds up. On that note, qualls feather tokens can hurt too. Especially the tree kind. I dont remember where i found this, but they do some sort of damage upon opening, reflex save of course. Ask pirate cat about it. But at 100 gp per tree, you can surround 4 pcs (in a square) with but 12, or blanket the area with 16. Just have a band of 12 particularly tough orcs move forward, set off the trees, and the next round move away. Instant cage like thing. (12 oaks close to each other is a bit hard to squeeze out of) Then have archers rain down upon them, or orcs wiht longspears stab inwards. Plus, an orc druid could easily cast entangle (lots of plant matter now) repeatedly, until the pcs fail there saves. Now that is nasty... [/QUOTE]
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Help: how to make orc/human army match for 9th level PCs? (MY PLAYERS STAY OUT)
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