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<blockquote data-quote="javcs" data-source="post: 3255995" data-attributes="member: 43677"><p>Put a couple encounters in forests - plenty of room to get spread out, plenty of concealment/cover protecting the opposing meleeers, that same cover/concealment grants excellent opportunities for stealthy types to sneak up on the archer, and, on the plus side of things, if the party clears out much of the underbrush/trees, well, the local denizens won't be happy.</p><p>Three words (and a bonus option), Pixie Rogue Archers (with a bonus option of adding a socerer level to them for true strike).</p><p></p><p>A couple of them will ruin his day, while not being incredibly overpowering for the party.</p><p></p><p>Monsters that can burrow are another option.</p><p></p><p>Have him 'meet' a better archer.</p><p></p><p>I second the swarming the party with lots of mook-fodder.</p><p></p><p>Surprise the party, he's probably not wearing heavy armor (if he is, make sure to enforce the Dex caps), relying on his dexterity for AC.</p><p></p><p>Use concealment to invoke miss chances at longer ranges.</p><p></p><p>Mirror images will reduce his odds to hit.</p><p></p><p>Have the party to clear out a kobold warren, one with lots of traps, and concealed pathways to let the kobolds get behind the party for surprise rounds.</p><p></p><p>Drop high HP, low AC opponents on the party, like a group of giants, sure he can put 20 damage into them, but that's not much use, and with a group of them, they should be able to get one or two giants past the party melee line to charge the archer, remember, if somebody's got cover, you can't take an AoO on them, while rocks are being dropped from the sky on him by other giants.</p><p></p><p>Send the party underwater, drastically reducing the effectiveness of ranged weaponry, and opening more opportunities for opponents native to the water to slip around to get at the archer.</p></blockquote><p></p>
[QUOTE="javcs, post: 3255995, member: 43677"] Put a couple encounters in forests - plenty of room to get spread out, plenty of concealment/cover protecting the opposing meleeers, that same cover/concealment grants excellent opportunities for stealthy types to sneak up on the archer, and, on the plus side of things, if the party clears out much of the underbrush/trees, well, the local denizens won't be happy. Three words (and a bonus option), Pixie Rogue Archers (with a bonus option of adding a socerer level to them for true strike). A couple of them will ruin his day, while not being incredibly overpowering for the party. Monsters that can burrow are another option. Have him 'meet' a better archer. I second the swarming the party with lots of mook-fodder. Surprise the party, he's probably not wearing heavy armor (if he is, make sure to enforce the Dex caps), relying on his dexterity for AC. Use concealment to invoke miss chances at longer ranges. Mirror images will reduce his odds to hit. Have the party to clear out a kobold warren, one with lots of traps, and concealed pathways to let the kobolds get behind the party for surprise rounds. Drop high HP, low AC opponents on the party, like a group of giants, sure he can put 20 damage into them, but that's not much use, and with a group of them, they should be able to get one or two giants past the party melee line to charge the archer, remember, if somebody's got cover, you can't take an AoO on them, while rocks are being dropped from the sky on him by other giants. Send the party underwater, drastically reducing the effectiveness of ranged weaponry, and opening more opportunities for opponents native to the water to slip around to get at the archer. [/QUOTE]
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