Help me with tactics for my party.

iwatt

First Post
Our party is ECl 3, and consists of the following memebers:

Human Barb/Fig/Rog going for Duelist with Spring attack at Lev(5)
Human Monk also going for spring attack Lev (6)
Human Sorcerer (Evocation is her schtick)
Tiefling Transmuter with a tendency to use Illusions
Dwarf Fighter
Half-Ogre Barbarian


Once the Duelist and Monk can Spring Attack, I envision us taking advantage of the half-ogres large threat area to get a lot of flanking oportunities. We can do the same now, without the springing. What I need is other useful tactics we may wish to employ. This is the first time we have a monk as well as a bruiser of the Half-ogres ilk (Large Greataxes rock!!), so I wanted some input on useful tactics we can pursue. My character is the Fighter/Rogue, and has taken on the roll of party leader once again. The half-ogre, the monk, and the tiefling wizard will probably agree to any tactics I propose (in character as well as out of character). The player of the sorcerer has very set ideas about her character (yet another loner), so I see her staying out of the way and acting as artillery. The dwarf player is new to our game (he plays with another group of friends), but I think I can probably talk him into following some strategies. We have no cleric (I usually play them, I thought someone would pick up the slack this time), so we need to bring down our foes as fast as possible, to minimize their dmagae dealing potential.

Any ideas will be apreciated
 

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Just some thoughts...

Don't use the monk for spring attacks, as he will be able to move where he wants when he wants soon enough. Load up skill ranks in Tumble for both the monk and rogue/F/B and use them to flank and get behind the lines as wizard-killers.

Keep the dwarf fighter as the up-front attacker and make sure to separate the sorcerer and wizard when in battle so they aren't two side-by-side targets for enemies. I would fear for the fighter most as he won't have any healers to bring him back to full HP, so AC is much more important to your group. I would give the fighter and monk all of the healing potions, as the fighter will need them and anyone else that goes down the monk can get to within a round or so of tumble.
 

First: healing. This is invaluable and you should cover it. Luckily, you have options. Potions of healing are your firends. But, beyond that, the spellcasters should take Endurance and False Life. Both will get you up from negs (most likely). False life before and during the combat to keep you HP up. Remember, temperary HP are lost first, so recasting the spell gives you the HP back. Finally, polymorph other heals you a days rest. It is a lifesaver.

Now, general tatics. Obviously the monk and you should get elven cloaks and boots and be scouting as much as possible. The dwarf should ride a horse as much as possible, since he probably doesn't have much better to spend his skills on and the mobility is a large boost. You might invest in boots of striding and springing instead of elven boots, so that everyone in the group has more speed. Mobility and knowledge are your best allies.

Combat: Monk goes after spellcasters. Half-ogre bashes some good target, and you tumble behind for sneak attack. DC 15 shouldn't be a problem most of the time. Fighter attacking from mount gets +1 to hit. At APL 3, the warhorse is valuable attacker. The dwarf+mount act as a block to keep you from getting swarmed. The transmuter can us illusions to distract more opponents. A party of guards in full plate is a good choice. If that doesn't work, or after it has run its course, he can buff the party. A familiar would be good to deliver those false life spells to keep you going. You need to focus on one opponent at a time, take them down, and move on. This reduces the amount of damage you take in the long run. Sorcerer is artilery, which works well.
 

MarauderX said:
Just some thoughts...

Don't use the monk for spring attacks, as he will be able to move where he wants when he wants soon enough. Load up skill ranks in Tumble for both the monk and rogue/F/B and use them to flank and get behind the lines as wizard-killers.
Spring attack works better in lone combat than multi-person party melee. But, with his large move, he can be effective just standing behind a corner, move out and attack, then back again in the same action.

As for being a flanker, that is a good option. Fight defensively, tumble into place to give the rogue sneak attack or one of the others flanking bonus. Depending on wis and dex, he could be pretty safe.

MarauderX said:
Keep the dwarf fighter as the up-front attacker and make sure to separate the sorcerer and wizard when in battle so they aren't two side-by-side targets for enemies. I would fear for the fighter most as he won't have any healers to bring him back to full HP, so AC is much more important to your group. I would give the fighter and monk all of the healing potions, as the fighter will need them and anyone else that goes down the monk can get to within a round or so of tumble.

The half-ogre is the heavy hitter here. Sure, he can attack from behind the dwarf, but you need to worry about being surrounded. The fighter is a character of nifty tricks. What does this fighter focus on? The half-ogre, by the way, is the one most likely to need those potions lacking a HD.
 

The half-ogre, by the way, is the one most likely to need those potions lacking a HD.

No kidding. The half-ogre, the tiefling, and the human duelist are the core unit (we built a background together to justify EL +1 races for my DM). No cleric----->Alchemist and healing salves. It costs us 16.6 gp per salve (1d8 hps; full round action to use; FRCS). So we all pooled our money together to buy an alchemy skill enhancement item (apron of the alchemist or somesuch). It still takes us a week to produce each salve though (50 gp base cost, Alchemy modifier of +15; DC 25). So we assumed we produced a lot of these suckers before. One battle after, we've already used up about 1/6th of our healing stock.

I tried to convince my GM to allow a spellfire wielder (he can use the spellfire as healing. The transmuter could have kept him stocked up on absorbed spells). But he (wisely I think) decided to disallow it. Spellfire is a bit over the top, even for FR.

So now I'm lobbying for the first party death to retun as a cleric :D .
 

The half-ogre, by the way, is the one most likely to need those potions lacking a HD.

No kidding. The half-ogre, the tiefling, and the human duelist are the core unit (we built a background together to justify EL +1 races for my DM). No cleric----->Alchemist and healing salves. It costs us 16.6 gp per salve (1d8 hps; full round action to use; FRCS). So we all pooled our money together to buy an alchemy skill enhancement item (apron of the alchemist or somesuch). It still takes us a week to produce each salve though (50 gp base cost, Alchemy modifier of +15; DC 25). So we assumed we produced a lot of these suckers before. One battle after, we've already used up about 1/6th of our healing stock.

I tried to convince my GM to allow a spellfire wielder (he can use the spellfire as healing. The transmuter could have kept him stocked up on absorbed spells). But he (wisely I think) decided to disallow it. Spellfire is a bit over the top, even for FR.

So now I'm lobbying for the first party death to return as a cleric :D . I'm already planning an elven archer cleric
 

iwatt said:
No kidding. The half-ogre, the tiefling, and the human duelist are the core unit (we built a background together to justify EL +1 races for my DM). No cleric----->Alchemist and healing salves. It costs us 16.6 gp per salve (1d8 hps; full round action to use; FRCS). So we all pooled our money together to buy an alchemy skill enhancement item (apron of the alchemist or somesuch). It still takes us a week to produce each salve though (50 gp base cost, Alchemy modifier of +15; DC 25). So we assumed we produced a lot of these suckers before. One battle after, we've already used up about 1/6th of our healing stock.

Max your ranks in Use Magic Device and buy a wand. That should cover healing better than the slow solves. There is little chance that you will mess up badly with the wand.

iwatt said:
I tried to convince my GM to allow a spellfire wielder (he can use the spellfire as healing. The transmuter could have kept him stocked up on absorbed spells). But he (wisely I think) decided to disallow it. Spellfire is a bit over the top, even for FR.
I have to agree with your DM. Spellfire is over the top in low level games.

iwatt said:
So now I'm lobbying for the first party death to return as a cleric :D . I'm already planning an elven archer cleric
Powergaming all the way, huh? Been there, cheesed that, moved on :D
 

My brother plays the half-ogre, in a welcome exchange from our regular game were he's the main spellcaster. But the life expectancy of Kluh the half-ogre is just about nill with every-body but him and the dwarf ducking away from melee. That's why I'm looking for power tactics. He kind of got suckered into the spellcaster role in the other group, and he handles it OK, but in all honesty the simpleminded offensivenes of a Barbarian fits him to T. I actually love it now when the barbarian enters a Rage and goes "KLUH SMASH". I know he really enjoys it. Which is what it's all about. I would have traded my character for the party cleric, but you still need a Rogue for those pesky adventure features DMs love to include; traps.

Actually, most of the reason I'm willing to play a Cleric archer is to go completely against my other character, Davon Visgard Cleric of Tempus. He is the exact opposite of a ranged character. I'd go for a pure archer (I've never tried out a ranged character in 3E), but since we'll probably need a cleric after our TPK, I'm going to have to choose the best of two worlds (the elven archer cleric ).:D
 
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iwatt said:
Actually, most of the reason I'm willing to play a Cleric archer is to go completely against my other character, Davon Visgard Cleric of Tempus. He is the exact opposite of a ranged character. I'd go for a pure archer (I've never tried out a ranged character in 3E), but since we'll probably need a cleric after our TPK, I'm going to have to choose the best of two worlds (the elven archer cleric ).:D

I just built a cleric of Solonor Thaliderina, from the elven pantheon. Diety favored weapon: longbow. Domains Elf and War, which get you free point blank shot and weapon focus. Lots of fun.
 

I would have the dwarf take three cleric levels. This covers a LOT of healing for the group and he doesn't really lose much.

Assuming his Wis is ok. (14)
 

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