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How do I help the Fighter?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5752759" data-attributes="member: 1165"><p>Only attacking the ones focusing on the fighter wouldn't work, as that would still draw attention from others. (In real-life combat, you always leave a "rear guard" or other soldiers who don't immediately attack; said opponents are available to target other PCs.)</p><p></p><p>Once the wizard or ranger has shot, nothing short of invisibility will hide them. (The ranger gets an ability at 13th-level that lets him do this, but obviously he's not there yet.) As a result, they will no longer be out of sight and will still draw aggro.</p><p></p><p>As for the dogs, look up the Wild Cohort feat. Treat it like a template and add it to the riding dogs (that's another way of saying "big dog"; note the trip attack). Make them really vicious looking dobermans and the like to make it obvious these aren't just regular big dogs. (The "template" adds Hit Dice, which will boost their Listen and Spot checks.)</p><p></p><p>Wild Cohort link: <a href="http://www.wizards.com/default.asp?x=dnd/re/20031118a" target="_blank">Random Encounters: Wild Life - Animal Companions for Any Character</a></p><p></p><p></p><p></p><p>That's why they'd hire advisors. I'm not saying the advisor would know what to do before combat starts, but once it does, they should be able to quickly figure out what the PCs are doing and give the appropriate orders.</p><p></p><p>I don't know how open you are to new books, but if you can get your hands on Book of Nine Swords, pick one of the classes and use the White Raven line of tactical powers. That'll make it unmistakable that the warlord in question is a commanding officer and not just a grunt with a higher-than-average Intelligence score.</p><p></p><p></p><p></p><p>That was a bad idea on his part. He's optimized himself out of a job. The opponents should just ignore his weak attacks, rushing past him and drawing attacks of opportunity if necessary, in order to get at the other PCs. In addition, he can only lock one opponent in combat and even if he has Combat Reflexes, the most he can do is give a weak attack for each one rushing by him. After a couple of rounds of laughing off the weak damage, the villains should figure this out.</p><p></p><p></p><p></p><p>Who is doing most of the killing? Your party does have a wizard. Burned bodies (even if the guards weren't killed by Fireball) should get the guards hunting for known (and worse, strange) wizards.</p><p></p><p>Someone in the guard should start making Gather Information checks.</p><p></p><p>This is the Urban Tracking feat from the d20 Future SRD, but can be adapted for bounty hunters in a fantasy setting.</p><p></p><p>Link: <a href="http://www.wizards.com/default.asp?x=d20/article/msrd" target="_blank">http://www.wizards.com/default.asp?x=d20/article/msrd</a> (Occupations, Skills, Feats)</p><p></p><p>URBAN TRACKING</p><p>You can track down the location of missing persons or wanted individuals.</p><p>Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town.</p><p>The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions: </p><p> </p><p>Population DC Checks Required </p><p>Fewer than 2,000 5 1d4 </p><p>2,000–9,999 10 1d4+1 </p><p>10,000–49,999 15 2d4 </p><p>50,000–99,999 20 2d4+1 </p><p>100,000–499,999 25 3d4 </p><p>500,000+ 30 3d4+1 </p><p> </p><p>Condition DC Modifier </p><p>Every three creatures in the group being sought –1 </p><p>Every 24 hours the quarry has been missing or sought +1 </p><p>Tracked quarry “lies low” +5 </p><p></p><p>If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires.</p><p>Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing.</p><p>Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check.</p><p></p><p>If the guards find the PCs, they can "stake out the place", surrounding it. A high number of guards aren't necessary (or higher level guards aren't necessary) if they can put a few on the roof (one over each door) with nets. That's entangling, restraining, or however you want to run it. Each guard should carry a few tanglefoot bags and either thunderstones or plain whistles. They can work in pairs, with one member of each pair being a rogue or ranger (you're doing this for the Listen and Spot checks). Of course, at least one or two of the guards should be fairly high level.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5752759, member: 1165"] Only attacking the ones focusing on the fighter wouldn't work, as that would still draw attention from others. (In real-life combat, you always leave a "rear guard" or other soldiers who don't immediately attack; said opponents are available to target other PCs.) Once the wizard or ranger has shot, nothing short of invisibility will hide them. (The ranger gets an ability at 13th-level that lets him do this, but obviously he's not there yet.) As a result, they will no longer be out of sight and will still draw aggro. As for the dogs, look up the Wild Cohort feat. Treat it like a template and add it to the riding dogs (that's another way of saying "big dog"; note the trip attack). Make them really vicious looking dobermans and the like to make it obvious these aren't just regular big dogs. (The "template" adds Hit Dice, which will boost their Listen and Spot checks.) Wild Cohort link: [url=http://www.wizards.com/default.asp?x=dnd/re/20031118a]Random Encounters: Wild Life - Animal Companions for Any Character[/url] That's why they'd hire advisors. I'm not saying the advisor would know what to do before combat starts, but once it does, they should be able to quickly figure out what the PCs are doing and give the appropriate orders. I don't know how open you are to new books, but if you can get your hands on Book of Nine Swords, pick one of the classes and use the White Raven line of tactical powers. That'll make it unmistakable that the warlord in question is a commanding officer and not just a grunt with a higher-than-average Intelligence score. That was a bad idea on his part. He's optimized himself out of a job. The opponents should just ignore his weak attacks, rushing past him and drawing attacks of opportunity if necessary, in order to get at the other PCs. In addition, he can only lock one opponent in combat and even if he has Combat Reflexes, the most he can do is give a weak attack for each one rushing by him. After a couple of rounds of laughing off the weak damage, the villains should figure this out. Who is doing most of the killing? Your party does have a wizard. Burned bodies (even if the guards weren't killed by Fireball) should get the guards hunting for known (and worse, strange) wizards. Someone in the guard should start making Gather Information checks. This is the Urban Tracking feat from the d20 Future SRD, but can be adapted for bounty hunters in a fantasy setting. Link: [url]http://www.wizards.com/default.asp?x=d20/article/msrd[/url] (Occupations, Skills, Feats) URBAN TRACKING You can track down the location of missing persons or wanted individuals. Benefit: To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community population and the conditions: Population DC Checks Required Fewer than 2,000 5 1d4 2,000–9,999 10 1d4+1 10,000–49,999 15 2d4 50,000–99,999 20 2d4+1 100,000–499,999 25 3d4 500,000+ 30 3d4+1 Condition DC Modifier Every three creatures in the group being sought –1 Every 24 hours the quarry has been missing or sought +1 Tracked quarry “lies low” +5 If you fail a Gather Information check, you can retry after 1 hour of questioning. The GM rolls the number of checks required secretly, so the player doesn’t know exactly how long the task requires. Normal: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn’t allow effective trailing. Special: You can cut the time per Gather Information check in half (to 30 minutes per check rather than 1 hour per check), but you suffer a –5 penalty on the check. If the guards find the PCs, they can "stake out the place", surrounding it. A high number of guards aren't necessary (or higher level guards aren't necessary) if they can put a few on the roof (one over each door) with nets. That's entangling, restraining, or however you want to run it. Each guard should carry a few tanglefoot bags and either thunderstones or plain whistles. They can work in pairs, with one member of each pair being a rogue or ranger (you're doing this for the Listen and Spot checks). Of course, at least one or two of the guards should be fairly high level. [/QUOTE]
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