How to make 'being surrounded by enemy crossbowmen' deadlier?

shilsen said:
So the PCs would need to be in a city where the locals can apparently send 100 guards after them.

That is not really what I meant but perhaps I was not clear enough. I meant that the range increment is long enough that there are many possibilities for opponents to get or become close enough to pose a threat while not having to get right up on top of those who they are threatening.

However many opponents with crossbows it takes to be threatening could be within that range. Of course the characters are unlikely to know whether they are facing fist level opponents or twentieth level opponents so the actual number might not matter as much.

If there are four player characters of around level ten then having ten opponents walk up to give terms while having another twenty plus fan out at greater distances should give them great pause. They may be supermen among lesser mortals normally but anyone could be similar to them in power or greater and when severely outnumbered the sheer weight of opposing actions could be their undoing.

That is not to say that tenth level characters could not take out a hundred first level guys, they very likely could, but it is also very likely that with a bit of planning some of them will die trying and many people wish to avoid that if possible.
 

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Use these guys, all core rules. Even without a surprise round, if they've got Cat's Grace (#'s after the slash, from a potion) they have a +10 initiative bonus. They only need to fire on those who don't beat them initiative and they get an extra +1d6 for Sneak Attack. Assuming they've got the appropriate Bane arrow they're at least going to peg a PC for an average of 19 points of damage apiece. I wouldn't be pointing arrows at every PC, just the most vulnerable looking ones, readying actions vs. supposed spellcasters. With Repeating Crossbows they only have to reload every 5 rounds, which should be fine. If you want to toughen them up, add 2 more levels of Rogue and give them Rapid Shot. You might want to replace Weapon Focus with Precise Shot if you think they'll get into melee. Add poison for fun, Large Scorpion Venom for 200 gold (1d6/1d6 Str, DC 18) or Giant Wasp Venom for 210 gold (1d6/1d6 Dex, DC 18).

Sniper, CR 3
Halfling War 1/Ftr 2/Rog 1
HD: 2d10+1d8+1d6+4 (19 hp)
Move: 20 ft., Init +8/+10
AC: 19 (+1 Size, +4 Dex, +4 Armor)
Saves: Fort +7, Ref +7/+9, Will +3
Attacks (PBS): Lt. Repeating Crossbow +11 (1d8+1, 19-20/x2)
Attacks (Cat’s Grace, Bane): Lt. Crossbow +15 (1d8+4, 19-20/x2, +2d6)
SA: Sneak Attack +1d6
Str 8, Dex 18, Con 12, Int 13, Wis 14, Cha 8.
Skills: X
Feats: Exotic Weapon Proficiency, Improved Initiative, Point Blank Shot, Weapon Focus.
Combat Equipment: MW Lt. Repeating Crossbow, 10 +1 Bolt (Various Bane), MW Chain Shirt
Equipment: Potion of Cat’s Grace (x2)
 

Halfling size (size small) lgt repeating crossbow does 1d6 damage not 1d8, but otherwise it is a good build.

And as has been repeatedly pointed out in order to adequately challenge a group of 10th level adventurers it requires more than a group of 1st level warriors.

A group of 10 or so of these snipers should indeed cause a party of 10th level characters (w/o armor and surprised) to take pause.
 

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