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Logistic Advice for Red Hand of Doom
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<blockquote data-quote="Lord Zardoz" data-source="post: 3407470" data-attributes="member: 704"><p>If your looking to swap out the Minotaur, you have a few options that are viable, but none that fill the same niche with the same CR. I assume you want a Large humanoid melee tank.</p><p></p><p>An Ogre is not a bad fit, especially if you improve its gear and / or advance its HD so that it has the same BAB as the Minotaur. A Troll is also a decent fit, but that is increasing the CR instead. Also, adding a creature with regeneration to a fight like the one the minotaur probably shows up in is probably going to be pushing things a bit.</p><p></p><p>Outside of that, the rest of the Large melee tanks don't quite fit. Consider just using a Hobgoblin Bladebearer in its place (Same CR, but lacks the reach).</p><p></p><p>Getting back to my players capabilities right now, I would describe their capabilities as follows (and with the wishful presumption that everyone manages to show up).</p><p></p><p>Assets:</p><p>- Plenty of Healing with 2 clerics on hand.</p><p>- Can blast through Undead (again 2 clerics, though I do use 'turning does damage').</p><p>- Great at incapacitating enemies with crap will saves (Sorcerer has Hideous Laughter, Sleep. Both clerics like to toss out Hold Person).</p><p>- Strong melee (They buff up the fighter and the Melee Cleric).</p><p>- Good NPC interaction skills (lots of ranks spent on Diplomacy, Bluff, Intimidate)</p><p>- Very decent AC for all characters except Sorcerer</p><p>- Plenty of Spell power available (2 Clerics + 1 Sorcerer)</p><p></p><p>Weaknesses:</p><p>- Despite being level 5, no Fireball type blasting on hand.</p><p>- No one has Cleave. If mobbed, they are screwed.</p><p>- No one has a good Reflex save</p><p>- Sorcerer can be easily neutralized by ranged attackers using readied actions</p><p>- No spot or listen makes the party a target for ambushes</p><p>- They are all trap bait.</p><p>- No one has infravision / darkvision, so night ambush will ravage them.</p><p></p><p>If I really want to TPK them, I could just throw them against six 2 HD archers with decent Dex, plus a Wizard or Sorcerer with Grease spell at night, and stay out of Melee. With the crappy spot checks, they wont be able to find the archers before they drop somoene. And I imagine that the party fighter can be well screwed if is horse charges across the Grease spell.</p><p></p><p>Still, I dont expect to bother with exploiting their weaknesses untl later in the adventure. Early on they should do fine.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3407470, member: 704"] If your looking to swap out the Minotaur, you have a few options that are viable, but none that fill the same niche with the same CR. I assume you want a Large humanoid melee tank. An Ogre is not a bad fit, especially if you improve its gear and / or advance its HD so that it has the same BAB as the Minotaur. A Troll is also a decent fit, but that is increasing the CR instead. Also, adding a creature with regeneration to a fight like the one the minotaur probably shows up in is probably going to be pushing things a bit. Outside of that, the rest of the Large melee tanks don't quite fit. Consider just using a Hobgoblin Bladebearer in its place (Same CR, but lacks the reach). Getting back to my players capabilities right now, I would describe their capabilities as follows (and with the wishful presumption that everyone manages to show up). Assets: - Plenty of Healing with 2 clerics on hand. - Can blast through Undead (again 2 clerics, though I do use 'turning does damage'). - Great at incapacitating enemies with crap will saves (Sorcerer has Hideous Laughter, Sleep. Both clerics like to toss out Hold Person). - Strong melee (They buff up the fighter and the Melee Cleric). - Good NPC interaction skills (lots of ranks spent on Diplomacy, Bluff, Intimidate) - Very decent AC for all characters except Sorcerer - Plenty of Spell power available (2 Clerics + 1 Sorcerer) Weaknesses: - Despite being level 5, no Fireball type blasting on hand. - No one has Cleave. If mobbed, they are screwed. - No one has a good Reflex save - Sorcerer can be easily neutralized by ranged attackers using readied actions - No spot or listen makes the party a target for ambushes - They are all trap bait. - No one has infravision / darkvision, so night ambush will ravage them. If I really want to TPK them, I could just throw them against six 2 HD archers with decent Dex, plus a Wizard or Sorcerer with Grease spell at night, and stay out of Melee. With the crappy spot checks, they wont be able to find the archers before they drop somoene. And I imagine that the party fighter can be well screwed if is horse charges across the Grease spell. Still, I dont expect to bother with exploiting their weaknesses untl later in the adventure. Early on they should do fine. END COMMUNICATION [/QUOTE]
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