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<blockquote data-quote="Lord Zardoz" data-source="post: 3915865" data-attributes="member: 704"><p><strong>Further Ideas</strong></p><p></p><p>Here are some other things you can do to the players to make life interesting / difficult. Lets assume you throw in 1 or 2 3rd Level Wizards, 3rd Level Clerics, or perhaps even a Bozak Draconian.</p><p></p><p>1) Have a cleric cast Silence on a weapon of an ally, then have that attacker get near the casters. Silence can really make life miserable for a player. To be very mean, cast it on a thrown weapon, then have at least 6 of your fodder attackers throw items into the area near the casters. Based on the Thunderstone item, hitting a specific 5 foot square requires an attack against AC 5. If one dagger is silenced, and you have thrown 5 of them in one round, the players will have to identify which dagger is the source of the spell. Throw more to make life yet more difficult.</p><p></p><p>2) Use some Baaz with nets. Even with a non proficiency penalty, it is still a ranged touch attack. If you hit, the opponent is entangled. That is a -2 to attack rolls, (mildly helpful) and a -4 to Dex. Lowering Dex lowers Reflex saves. And Baaz inflict a Reflex save to trap a weapon when killed.</p><p></p><p>3) Grease Spell + Caltrops. Give the Caltrops a new attack every time someone falls down. I do not think it is unreasonable to give the Caltrops the benefit of attacking against prone (negate the AC for shoes but allowing the normal Armour bonus is reasonable)</p><p></p><p>4) Tanglefoot Bag while Prone. There is probably not a specific rule for it, but you can infer the following. If someone is prone, they are flat on the floor. If your hit with a tanglefoot bag, your glued to the floor. Given that, it does not seem unreasonable to declare someone stuck to the ground prone until they succeed the DC 17 escape check to break free. I would allow them to become non prone if they succeed a DC 8 check though.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3915865, member: 704"] [b]Further Ideas[/b] Here are some other things you can do to the players to make life interesting / difficult. Lets assume you throw in 1 or 2 3rd Level Wizards, 3rd Level Clerics, or perhaps even a Bozak Draconian. 1) Have a cleric cast Silence on a weapon of an ally, then have that attacker get near the casters. Silence can really make life miserable for a player. To be very mean, cast it on a thrown weapon, then have at least 6 of your fodder attackers throw items into the area near the casters. Based on the Thunderstone item, hitting a specific 5 foot square requires an attack against AC 5. If one dagger is silenced, and you have thrown 5 of them in one round, the players will have to identify which dagger is the source of the spell. Throw more to make life yet more difficult. 2) Use some Baaz with nets. Even with a non proficiency penalty, it is still a ranged touch attack. If you hit, the opponent is entangled. That is a -2 to attack rolls, (mildly helpful) and a -4 to Dex. Lowering Dex lowers Reflex saves. And Baaz inflict a Reflex save to trap a weapon when killed. 3) Grease Spell + Caltrops. Give the Caltrops a new attack every time someone falls down. I do not think it is unreasonable to give the Caltrops the benefit of attacking against prone (negate the AC for shoes but allowing the normal Armour bonus is reasonable) 4) Tanglefoot Bag while Prone. There is probably not a specific rule for it, but you can infer the following. If someone is prone, they are flat on the floor. If your hit with a tanglefoot bag, your glued to the floor. Given that, it does not seem unreasonable to declare someone stuck to the ground prone until they succeed the DC 17 escape check to break free. I would allow them to become non prone if they succeed a DC 8 check though. END COMMUNICATION [/QUOTE]
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