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Need some Humanoid strike teams
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<blockquote data-quote="krichaiushii" data-source="post: 1011198" data-attributes="member: 12594"><p>It is a tad difficult to make strike teams without knowing who is overall in charge of these teams.</p><p></p><p>I'd think that hobgoblins (or other Lawful Evil humanoid races)would be good for systematically sending out strike teams. Ally them - either as hired mercenaries or those in charge - with other LE critters. Off the top of my head...</p><p></p><p>Green and Blue Dragons</p><p>Manticores</p><p>Fire Giants</p><p>Medusae</p><p>Devils</p><p>Barghest</p><p>Ogre Mage</p><p>Humans</p><p></p><p>and certain half-breeds of the above. With class levels. </p><p></p><p>I have not the books you do, so I am sure there are more to choose from.</p><p></p><p>In addition, non LE humanoids might work under hobgoblin leaders - bugbears and goblins, certainly, as well as an assortment of dire and fiendish animals.</p><p></p><p>An all purpose team might consist of a:</p><p></p><p>Half-devil/half-hobgoblin psionic sort (I don't use psionics, so am very unfamiliar with them) that can report to higher (via travel or long distance chat). His heritage makes for a strong combatant should things go awry.</p><p></p><p>3 or 4 (or more) fighter (lvl6) or fighter/rogue (3/3) hobgoblins act as the stealthy grunts. Straight fighters for an assault team, fighter/rogues for a scouting/assassinating team. </p><p></p><p>Half black or green dragon/half hobgoblin wizard or sorcerer. If this team is primarily for scouting/assassinations then a wizard.</p><p>If primarily for assaults, a sorcerer.</p><p></p><p>Arm them with intelligent feat, skill, spell, and tactics choices, MW weapons and other equipment, poison(s) of your choice - both killer and for subdual, hobgoblins know the power of knowledge, multiple healing potions and/or buff potions, appropriate scrolls and wand(s) for the arcanist, some alchemist goodies. The only members of this team that should have permanent magic are the half-breeds. </p><p></p><p>A mean, but funny thought - UMD and wands for the fighter/rogues. Offensive or buffing wands with few charges. Something different for each one, to minimize use of elemental protection magics on the PCs part. </p><p></p><p>Suggested tactics for a meeting engagement with an equal or weaker force might be blast with evocation wands (or illusion wands to distract low will save types) while the melee sorts flank around and take out those still functional from the blast. A meeting engagement with a more powerful force would be to break contact, covered by spells/psionics. </p><p></p><p>In case of stalking a target, the arcanist/psionicist gather information via scrying and more direct observation. Then an ambush is set. The team will be buffed on protective and buffing spells/potions, as well as optimally placed for maximum coverage of an area. Hobgoblins are bright enough to target obvious spellcasters first, followed up with focused fires on individuals - drop one guy, then move to the next. Coup de grace ASAP. If you feel merciful (or bastardly) have the hobgoblins kidnap a PC or two for a hostage situation instead of killing the PCs straight out. Oh, wands of shatter and/or grease that target enemy weapons go a long way towards taking the fight out of those meddling PCs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> This is bastardly, too. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>If possible (time and personnel available), the strike team hires some local thugs to "soften up" the PCs. As the PCs are finishing off the thugs, let the hobgoblins strike - without regard for the surviving thugs. </p><p></p><p>Should the party take out a few of these teams (similar builds and tactics), stronger assassin teams WILL be sent out, perhaps consisting of all half-breeds, higher-leveled mixes, hordes of bruisers (bugbears led by ogre magi), maybe a straight dragon or devil (or two). </p><p></p><p>That was a bit long and disjointed, my apologies, its been a long day.</p><p></p><p>Enjoy.</p></blockquote><p></p>
[QUOTE="krichaiushii, post: 1011198, member: 12594"] It is a tad difficult to make strike teams without knowing who is overall in charge of these teams. I'd think that hobgoblins (or other Lawful Evil humanoid races)would be good for systematically sending out strike teams. Ally them - either as hired mercenaries or those in charge - with other LE critters. Off the top of my head... Green and Blue Dragons Manticores Fire Giants Medusae Devils Barghest Ogre Mage Humans and certain half-breeds of the above. With class levels. I have not the books you do, so I am sure there are more to choose from. In addition, non LE humanoids might work under hobgoblin leaders - bugbears and goblins, certainly, as well as an assortment of dire and fiendish animals. An all purpose team might consist of a: Half-devil/half-hobgoblin psionic sort (I don't use psionics, so am very unfamiliar with them) that can report to higher (via travel or long distance chat). His heritage makes for a strong combatant should things go awry. 3 or 4 (or more) fighter (lvl6) or fighter/rogue (3/3) hobgoblins act as the stealthy grunts. Straight fighters for an assault team, fighter/rogues for a scouting/assassinating team. Half black or green dragon/half hobgoblin wizard or sorcerer. If this team is primarily for scouting/assassinations then a wizard. If primarily for assaults, a sorcerer. Arm them with intelligent feat, skill, spell, and tactics choices, MW weapons and other equipment, poison(s) of your choice - both killer and for subdual, hobgoblins know the power of knowledge, multiple healing potions and/or buff potions, appropriate scrolls and wand(s) for the arcanist, some alchemist goodies. The only members of this team that should have permanent magic are the half-breeds. A mean, but funny thought - UMD and wands for the fighter/rogues. Offensive or buffing wands with few charges. Something different for each one, to minimize use of elemental protection magics on the PCs part. Suggested tactics for a meeting engagement with an equal or weaker force might be blast with evocation wands (or illusion wands to distract low will save types) while the melee sorts flank around and take out those still functional from the blast. A meeting engagement with a more powerful force would be to break contact, covered by spells/psionics. In case of stalking a target, the arcanist/psionicist gather information via scrying and more direct observation. Then an ambush is set. The team will be buffed on protective and buffing spells/potions, as well as optimally placed for maximum coverage of an area. Hobgoblins are bright enough to target obvious spellcasters first, followed up with focused fires on individuals - drop one guy, then move to the next. Coup de grace ASAP. If you feel merciful (or bastardly) have the hobgoblins kidnap a PC or two for a hostage situation instead of killing the PCs straight out. Oh, wands of shatter and/or grease that target enemy weapons go a long way towards taking the fight out of those meddling PCs. ;) This is bastardly, too. ;) If possible (time and personnel available), the strike team hires some local thugs to "soften up" the PCs. As the PCs are finishing off the thugs, let the hobgoblins strike - without regard for the surviving thugs. Should the party take out a few of these teams (similar builds and tactics), stronger assassin teams WILL be sent out, perhaps consisting of all half-breeds, higher-leveled mixes, hordes of bruisers (bugbears led by ogre magi), maybe a straight dragon or devil (or two). That was a bit long and disjointed, my apologies, its been a long day. Enjoy. [/QUOTE]
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