S/B/T "Away Team!"

incognito

First Post
These are the original PCs from our own (contact)'s LoT thread. I will post tactics for these gents in the next post

#1
Hafling Ftr4/Rog5
Hit Dice: 5d6+4d10+27 (74 HP)
Initiative: +10 (+6 Dex, Imp Init)
Speed: 20'
AC: 26 (+1 Size,+1 deflection,+6 Dex,+4 armor,+4 Haste)
Attacks: +18/+18/+13 Ranged
Damage: 1d6+9(+1d6 electricity, and possible sneak attack)
Face/Reach: 5x5/5'
Special Attacks: Sneak Attack+3d6
Special Qualities: Uncanny Dodge (Dex bonus to AC), Evasion, Halfling qualities
Saves: Fort:+10, Ref:+13, Will:+7
Abil: Str 14, Dex 22* (From Wiz), Con 16, Int 10, Wis 12, Cha 10
Skills: Bluff +12, Tumble, +16, Hide +18, Move Silently +18, Spot +13, Listen +8, Decipher Script +5, Climb +10, Jump, +6, Intimidate +6 Use Magic Device +16, Search +10, Sense Motive +10, Balance +12, Escape Artist+16
Feats: Improved initiative, Weapon Focus(Short comp bow), Weapon Spec(Short Comp bow)
Point Blank Shot, Prec Shot, Rapid Shot, Iron Will
Challenge Rating: 9
Alignment: Neutral Evil

Possessions:
SCROLL of IMPROVED INVISIBILITYx2, +1 Mighty Bow (STR+2),
MW chain shirt, MW buckler, MW dagger, Circlet of persuasion
25 +3 arrows (from wizards: greater magic weapon, 20 normally masterwork, 5 normally +1 of shock)
Potions of: Cure Serious Wounds, jump, invisibility (as needed)


#2
Human Psychic Warrior 10
Hit Dice: 10d8+40
Initiative: +4 (+4 Dex)
Speed: 40'
AC: 24 (+1 Dodge,+1 Insight,+4 Armor, +4 Dex, +4 Haste)
Attacks: +11(claw)/+11(claw)/+11(bite)/+6(claw)
Damage: d8+7 primary hand/d8+5 off hand/d8+5 bite
Face/Reach: 5x5/5'
Special Attacks: Psionic Powers, psionic att/def modes
Special Qualities: Psionic
Saves: Fort:+11, Ref:+7, Will:+7/+11 vs enchantments/compulsions
Abilities: Str 22*, Dex 18*, Con 18*, Int 12, Wis 14, Cha 10
Skills: Concentration+17, Tumble: +14, Balance+10, Spot+6, Listen+6, Climb +10, Jump, +10 ,Swim +10, Auto-Hypnosos+10, Stabilize Self +12
Feats: Ambidexterity, Two-weapon fighting, Blind fight, Iron Will
Weapon Focus (claw, bite), Weapon Spec (claw, bite), Dodge, Mobility, Speed of Thought
Challenge Rating: 10
Alignment: Neutral Evil

Powers/PP (33/*15 PP left) - (* indicates active when encountered)
L0: Burst, Catfall, Elfsight
L1: Bite of the Wolf*, Combat Precog*, Expanded Vision
L2: Animal Affininty*(x3), Expansion, Darkvision*
L3: Claws of the Vampire*, Improved Biofeedback*
L4: Inertial Barrier

Attack/Def Modes:
Id Insinuation, Mind Thrust, Ego Whip/Empty Mind, Thought Shield

Possessions:
Power Stone: Displacementx1 (CL:7), Torc of Might, +1 studded leather, Crystal Mask of Mindarmor, potion of invisibility


#3
Gnome Cleric 10 of ???
Hit Dice: 10d8+80 (135 HP)
Initiative: +7 (+3 Dex, Imp Init)
Speed: 20'
AC: 25 (+1 Size,+3 Dex,+7 Armor,+4 Haste)
Attacks:+12 Ranged touch (Bead of Force)
+13/+8 ranged (dagger)
+12/+7 melee dagger
Damage: d4+3 dagger, or spell, or item
Face/Reach: 5x5/5'
Special Attacks: Domain Powers, Spells, Turn Undead
Special Qualities: Gnome Qualities
Saves: Fort:+15, Ref:+6, Will:+12
Abil: Str 16*, Dex 16, Con 26* (from Wiz), Int 12, Wis 20*, Cha 10
Skills: Concentration +20, Know (Religion)+14, Spellcraft:+12, Hide +5, Spot+6, Lisen +6
Feats: Improved Initiative, Spell Focus: Transmutation, Point Blank Shot, Prec Shot
Challenge Rating: 10
Alignment: Neutral Evil


Possessions:
L1 Pearl of Power X4*, Periapt of Wisdom(+2), Bead of Forcex2, +3 (Magic vestments) Chain Shirt
Darkwood Shield, MW daggerx3 (to throw, silly!),

Spells/Spell Prepared DC:15+spell level, 17 for transmutaions(6,6+1,5+1,4+1,4+1,3+1)
L0: Who cares?
L1: Cure Light wounds, Endure Elements*, Entropic Shield, Prot goodx2, Remove Fear, DOMAIN
L2: Cure Moderate Wounds, Shield Otherx2**, Bull's Strength*, Aid, DOMAIN
L3: Cure Serious Wounds, Magic Vestments*, Bestow Curse*x2, DOMAIN
L4: Cure Critical Wounds, Dimensional Anchor, Divine Favor, Giant Vermin, DOMAIN
L5: Healing Circle, Dispel Good, Spell Resistance, DOMAIN

Add two domain Powers!

* = cast/active when encountered.

#4
Elf Wizard (Diviner)
Hit Dice: 11d4+33 (61 hp)
Initiative: +10 (+6 Dex, Imp Init)
Speed: 30'
AC: 25 (+1 delection,+5 Dex,+4 armor,+4 Haste, +1 natural)
Attacks: +11 Ranged Touch (Wand of Flame Arrow)
+15 Ranged, Longbow
Damage: d8+3 (+4 within 30'), or by spell
Face/Reach: 5x5/5'
Special Attacks: Spells
Special Qualities: Elf Qualities
Saves: Fort:+7, Ref:+9, Will:+9
Abilities: Str 10, Dex 20*, Con 16*, Int 22*, Wis 12, Cha 10
Skills: Scry+30, Know (arcana)+alot, Concentration +17, Spell craft +20, Spot/listen +3
Feats: Scribe scroll, Spell Penetration, Quicken Spell, Maximize Spell, Improved initiative, Point Blank Shot, Prec Shot
Challenge Rating: 11
Alignment: Neutral Evil

Spells/Spell Prepared DC:16+spell level,(4,6+1,6+1,5+1,4+1,3+1,2+1)
L0: Read magicx2, Detect Magicx2
L1: Mage armor*, Magic Missilex2, Endure Elements* (cold), Color Spray, True Strikex2(D)
L2: Melf's Accid arrow, Cats Gracex2**, Endurance*, Prot. Arrows, Glitter Dust, See Invisibity(D)
L3: Slow, Dispel Magic, Greater Magic Weapon*, Minor Globe of invun, Clairaudience/Clairvoyance(D)
L4: Stone skin , Improved Invis, Enervate, Evard's Black Tentacles, Detect Scrying (D)
L5: Teleportx2, Quickened Maj. Missile, Maximized Endurace*, Rary’s Telepathic Bond(D)
L6: Mass Haste, Chain Lightning, True Seeing (D)

* = cast/active when encountered

**contingency spell in place: Teleoprt if HP=zero or less...


Possessions:
Headband of Intellect +2, 4 scrolls of maximized Magic Missile, L1 Pearl of Power, MW long sword
Armband of scrying###(see note), Wand of flame Arrow (CL8, 10 charges), Neckace of Natural armor+1, cloak of resistance +1
MW Long Bow, 25 +3 (Greater Magic Weapon) Arrows, Potion of Cure serious Wounds, 250 GP in Diamond Dust


###: Armband of Scrying gives +10 to scry checks (when detecting a scry, and allows the spell 'detect scrying'
to detect a magical sensor anywhere within the spells aea of effect, rather than just on the caster. Also allows the wearer to know the direction and distance within 10' of the scrier.
 
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tactics

Ok,

the whole idea here is that the lead wizard is responsible for getting his team in, taking down as many party meembers as possible, then getting the heck out.

Note that all the PCs have only hour/level spells active before they teleport in. these spells all last at least 8 hours, so you can have there be three teams, or just use 3 carbon copies of this team to cover all 24 hours.

After detecting the scrier (depending on how your capaign rules detect scry, some of the powers on the armbad may not be needed). I like to have the wizard take 2 rounds before teleporting to the scriers location.

> I assume his standard action is taken up keeping the scry contact active. so he has two partial actions (from haste)

>>Important NOTE: unless the opponents of the away team have uncanny dodge, or are fighting in melee with the blindfight feat, they wil LOSE dex and dodge bonuses to AC - and Haste is a dodge Bonus!!!

The wizard casts: mass haste, improved invisibility - if more time is to be had for some reason, she will cast Rary's telepathic bond.

One he get there his job is to take out the mage. True seeing or See invisibility will determine if the person caught scrying has the shield spell up. They are getting the maximized magic missiles, and quickened magic missiles, if not. If they do, then it's the wand of flame arrow, (ranged touch ignores cover bonuses like shield)

the wizard only want to be in combat for 3 rounds. Teleporting out - using Rary's Telepathic bond to help the other NPCs locate her location on the 4th rounds.

NEXT the Fighter Rouge:

Befre the teleport this NPC uses his use magic device skill to activate the scrolls on improved invisibility. He needs a very small number to succed. I did the math out once for contact - it made my finger's hurt. Suffuce to say there is only a 2.5% change of the scroll not working with either the initial use magic device check, or a subsequent caster level check.

All the fighter Rogue wants to do is drill arrows into a wizard type. Being improved invisible with electricity and sneak attack damage, this NPC should be good for 3 hits in the first rounds alone! (+18/+18, and +20)

That's 3d6+27, and 9d6 sneak attack damage. Enough to ruin ANY wizards day. The Rouge will position himself ALWAYS within 30' of his target, so he can get the point plank shot and sneak attack off.

After 2 rounds he begins to make his way back to where the wizard 'ought' to be. With any luck, no one will have laid a finger on him.


NEXT the Psychic warrior.

Before the teleport this guy activates a displacement power stone, and drink an invisibility potion.

This guy is horror show. His first move is to use his expanion power on himself, giving him +4 to hit for all his attacks, +4 to damage for his on hand claw, and +2 to damage for his off hand claw and bite. I see him as a rouge killer. He will take quite a bit of damage as Subdual damage with Biofeedback, then with his claws of the vampire, heal the subdual back at 2:1 conversion. At some ppint he may activate the intertial barrier, but I doubt it will be needed.

With 4 attacks some are bound to land. especialy if he attacks while invisible


Finally the Gnome:

Notice the gnome has cast shield other twice: this allows him to take damage for the Wizard, and the Halfling if the party should have see invisibility or true seeing up.

The Gnome's job is to soak damage and to take out the enemy cleric. He has many ranks in Know (religion) to try and Identify any divine Enemy.

To soak damge he has the endure elements cast on him 5 times (on for each element). He also will cast healing spells on himself as needed, usually using his Hasted partial action to do this.

To take out the enemy cleric he has 2 beads of force!!!
so ok, 10d6 will not kill a high level cleric, but he will hopefull fail the DC 16 rflex save one of the two times, and be trapped in a foce bubble. Not many cleric can T-port or D-Door. As an alternate strategy, the cleric can cast a Spell Focus: Transmutation enhanced BESTOW CURSE (and choose to remove 6 points of WISDOM), that is likely to remove at least some of an enemy clerics spell casting abilites, and reduces the DCs of enemcy spells by 3, and lowers the will save by 3!

I would say that this party, efficiently run with average rolls can trash 2-3 party members in three rounds with NO suprise round.


*******apologies in advance for the inevitable typos!
 
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