"Unhittable"

EricNoah

Adventurer
As a DM what do you do with monsters that can't really hit the high ACs of your PCs?

Some thoughts:

1) Use flanking to gain a +2 bonus
2) Use the "aid another" action so two creatures work together and one has a better chance to hit.
3) Use tactics that remove Dex bonuses -- find ways to entangle or otherwise hinder foes.
4) Higher ground (how exactly does that work -- how high do you have to be?)

Other strategies?
 

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Use classed NPCs instead of monsters, or classed monsters. A couple fighter levels with the right feats can put the hurt on many "untouchables".
Use spells. After hold person, most PCs are easy to hit. True Strike helps too.
 


Magic. You think those kobolds have a favored class of sorcerer just cause it's fun?

If you are limited to melee - fight in cramped places. Use dirty tricks. Use traps. Use ambushes. Drop heavy objects and boiling oil, use grenade like weapons, and in general don't fight fair :)
 
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What happened to outflanking with missile fire?

Make a "V" The player should be at the bottom point of the V. The monsters should be at the top two points. If the player wants to engage in melee he will have to turn his back to one of the two groups.

Of course, you could always just throw tougher monsters at them. Summon scrolls are a reasonable justification for suddenly finding other, stronger monsters.
 

Gibberling rush!!!!

Rush 24 gibberlings at him, he is almost garnteed to fail a check and have them tare him to shreds!!!


OR, use touch attacks...

And this situiation is what True strike is made for :)
 
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I'm guessing that a substantial portion of the AC modifiers would melt away in an anti-magic field. Not a solution you could use more than once or twice, but it would certainally make them think twice.

Also as I'm sure you've no doubt realized AC isn't the only way to get to someone, I think spells are invaluable in this case.
 

Alchemist's tricks: Acid, bottled fire, tangefoot bags, thunder stones.

Even if a character makes every save against the tangle foot, they still suffer half move. So a fighter in heavy armor goes to 10ft per round with a run speed of 30. With time and space, move around and shoot them.
 

The Dual Strike feat grants a +4 flanking bonus instead of +2 for each person with the feat that is flanking the target.

Chink in the Armor allows you to divide a creature's AC in half for attack purposes, if you study them for one round.
 

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