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[Urbis] Stopping Adventurers and other Public Menaces
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<blockquote data-quote="Jürgen Hubert" data-source="post: 2250834" data-attributes="member: 7177"><p>Here is something I'm currently working on for <a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">Urbis</a>: An elite unit of guardsmen who are trained to take down especially tough enemies - monsters and high-level characters:</p><p></p><p></p><p><strong>Special Tactical Branch</strong></p><p></p><p>The local Special Tactical Branch is called into action when some problem breaks out into the open. Their mission is to stop the threat as fast as possible, with minimum damage to innocent bystanders and the property of citizens. They constantly train to act and think as a unit, and their superior tactics often enables them to take down foes who are individually much more powerful than they are.</p><p></p><p><strong>Lineman</strong></p><p></p><p>The rank and file of the Special Tactical Branch, the job of the linemen is to both the secure the area surrounding the threat and to pin down foes with their overwhelming numbers and their reach weapons. If they encounter an especially dangerous foe, enough linemen will use the Aid Another action to defend their comrades or to make their enemy easier to hit (which is often followed up with a trip attack). They are trained to act in concert to such a degree that they have little problem in bringing down all but the most powerful opponents.</p><p>Linemen are usually deployed in squads of ten men. These will be split up into two half-squads of five linemen each if the situation requires.</p><p></p><p>Human Ftr 4; CR 4; Medium humanoid; HD 4d10+8; hp 34; Init +1; Spd 20 ft.; AC 17 (+1 Dex, +6 breastplate +1), touch 11, flat-footed 16; Base Atk +4; Grp +7; Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/19-20, longsword); Full Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/19-20, longsword);; SA trip attack; SQ -; AL LN; SV Fort +6 (+8), Ref +2 (+4), Will +2 (+4); Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8.</p><p><em>Skills and Feats:<em> Climb +1, Heal +2, Intimidate +6, Jump +0, Listen +2, Spot +4; Dodge, Mobility, Improved Sunder, Run, Weapon Focus (guisarme), Weapon Specialization (guisarme). </em></em></p><p><em><em><em>Possessions:</em> +1 breastplate (bloodstone bond with lineman), one-shot cloak of protection +1, +1 guisarme (bloodstone bond with all lineman in the same squad), longsword, potion of cure moderate wounds.</em></em></p><p><em><em></em></em></p><p><em><em><em>Notes:</em> "Bloodstone bond" is essentially a protection against theft - people who aren't bound to the item cannot use its enchantments. "One-shot" means that the item will only work once and then cease to work. For more details on both, look <a href="http://juergen.the-huberts.net/dnd/urbis/magic_items.html" target="_blank">here</a>.</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>So, how do you think would these guys fare against a typical mid-to-high level fighter? Or some of the tougher monsters? Can you make suggestions for optimizing them further for such encounters, without altering level, basic attribute values (I've used the "Standard Array), or approximate equipment value? (Their equipment costs about 3400 gp without the bloodstone bond - a bit more than the "standard equipment value for NPCs" of 3100 gp, but it would probably be worth it for the city...)?</em></em></p><p><em><em></em></em></p><p><em><em>And do you have any other suggestions to make for such a unit? Just think of your typical mid-to-high-level party of adventurers - what would such a unit have to look like to throughly <em>squash</em> them?</em></em></p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 2250834, member: 7177"] Here is something I'm currently working on for [URL=http://juergen.the-huberts.net/dnd/urbis/index.html]Urbis[/URL]: An elite unit of guardsmen who are trained to take down especially tough enemies - monsters and high-level characters: [b]Special Tactical Branch[/b] The local Special Tactical Branch is called into action when some problem breaks out into the open. Their mission is to stop the threat as fast as possible, with minimum damage to innocent bystanders and the property of citizens. They constantly train to act and think as a unit, and their superior tactics often enables them to take down foes who are individually much more powerful than they are. [b]Lineman[/b] The rank and file of the Special Tactical Branch, the job of the linemen is to both the secure the area surrounding the threat and to pin down foes with their overwhelming numbers and their reach weapons. If they encounter an especially dangerous foe, enough linemen will use the Aid Another action to defend their comrades or to make their enemy easier to hit (which is often followed up with a trip attack). They are trained to act in concert to such a degree that they have little problem in bringing down all but the most powerful opponents. Linemen are usually deployed in squads of ten men. These will be split up into two half-squads of five linemen each if the situation requires. Human Ftr 4; CR 4; Medium humanoid; HD 4d10+8; hp 34; Init +1; Spd 20 ft.; AC 17 (+1 Dex, +6 breastplate +1), touch 11, flat-footed 16; Base Atk +4; Grp +7; Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/19-20, longsword); Full Atk +9 melee (2d4+7/x3, guisarme) or +7 melee (1d8+3/19-20, longsword);; SA trip attack; SQ -; AL LN; SV Fort +6 (+8), Ref +2 (+4), Will +2 (+4); Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. [i]Skills and Feats:[i] Climb +1, Heal +2, Intimidate +6, Jump +0, Listen +2, Spot +4; Dodge, Mobility, Improved Sunder, Run, Weapon Focus (guisarme), Weapon Specialization (guisarme). [i]Possessions:[/i] +1 breastplate (bloodstone bond with lineman), one-shot cloak of protection +1, +1 guisarme (bloodstone bond with all lineman in the same squad), longsword, potion of cure moderate wounds. [i]Notes:[/i] "Bloodstone bond" is essentially a protection against theft - people who aren't bound to the item cannot use its enchantments. "One-shot" means that the item will only work once and then cease to work. For more details on both, look [URL=http://juergen.the-huberts.net/dnd/urbis/magic_items.html]here[/URL]. So, how do you think would these guys fare against a typical mid-to-high level fighter? Or some of the tougher monsters? Can you make suggestions for optimizing them further for such encounters, without altering level, basic attribute values (I've used the "Standard Array), or approximate equipment value? (Their equipment costs about 3400 gp without the bloodstone bond - a bit more than the "standard equipment value for NPCs" of 3100 gp, but it would probably be worth it for the city...)? And do you have any other suggestions to make for such a unit? Just think of your typical mid-to-high-level party of adventurers - what would such a unit have to look like to throughly [i]squash[/i] them?[/i][/i] [/QUOTE]
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