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Variant Encounters: Gank the Guard!
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<blockquote data-quote="Tequila Sunrise" data-source="post: 6062554" data-attributes="member: 40398"><p>Glad to hear I'm not the only one making guidelines for this! I'm not crazy about minionizing guards just for the purpose of ganking -- I like monster caste to be the result of power and/or training, rather than moment-to-moment circumstance -- but these are some interesting ideas. Similarly, there's something about SCs that never clicked with me but kudos to those who make them work!</p><p></p><p><strong>Bluffing a Guard:</strong> Rather than sneak, a PC might opt to bluff a guard. A bluffing PC must come up with some kind of pretense for approaching the guard. If the pretense makes no sense at all given the situation, the DM can decide that the Bluff attempt simply fails. Drawn weapons ruin any chance for bluffing in most situations, so a bluffing PC should keep his weapons sheathed.</p><p></p><p>After approaching the guard, a bluffing PC explains himself to the guard and then rolls a Bluff check against the guard's passive Insight. Note: Most ruses will only distract one guard at a time, so multiple guards usually require multiple PCs to successfully bluff.</p><p> </p><p><strong>Failure:</strong> The guard isn't fooled. A surprise round is immediately initiated. Other PCs can act during this surprise round, but the bluffing PC can't.</p><p></p><p><strong>Success:</strong> The guard is fooled and distracted from his duty. His passive Perception is reduced by 5 for the PCs' next round of Stealth checks. A new bluff check must be rolled every round of Stealth checks to maintain the bluffer's cover and keep the guard's Perception lowered. A successful bluffer can begin and act in any surprise round triggered by his allies.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 6062554, member: 40398"] Glad to hear I'm not the only one making guidelines for this! I'm not crazy about minionizing guards just for the purpose of ganking -- I like monster caste to be the result of power and/or training, rather than moment-to-moment circumstance -- but these are some interesting ideas. Similarly, there's something about SCs that never clicked with me but kudos to those who make them work! [B]Bluffing a Guard:[/B] Rather than sneak, a PC might opt to bluff a guard. A bluffing PC must come up with some kind of pretense for approaching the guard. If the pretense makes no sense at all given the situation, the DM can decide that the Bluff attempt simply fails. Drawn weapons ruin any chance for bluffing in most situations, so a bluffing PC should keep his weapons sheathed. After approaching the guard, a bluffing PC explains himself to the guard and then rolls a Bluff check against the guard's passive Insight. Note: Most ruses will only distract one guard at a time, so multiple guards usually require multiple PCs to successfully bluff. [B]Failure:[/B] The guard isn't fooled. A surprise round is immediately initiated. Other PCs can act during this surprise round, but the bluffing PC can't. [B]Success:[/B] The guard is fooled and distracted from his duty. His passive Perception is reduced by 5 for the PCs' next round of Stealth checks. A new bluff check must be rolled every round of Stealth checks to maintain the bluffer's cover and keep the guard's Perception lowered. A successful bluffer can begin and act in any surprise round triggered by his allies. [/QUOTE]
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