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Villain Escape Plans
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<blockquote data-quote="Rechan" data-source="post: 3804832" data-attributes="member: 54846"><p>I recently tried to run a Chase scene in my game. GOD the rules need an overhaul. The badguy had the same movement rate as the PCs, and it felt like there was nothing he could do to really 'get away'. Thankfully he had Levitate and went up to a walkway above the area.</p><p></p><p>As for Escape plans:</p><p></p><p><strong>Be a Warlock</strong>. If you're Cheesy, give your villain levels in Warlock. At 6th level, a Warlock can pick up <em>Flee the Scene</em>. It allows the Warlock to use Dimensional Door, and for a single round, there is a Major Image in his place that looks just like him. It responds accordingly to others actions. A round head-start in any direction is dang useful (especially in a dungeon where you could 'port to the level above).</p><p></p><p><strong>Terrain</strong></p><p></p><p>From the SRD:</p><p></p><p>I recall it quoted on the Rules board that you can't charge if the ground is sloped or uneven flagstones. </p><p></p><p><strong>Wisely Choose Magic Items</strong>. </p><p></p><p>Feather Tokens are an overlooked magical item.</p><p></p><p>Slap one of those in front of a door (the tree especially), or at someone's feet, and Tada, instant obstacle. The Tree is 400gp and the boat is 450. I personally would allow someone to make an attack against an opponent's square to put the tree or boat underneath them (and allow a reflex save to avoid getting put smack dab in the middle). The tree might even do damage to the structure of the roof, giving more distraction. </p><p></p><p>I would also allow one-use items that function like the Feather Tokens or Necklace of Fireballs, but instead create <em>Obscuring Mist</em>, <em>Fog Cloud</em> and <em>Solid Fog</em>. Solid Fog is a real keeper (can only move 5 feet inside of it), but that includes you. Stinking Cloud Might work, because the person has pass through it.</p><p></p><p>Same effect could be handled by an Eversmoking Bottle.</p><p></p><p>For a more expensive (7,200) distraction, the Folding Boat:</p><p></p><p>Have the box hanging from a string above the door, and activate it before you step out, and now they have to hack through it. </p><p></p><p>Dust of Dryness (100 Gallons) might be useful to also toss down to cover your tracks. </p><p></p><p><strong>Spells</strong></p><p></p><p>Entangling spells: Web, Entangle, Evard's Tentacles, etc. </p><p>Battlefield shaping spells: Walls of any type, Spike Stones/Spike Growth, Transmute Rock to Mud, AntiLife Shell, Blade Barrier, Glitterdust (Blind opponents can't pursue), Hallucinary Terrain (and Mirage Arcana), Acid Fog, Cloudkill, Summon Swarm, Repel Metal or Stone, Repel Wood, Repulsion, Reverse Gravity.</p><p>Personal: Mislead (perfect for this), Ethereal Jaunt, Planeshift, Polymorph (some small animal and go for a crack), Meld with Stone, Spider Climb, Passwall, Transport Via Plants, Tree Stride, Wind Walk, Water Walk, Levitate, Fly, Invisibility.</p><p>Misc: Hold Portal, Shrink Item (with fire or obstacle awaiting).</p><p></p><p><strong>Misc</strong></p><p></p><p>Caltrops. Creating smoke, causing some form of full darkness (not the spell of the same name), trapped areas you know the off switch to, any damaging energy type you can move through which you are immune to, <strong>and especially water</strong> that doesn't impede you (water breathing ability, don't HAVE to breathe, etc). </p><p></p><p><strong>Conclusion</strong></p><p></p><p>If you Need your villain to make an escape, then have that villain plan ahead. He <em>needs</em> to at least know the terrain, and if at all possible, prepare the terrain ahead of time. If it's his hideout, there is <em>no reason</em> why he would not have some escape hatch with various difficult terrain or other thing able to let him escape while the PCs are trapped.</p></blockquote><p></p>
[QUOTE="Rechan, post: 3804832, member: 54846"] I recently tried to run a Chase scene in my game. GOD the rules need an overhaul. The badguy had the same movement rate as the PCs, and it felt like there was nothing he could do to really 'get away'. Thankfully he had Levitate and went up to a walkway above the area. As for Escape plans: [b]Be a Warlock[/b]. If you're Cheesy, give your villain levels in Warlock. At 6th level, a Warlock can pick up [i]Flee the Scene[/i]. It allows the Warlock to use Dimensional Door, and for a single round, there is a Major Image in his place that looks just like him. It responds accordingly to others actions. A round head-start in any direction is dang useful (especially in a dungeon where you could 'port to the level above). [b]Terrain[/b] From the SRD: I recall it quoted on the Rules board that you can't charge if the ground is sloped or uneven flagstones. [b]Wisely Choose Magic Items[/b]. Feather Tokens are an overlooked magical item. Slap one of those in front of a door (the tree especially), or at someone's feet, and Tada, instant obstacle. The Tree is 400gp and the boat is 450. I personally would allow someone to make an attack against an opponent's square to put the tree or boat underneath them (and allow a reflex save to avoid getting put smack dab in the middle). The tree might even do damage to the structure of the roof, giving more distraction. I would also allow one-use items that function like the Feather Tokens or Necklace of Fireballs, but instead create [i]Obscuring Mist[/i], [i]Fog Cloud[/i] and [i]Solid Fog[/i]. Solid Fog is a real keeper (can only move 5 feet inside of it), but that includes you. Stinking Cloud Might work, because the person has pass through it. Same effect could be handled by an Eversmoking Bottle. For a more expensive (7,200) distraction, the Folding Boat: Have the box hanging from a string above the door, and activate it before you step out, and now they have to hack through it. Dust of Dryness (100 Gallons) might be useful to also toss down to cover your tracks. [b]Spells[/b] Entangling spells: Web, Entangle, Evard's Tentacles, etc. Battlefield shaping spells: Walls of any type, Spike Stones/Spike Growth, Transmute Rock to Mud, AntiLife Shell, Blade Barrier, Glitterdust (Blind opponents can't pursue), Hallucinary Terrain (and Mirage Arcana), Acid Fog, Cloudkill, Summon Swarm, Repel Metal or Stone, Repel Wood, Repulsion, Reverse Gravity. Personal: Mislead (perfect for this), Ethereal Jaunt, Planeshift, Polymorph (some small animal and go for a crack), Meld with Stone, Spider Climb, Passwall, Transport Via Plants, Tree Stride, Wind Walk, Water Walk, Levitate, Fly, Invisibility. Misc: Hold Portal, Shrink Item (with fire or obstacle awaiting). [b]Misc[/b] Caltrops. Creating smoke, causing some form of full darkness (not the spell of the same name), trapped areas you know the off switch to, any damaging energy type you can move through which you are immune to, [b]and especially water[/b] that doesn't impede you (water breathing ability, don't HAVE to breathe, etc). [b]Conclusion[/b] If you Need your villain to make an escape, then have that villain plan ahead. He [i]needs[/i] to at least know the terrain, and if at all possible, prepare the terrain ahead of time. If it's his hideout, there is [i]no reason[/i] why he would not have some escape hatch with various difficult terrain or other thing able to let him escape while the PCs are trapped. [/QUOTE]
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