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General Tabletop Discussion
*Pathfinder & Starfinder
When to use the "special" attacks?
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<blockquote data-quote="DM with a vengence" data-source="post: 722065" data-attributes="member: 1679"><p>Disarm is especially good if you have someone on the sidelines ready to drop in and steal the sword. Imagine the look on your fighter's face as he loses his +3 Holy Longsword of Nifty Keenness to the Archpriest of Hextor and then a bodyguard dives in and grabs it and starts running. I think S&F has some rules on unarmed and double-handed disarms which may also be useful.</p><p></p><p>A tripped character has to spend a round getting back up, so tripping, especially with Knockback and Improved Trip can steal most of your opponent's actions. Use a weapon that gives a bonus to trips, and carry a bunch on them. Whenever you lose a trip, grab a new one with Quickdraw and keep attacking.</p><p></p><p>For grappling, the best annoying tactic is a Monk in an Antimagic Field. His Wizard boss casts AMF into an Ioun Stone of Spell Storing, then passses it to the Monk, who uses it, passes it back, and then does a tumbling charge through their front ranks to grab ahold of the Wizard or Cleric.</p><p></p><p>For a more movement oriented combat. Get a bunch of cavalry, your usual Spirited Charges with heavy lances and a larger group of mounted archers. Place the party in the middle of a maze made by large pillars (much like city block). As long as the archers have the midpoint of their move within Line of Sight of your PCs, they can take a full attack action. If the PCs split up if pursuit of the archers, then the knights descend on the smaller group. This can be especially evil if the riders are quarterbacked by a invisible, flying wizard communicating through the message spell.</p><p><em>-- This idea is so evil, that all the windows shattered from my maniacal laughter when I thought of it</em></p></blockquote><p></p>
[QUOTE="DM with a vengence, post: 722065, member: 1679"] Disarm is especially good if you have someone on the sidelines ready to drop in and steal the sword. Imagine the look on your fighter's face as he loses his +3 Holy Longsword of Nifty Keenness to the Archpriest of Hextor and then a bodyguard dives in and grabs it and starts running. I think S&F has some rules on unarmed and double-handed disarms which may also be useful. A tripped character has to spend a round getting back up, so tripping, especially with Knockback and Improved Trip can steal most of your opponent's actions. Use a weapon that gives a bonus to trips, and carry a bunch on them. Whenever you lose a trip, grab a new one with Quickdraw and keep attacking. For grappling, the best annoying tactic is a Monk in an Antimagic Field. His Wizard boss casts AMF into an Ioun Stone of Spell Storing, then passses it to the Monk, who uses it, passes it back, and then does a tumbling charge through their front ranks to grab ahold of the Wizard or Cleric. For a more movement oriented combat. Get a bunch of cavalry, your usual Spirited Charges with heavy lances and a larger group of mounted archers. Place the party in the middle of a maze made by large pillars (much like city block). As long as the archers have the midpoint of their move within Line of Sight of your PCs, they can take a full attack action. If the PCs split up if pursuit of the archers, then the knights descend on the smaller group. This can be especially evil if the riders are quarterbacked by a invisible, flying wizard communicating through the message spell. [i]-- This idea is so evil, that all the windows shattered from my maniacal laughter when I thought of it[/i] [/QUOTE]
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When to use the "special" attacks?
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