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#25 |
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Join Date: Dec 2007
Location: Zagreb,Croatia
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Barbarian evaluates in wait with tree(insert obstacle) so he can be attacked only by 2 enemies on turn1.
Barb skill 17 guards skill12 Turn1: Barbarian interrupts enemy move and attacks at 2 hex reach with his 2hander. He makes deceptive attack(+3 from evaluate comes in handy). 17+3=20 -6(-3 def) :> 7 or less defense for guard(if he has comb reflexes) 1 guard down 2nd guard attacks barb....Barb uses step back +3 on dodge(or+1 and parry if better;with parry 13..70ish%). -attempts to slam Barb are funny so guards dont do that Turn 2: Barb rapid strikes guard ... (2 attacks on 11 roll = 1 hits) and steps back(2 hex distance now) 2ndGuard defends with roll of 10 =50% chance if miss: 2nd guard makes full move to catch up with barb(or All out attacks => barb will kill another one turn after...I love AoAs on my chars) 3rd guard "catches up" with barb with full move 4th guard catches up with barb with full move. turn 3: Barb uses full move backpedaling or strafing to get to another tree and cover his flank(if 3 guards...if 2 guards barb rapid strikes or deceptive attacks one guard) Guards..full move catch up By using terrain Barb can drag this a long time. If he has High pain treshold and high basic speed he can "run circles "around those average encumbered guards. Adding cleric into picture: Cleric announces all out defence while guards are approaching...if barb gets hit cleric can heal him on his turn...otherwise just all out defends to keep barbs flank safe. Adding mage to picture is really hard since it depends on his spells/fatigues/creativity... Though mages tend to be able to make a lot of mess if used creatively. even "uncreative" use of Flash spell would turn this encounter into walkover(with prearanged reaction from rest of PCs when mage yells..close your eyes..or flashhh...whatever). -simple spells : Create fire area 2: effectively keeps one side safe(who in his right mind would jump into 4 metars high magical fire) Shape air for 6 fatigues gives: straith 1 hex wide line of huricane st wind...6 hexes long with 3d knockback to anyone inside it/crossing it -best part is that duration is 1 minute(whole encounter) and mage can move it with concentration if needed (10 fatigues..10 hex length with 5d knockback) Spasm is nice for people dropipng things from their hands(swords )... (other fun spells there) Create water + earth(mud) to stone = fun Shape earth + earth to stone Ignite fire(on enemys hair ) -sure will give distraction(from losing turns to snuff it out to penalty to iq/dx) Illusion spells combined with Illusion art skill :D ....etc If mage has high enough skill and some of more serious spells and is creative = totally unpredictable |
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| Tags |
| balance, dungeon fantasy, encounter |
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