williamoak |
So, for the moment in my own games, I have been making a lot of use of what I call "companies", moderately sized groups of enemies (lower CR than the party) that use smart tactics to nonetheless present a credible challenge. I've been experimenting with them, and I was wondering if anybody had ever created a guide/articles about fighting smart with low-CR or numerous enemies (something like tucker's kobolds).
Eventually I hope to make a little selection of "mercenary companies", groups of soldiers that can be used for dynamic, creative encounters. I've already got a few (not fully posted)
1) The barghest-kin: goblins with a few class levels, focus on stealth & ranged attacks
2) The shadow-stalkers: dark folk, focus on deeper darkness+stabby stab. A lot of flanking.
3) Vegypygmy hunting party: A group of vegipymies led by a chief (bard) who gang up on enemies in caves.
4) The scurvy dogs: a group of pirates, specialising in ranged artilery, and quick passage from ranged to melee. A lot of numbers
Hoping to build:
5) The red lancers: A powerful group of lancers (led by a battle herald) specializing in hit & run tactics, powerful attacks.
6) The swiftriders: A group of horse archers (led by a battle herald) that also focus on hit & run, peppering enemies form range.
7) The kobold trapsmen: Sneaky kobolds, specializing in traps, containement, ranged attacks, basically tucker's kobolds.
In summation:
a) Are there already guides for this sort of thing?
b) Any other "mercenary companies" ideas?
I will consider I have succeeded as a GM if I can make my players fear these "lesser creatures" more than a demon, as the GM tucker did.
BzAli |
I don't think it'll be any good (mechanicly), but how about the good old fashion phalanx? A group of fighters, possibly Phalanx Soldiers or Polearm masters. Any foe closing to meele range will face a couple of AoO when moving past their spears. Give them Shield Wall and Paired Opportunists as well.
In general, look through the list of teamwork feats (http://www.d20pfsrd.com/feats/teamwork-feats). That could serve as inspiration for some well coordinated groups.
Timebomb |
The Marines: A group of Merfolk or Udine specialized in the quick raiding of ships (either at port or on a river, at sea the distances are improbably large), lead by a Watersinger (bard archetype)
Equip them with underwater crossbows and tridents, get a Rope of Climbing and some smokesticks for being all sneaky like.
Bart Vervaet |
gotta go with BzAli.
good use of teamwork feats can really up the threat level.
One of the best examples of this is a small group (like 4 or 5) low level cavaliers. Each has a different teamwork bonus feat and can use its tactician ability to grant it to their allies, effectively giving each of them 4 or 5 teamwork feats for 1 encounter/day