Sorry, haven't got time for response before! Needed to do some work and did not expect that feedback is going to be SO BIG!
MDT:
mdt wrote:
"Monsters with Teamwork Feats work wonders on any PC. Monsters can use equipment, and note that Tower Shields pretty much shut down a Zen Archer as well (total cover) at lower levels."
Umm, really? I do not see teamwork feats as so much powerful honestly...
But tower shield! Yeah, total cover is great. Only drawback is these -2 to attack rolls, but I guess it can be used smart. For example bracing the shield in earth or something. Quite good! I like it.
mdt wrote:
"Things with lots of attacks in melee are also good, especially combined with Pounce (Felines are your friends in this regard). A full run of 50 feet followed by a pounce attack doing claw/claw/bite (possibly Rake) will take the wind out of a zen archer's sails.
Yeah, true, I figured that one by myself. These kind of monsters are awesome but when comes to melee, at lower levels Zen Archer is kind of quacked anyway.
"Also, note that a Zen Archer is not harder to hit than others, he's usually going to have a lower AC than anyone else, due to his lack of armor. And Bracers of Armor are expensive. A friendly Mage Armor from the party sorcerer/wizard is still using up resources. So does a wand of MA."
Not sure about that one. Wis AC Bonus is stacking with Dex Bonus which gives quite a lot of AC here. Especially that party knows who is da boss there and they are doing everything to keep Zen Archer alive.
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Tim Statler:
Tim Statler wrote:
Don't forget weather! Rainstorms shut down all archery.
Weather is great! I'm using it already. The only drawback is that I cannot use it all the time and also - do not work in dungeons. I really love that kind of stuff. It makes a game very realistic.
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Methabroax:
Methabroax wrote:
A tactic that works beautifully is tall grass. In my experience you need to use this sparingly because of how much of a challenge it can be for a group. 6 foot high grass is total cover past a few feet, and it will allow your monsters to play cat and mouse with the party (who are unlikely to make use of flight at this level). If you do have someone fly up, that person becomes the primary target for any missle attacks that Team Monster has available.
And the winner of this thread is..... TALL GRASS. Seriously, I haven't even thought about it and it's great! Grass can be reeeally huge and obscure their visions. It's going to really make their life harder! I love this idea!
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Apocalypso:
Apocalypso wrote:
Attack at night with critters with darkvision.
Does the archer have darkvision too? Probably not past 60'. Have enemy ranged attacks from 70'.
Not bad, but figured it also. One of their encounter is going to be a BOSS fight in TOTAL DARKNESS and STORM WEATHER! I just can't wait to see this in combat! They have NO DARKVISION and there is NO wizard in this team. Did I mention that torches do not like water?
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Krodjin&Slime:
Krodjin&Slime wrote:
You don't even need an NPC, I personnaly use Sunder (the bow or the quiver), Disarm (the bow) or Steal (the quiver)."
The improved feats help but the a creature with reach dont even have to wory of getting kicked or armor-spiked AoO (and Ogres and Trolls, IMHO just like to smash stuff).
Grab and Grapple are also good ones. The dire Toads encounter was fun!
If I will use sunder, they will know that I'm losing it. It's a good trick but well known from old DND. The dirty trick here is a fact, that they know it as well as a fact that not many (if any) monsters use it, they would instantly figure out why I'm using it. Stealing works in the same manner.
But grappling and disarm - Ohh yes, this is great! Almost every mob in the adventure module is using it! They will have a hard time with this. However, the team is covering an archer quite well and I will first need to drag away them from him. They fight like a damn Roman formation! I'm still waiting for tower shields and gladiuses, really!
Armor Spiked, Ogres, Trolls, Dire Toads - GONNA USE IT FOR SURE :D Stealing gear is cheap but SMASHING IT WITH A CLUB? Never seen it before!
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Dragonamedrake:
Dragonamedrake wrote:
Also tight spaces. A dungeon of Kobolds would ruin his day. Small tight corridors with lots of turns and twist. This will also let him shine when you want him to. You just open up into a big room every now and then to let him go crazy... then its back to the tight spaces. A tightly packed forest does the same. A room full of columns. Stilagtites. Ect.
Weather was mentioned.
Darkness
Deflect arrows
Wind Wall/Fickle Winds
Lots of 1st level fodder.
Grease spell
Debuffs/Hexs
Grapple"
Tight spaces with tight corridors, not bad but as mdt metion it may not going to work. Tried it once, there was some drawback but the party learnt how to solve this
However please explain:
Lots of 1st level fodder.
Grease spell
I'm not sure what do you mean by 1st level fodder. You mean cannon fodder to take away his arrows? It's great! He is just going to be out of ammo :D But will work once. Next time he is going to take entire cart of arrows with him.
However I'm not sure how grease spell will help me here.
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Slime:
Slime wrote:
Gelatinous Cube
I just remembered one that was used against our party way back when (AD&D) but still would work: Warp Wood!
Holy cow! I haven't known that this kind of spell is even exists! I love it!
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Grizzly the Archer:
Grizzly the Archer wrote:
Also, arrow amount. A quiver only holds 20 arrows. So unless your allowing multiple quivers, or an altered quiver quantity, those arrows will go quick. Depending on level they can be shooting anywhere from 3-6 arrows per round, as long as they use ki points, otherwise, it's one less for each amount. Even if your player doesn't keep count, which they should, keeping a quick side note, can allow you to go and question your player once they are around running out of arrows.
Oh yes, I'm counting ammo VERY STRICTLY. As well as their encumbrance etc. However it was mentioned before, gonna use some low lvls mob to draw arrows away but it's once time trick. Next time I'm gonna see some kind of ammo cart. Seriously! They've done same thing for ballista once! They dragged A BALLISTA TO THE DUNGEON!!!
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EvilMinion:
evilminion wrote:
Sure, its easy to avoid the firing into melee -4 penalty via Precise Shot, cause you can get that at level 1.
But the soft cover penalty (of -4 as well) can't be avoided at all prior to level 6, and even then, only for Zen Archers and Rangers who take it as their Ignore-Prerequisites-Bonus Feat. Everyone else can't take until level 11 and dex 19.
Until then, the only way to avoid the penalty is to find clear lanes of fire by moving... and if they have to move, they only take single shots.
Once the melee guys close with the enemy, getting a clear shot is not easy sometimes.
Narrow corridors can force the issue...
Enemies that move/shift to put PC's between them and the archer, can often do wonders. (a 5' step to circle a melee PC, for an NPC, is not so easily countered by a 5' step from an archer PC more then 10+ feat away, geometry doesn't support it)
If Improved Precise Shot is not your zen archer's (or ranger archer's) automatic choice as his level 6 bonus feat, you're probably being too lax on cover rules and ranged combat.
You're right here! I know the soft cover rule and I was using it but did not "use it in proper way" if you know what I mean. I totally forgot about using npc to make a line with party members to force that -4!
Yeah, IPS is standard thing here. They know it, they love it, they abuse it as quack!
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Rycault:
rycault wrote:
More broadly design encounters to give the rest of the party a chance to shine. Have a rogue in the party - give them some encounters and dungeons with traps and with terrain that offers opportunities for scouting ahead and using stealth even in combat. Have a cleric or other divine caster that likes to channel - toss some undead mobs at them and let that character have a chance to save the day. As a DM and player in PFS who sees zen archers and who has one I play occasionally I love the scenarios where every player has a chance to really shine.
Yeah, true! I realised it very quickly when played DND and scolded my first Game Master about that. In my encounters I'm trying to use every party members. Some closed doors with something, like berserking undead! Closed lock can be opened by rogue in combat and release the kraken! I mean berserking undead who is attacking the nearest person, even the enemy of the party! Some cool stuff like figures of cleric god which mobs are trying to destroy and he has to protect them! If he kill particular monster in time, he gonna get some buff for the rest of the encounter! I love this stuff too.
Encounters can be so much fun when designed properly! Bashing monsters like cavemen it's boring. I always adds some "objectives" in more complex or difficulty encounters to let get the players their glory in battlefield.