Optimization of mooks for GMs


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I like the idea for your goblins but I would change up the equipment a bit since their wealth is far more then you spent.

We can throw them into breastplate without slowing them down and give them a tower shield. That will bring their AC to 24.

Next give them a MW Horsechopper because it is a goblin weapon and it has the trip feature they can use on those who draw AoO from closing.

Lastly trade out dodge for shield wall to bring their AC to 25.

I would also drop lookout for tandem trip or coordinate maneuvers. Toughness is worth keeping so that one fireball will not remove them all.

8 of these would be a CR 9 and would pair nicely with level 7 Archer and level 7 caster for a CR 11 encounter.

That means they will be facing level 7-9 opponents and +11 to hit will still be have decent shot if getting through. AC 25 is not hard but not easy to hit at that level so I think they would work out quite well. Never a bad thing if the BBEGs can be far enough back to avoid a fireball and this would be to tempting a target not use it on them and means more time for the BBEGs to act.


Also I a not trying to be hardcore rules, I started this because I find that PCs utterly ignore standard mooks unless they have trick then can use.

Thanks for all the input.


Since players are less likely to have spell resistance than good saves, use effects like enervation and the power word spells to get more mileage out of their magic.


BiosTheo wrote:

About eight goblins with pikes standing double lines with coordinating stepping for some classic greek phalanx action! It works well because they can stop the melee characters and force them to wait for an appropriate gish to break their battle lines, ergo good wall off for a ranged BBEG.

EDIT: I thought I'd just go ahead and put in how to build this:
** spoiler omitted **

Feats like Lunge and Stand Still also work, but Stand Still may have some difficulties depending on the PC.


Mathius wrote:

I like the idea for your goblins but I would change up the equipment a bit since their wealth is far more then you spent.

We can throw them into breastplate without slowing them down and give them a tower shield. That will bring their AC to 24.

Next give them a MW Horsechopper because it is a goblin weapon and it has the trip feature they can use on those who draw AoO from closing.

Lastly trade out dodge for shield wall to bring their AC to 25.

I would also drop lookout for tandem trip or coordinate maneuvers. Toughness is worth keeping so that one fireball will not remove them all.

8 of these would be a CR 9 and would pair nicely with level 7 Archer and level 7 caster for a CR 11 encounter.

That means they will be facing level 7-9 opponents and +11 to hit will still be have decent shot if getting through. AC 25 is not hard but not easy to hit at that level so I think they would work out quite well. Never a bad thing if the BBEGs can be far enough back to avoid a fireball and this would be to tempting a target not use it on them and means more time for the BBEGs to act.

Thanks I will have to change out those feats. I am actually planning some encounters involving regular foot soldiers inside a city so this will be good for quite a lot of things.


Since I DM more then play, my optimization looks very different then the PC side. A lot of things are different when you only need to be good for a few rounds.

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