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View Full Version : Applying special forces tactics to the dungeon.



Darth Stabber
2011-03-11, 05:15 PM
So looking at special forces and swat style tactics, how do we want to apply these to dungeon crawling. I'm just posting this thread to discuss the more nuanced approaches to ending the bad guy/saving the princess. I am speaking from a 3.x standpoint, but feel free to talk the game you want. And lots of this is applicable in most systems.


My thoughts:
First of all, you need to get all your fellow players to sign off on it. If someone is wanting to be a giant mechanus plate wearing one Paladin army, he is not going to work well with the rogue, ranger and beguiler who are set on this path. You need to talk with the other dorks and get them to go along with this idea. Don't pressure them, since this is a little outside normal D&D boundries they should feel free to play what they want with in the GM's allowances. You probably want to talk this over with the GM as well since this has serious effects on what type of encounters and overall theme the adventure will have.

Secondly, Once you have 3-5 dorks ready to form their own SOCOM, you need to plan roles and tactics. The standard roles of Tank, Skill monkey, Healbot/buffbot, and Arcanist don't fit as perfectly in this scenario. Skill monkey is to some extent everyone. Tank is of significantly reduced importance since your goal is to end fights quickly. Healing needs less focus (but is still needed), since A)Most People will be in d8 hit die or lower classes, and B)You are ending fights with speed and precision (meaning less damage taken). Your Primary Arcanist sees very little change, except his spell choices have different priorities, and his skill needs shift. Honestly we have new roles we consider, and one guy can fill more than one role, and sometimes more than one guy can work together to get the job done.

Now the real key is that you have to silently move into the dungeon and achive you objective with as few people taking notice as possible. If things to need to die, assassination style is the way to go, everyone just puts arrows in the back of the guys head, until his feat stop kicking. Undead and constructs pose more of a problem than usual, but they can still be overcome. Use and abuse of suprise rounds it key.

RolesTracker - You need someone that can follow a trail from where the mark was to where he is. Usually a ranger or scout

Face - You need a people person to gather intel, plant false info, and all those other things that involve people outside your team. Can be split up (ie one guy has diplomacy, another gather info, ect). Bard, Beguiler, some rogues.

Trap Disarmer - this is more important that usual since you really don't want to rely of summon monster1 for it (too much noise). Luckily, you will have a few trapfinders, all you need to do is ensure at least 1 person is good at disarming them.

Trigger man - Most of you have some ability at doing this, but you do need atleast one guy that can accurately dish out a metric ton of pain in a very small amount of time. His job is to get the leader of a mob down, while the rest of the team mops up (ie one guy takes down the officer, while everyone else wipes up the grunts.) Anything with precision damage, or save or lose spells (provided the save is high enough).

Support - Your magicians. They provide effects that skill and money just can't (or can't efficiently). UMD can only get you so far (and is expensive to rely on). Very few "full" casters fit on this team without seriously building them out of type, but when they work, it's glorious. Bard and Beguiler are naturals at this role.


Now certain classes have an affinity for this type of action:

Rogue - Is the definitive class for this methodology. They are sneaky and skilled. and their primary offensive mechanic is all about ending fights quickly through planning (ie sneak attack). With UMD they can even compensate for a lack of magicians should you suffer from one. Trapfinding is very important for this methodology, and rogue is the go to guy for that type activity. They are the standard by which other Spec Ops characters are judged.

Sword Sage - Is better at fighting than the Rogue, but slightly less skillful. He has a wide variety of shenigans at his fingertips. His bag full of tricks makes rogues jealous, and the skill list alterations are not harmful, and at 6+ skills he is still packing enough of them to get the job done.

Ranger - One of the few full bab classes for this type of work. He has more accuracy at the cost of lower damage output. His tracking skills are a big draw, enabling him to find a target in short order without resorting to scrying. The animal companion is a mixed bag, but with PHB2 they can trade it for the ability to make anything they hit count as flanked for a turn. Rogues will love you for it.

Bard - Now this bard is not going to be the one that stands there singing the whole time. Infact to remind you not to do that you should set bardic music to oratory (bardic peptalk). What bard offers SOCOM is not music. He offers a varied spell list chock full of utility and healing, 6+ skills from a great list (including UMD), and great party face. He is an awful damage dealer, but is a great support type.

Beguiler - Trade the bardic peptalk and the healing/buffing from the bard and add awesome offensive spellcasting. Not only that, but unlike blastomancy it is quiet and therefore doesn't draw attention. Also can make the whole thing non-violent with the whelm series.

Factotum - Now I generally don't like this class (personal reasons), but it really bears mentioning. The definitive skill monkey, and always packing unexpected tricks. His skill list of ANY, and class features keyed off INT, mean his 6+ is probably as much or more than the rogues 8+. You probably want at least 1, and you could do worse than a whole party of them.

Ninja - Sudden Strike, while not as good as Sneak Attack is still good for this type of team. He brings a few neat tricks to the table. My opinion is that he is inferior to rogue, but YMMV. Okay, I lied, its a trap, avoid it. It seems perfect, but you are better off with rogue everytime.

Spell Thief - Strange little class. I think I like it, but I have little data to back it up. I've heard bad things. Now in this type of arrangement he does contribute some spellcasting, and offers a 6+ from a good list.

Scout - Take a blender and mix your rogue with your ranger, you have this guy. Solid bonus damage ability, 6+ on a good list. I think I like it better than ranger, but I don't have enough data. Good choice for party tracker.

These guys are not designed for SOCOM but a build can be forced out of them that won't kill the base strategy, and be worth the stretch.

Wizard - He already doesn't wear armor, his dex is usually fair (for rays), and with his high INT, his 2+skills are usually like 6 anyway, and he only needs concentration and spellcraft in the first place. Spell selection is key here. and when you are level 3, you darn well better know invisibility, since that is your only real hope. Steer clear of blasto (good advice in general, but doubly so here), and build up on utility. Batman tactics are a must. If you can make it work, very satisfying.

Barbarian - Doesn't wear heavy armor anyway, may as well move him down to light. Don't scream when raged, maybe just fluff the rage as channeled sociopathy. Adds another choice for tracker. Also being illiterate means you won't trigger explosive runes

Totemist - Kruthic claws offers a fine boost to hide and move silently (4+2*essentia), while giving some butt kicking acid claws when totem bound. That alone gives him consideration, add to it that he can change his skill aptitudes each morning, we have a seriously versatile skill and combat monkey. Again won't trigger explosive runes traps

Cloistered Cleric w/ trickery domain - now after jumping through several hoops, we can bring a cleric along. He is not going to be the bonecrushing zilla that normally zips around the board, but he offers support and healing in spades. But you have a lot of hoops to jump through to be good at it.

Dragon Shaman - Depending heavily the patron dragon, this guy is workable. Auras are great, and if you can keep you breath weapon quite, you win. Plenty of potential here, you just have bend a little to get it.

Warlock - With the right selection of invocations you can be invaluble.


Equipment
Studded Leather - paint it black, and give it to everyone that wears armor. Low ACP and high max dex are the key draws here. Shadow and silent moves enchants win the day. Even if you don't max your AC, you still want a low ACP, but you don't want nudity.

Wands - So many that you want. The ones that let you SA constructs, undead and plants are a priority (since you rely on precision damage, you need to be able to deliver it everything). If your gm lets you, try to make a higher level version of those that does all of the above. Invisibility and Cure spells also factor highly. Eternal wands are probably worth the investment, depending on the spell

Daggers - Get them in every metal you can find. You don't want DR to ruin your day. Daggers are concealable, cheap, and throwable. Since you are likely using precision damage, the damage die size doesn't much matter.

Sap - Honestly, skip this if you are evil, but with these tactics you don't need to kill every thing that crosses your path. Saps have their uses, and should not be underestimated as a non-lethal method of "persuasion". Just be sure to go over the rules for non-lethal damage and what creatures aren't effected, unless you like wasting time and dying.

Bows - If you can hit your target with out being next to him, you can atleast make him wait a turn or two before he can full attack. If you can get your precision damage to travel with the arrows, big win. Arrows follow the same idea as daggers, get them in every material you can find.

Extradimensional Storage - encumbrance is not your friend. Having a place to hide everything you aren't currently using, go for it. Handy Haversack's quickfind is a win, be sure you get one and load it with all the toys you want immediately available.

Skill Tools - If you have a skill, you want the skill tools. It's that simple. Master work if available.

Scrolls - similar to wands at first blush. The single use nature is annoying, but it is the only way to get 4+ lvl spells available.

Bag of Tricks - sounds silly, but if your cover is about to be blown by someone being loud, letting out a mouse to scurry away can make you enemy believe that they just have a rodent problem. Then just hope the exterminators can't make a housecall soon.

Mundane equipment from the PHB - I won't explain how all of that is usefull, but I will say that creativity + everyday stuff will give you an edge.



Tactics
This is the methodology itself.

1)Always end your turn behind cover of some sort. A the miss chance alone makes this wise, but secondly cover makes you harder to see, and allows you to make a hide check if found.

2)Hide Bodies. When you kill/KO some guard, hide the body. If you leave them out, they will be found by the next patrol and then they know to look for you.

3)If you are attacking from hiding, aim. It is a small bonus, but it can matter. If there is no hurry to start the combat take the extra time. Unless your gm calls aiming the surprise round, then your gm is a jerk, and you should probably just fire away.

4)Initiative matter. Atleast moreso than usual. You will be manuevering surprise rounds, and if you get two actions before them, you can save you HP for another fight. If done correctly 2 rounds of precision damage should fell most foes when coming from a full team.

5)End it quickly and quietly. You want silent and disabled enemies, moreso than dead (though dead accomplishes just that). Do not allow them the time to raise an alarm. The final boss battle CAN be an exception, but if you avoided any fights along the way, you should still keep it down.

6)Learn everything you can before the mission. You want all the intel you can get. Scry, scout, gather info in town, bribe gaurds, whatever. Knowing is half the battle. (or if you are sneaky enough all of it).

7)Get creative with illusions. Make an illusion of the wall with no one walking by, then walk by. there you go. Sound illusions that can render your footsteps silent are the win.

8)Always be ready to abort the mission, even in the middle of it. You are going to be going after things stronger than you. If you don't start with the upper hand, you are likely screwed. Exit strategies at every point are useful.

9)Cover is all important.

10)Never do with violence what you could do with holding your position. If you can wait out a passing guard, do so. He's of no threat if he is not going to find you.

11)Sleep in a rope trick. Seriously, just do it. Get a wand and there you go, 50 safe nights of sleep. Get an eternal wand, and sleep safe for the rest of your career.

12)Invisibility is great, flying while invisible is your friend.

13)Don't expect this strategy to be useful for your whole career. At higher levels there are so many ways to find you that it is rediculous.

14)Setting traps of your own is the win, so long as they silently neutralize a threat. If they are loud, make sure that they are positioned to draw attention from where you will be when they go off.


Key skills
skills are your bread and butter. Let's hit the important ones.
hide/move silently - the most crucial skill going for this setup. Allows ambushing, setup for sneak attack, the only good way to set up sudden strike. These two are needed by everyone, and they should be maxed out. Cross class cap is really painful hear.

spot, listen, search - Several reasons why these are important. One, you might not be the only sneaky git out there, and it would be really embarassing if the gaurds got the dop on you (I'll skip the soviet inversion joke). Two, even if there aren't sneaky guards, there could be traps. And three, its really bad if you sneak in to grab the liche's phylactery, and you can't find it.

Open Lock, disable device - Both of these keep inanimate things from stoping you in your tracks. You don't want to be stopped because the evil warlord had the good sense to lock his door before bed. Ditto this sentiment with the pit trap under the welcome mat.

Survival - Provides a list of several benefits for the out doorsy type. Also trackers need this skill.

Jump, Climb, Swim, tumble - all of these are about making getting around easier. You all know what they do, just figure out what is most important to you.

Use Magic Device - Probably the strongest skill in the game. Never underestimate it. The only caveat to this skill is that it costs money to utilize.

Bluff, and the rest of the social skills - these skills are great for gathering info before you start a mission. You probably want atleast one "face" to get all the needed info before you set foot in any hostile stronghold.

Forgery and disguise - If your gm let's you, planting one of your members inside the enemy organization is a great tactic. It gives you amazing intel, and your infiltrator can pull a very dramatic backstab when you spring the trap on the BBEG. This involves a lot of coordination with the gm, and some serious cajones on the part of the mole. Worth it.

Any other tips that anyone wants to add.

Volthawk
2011-03-11, 05:21 PM
PHBII has teamwork benefits, which gives mechanical bonuses for training together and doing certain things, providing you meet the requirements (one for a leader for that maneuver (who needs the highest skills), and another smaller requirement for participants)

TheOasysMaster
2011-03-11, 05:35 PM
Very cool. I intend to make use of this, very soon.

Keld Denar
2011-03-11, 05:43 PM
Because talking amongst yourselves can give away your position, interparty telepathic communication helps. Heck, a Psion-Telepath could prove a valuable member of the group, suggesting that a guard leave his post, charming a mook to reveal plans, or using powers like touchsight to operate in darkness or sensory deprivation to allow the party to sneak past a guard covertly.

Sure, hide and move silently are cross class skills, but there is a feat for that...(Gurillia Tactics)?

Zaq
2011-03-11, 05:55 PM
This sounds like you're turning D&D into Shadowrun. That said, I approve. If I could get a game like this together, I totally would.

Rankar
2011-03-11, 06:10 PM
I've talked with a friend about this more than once and I'd totally run this. Now to convince the players that there are more classes than just rogue for this *facepalm*

Tyndmyr
2011-03-11, 06:12 PM
You're talking to the person who suggested using flash bangs and repeating crossbows to take down vampires.

My group does this all the time. Probably a side effect of nearly all the players being military or former mil.

Indon
2011-03-11, 07:45 PM
So when you're clearing a dungeon, everyone moves forward with constant move/ready ranged attack actions, trigger: A hostile shows up in the forward direction?

Tehnar
2011-03-11, 09:52 PM
Well I am of the opinion that SWAT like tactics have merit in the very low level of play, but not so much when things have hundreds of hit points, multiple layered defenses, can teleport around, have multiple ways of detecting intruders and are in constant telepathic link with others. I'm not saying the stealthy approach can't be done, but it gets a lot harder.

As a system gets more deadly, you will see players favor stealthy, SWAT like approaches over brute method ones.

jseah
2011-03-12, 08:33 AM
I would say that even at higher levels, the SWAT method still applies.
It's just mostly in magical combat rather than in mundane sneaking.

The enemy, if they have good magical support, will have the advantage of preparing for an attack. Meeting them head on, if they are the party's equals, will hand them the advantage.


And at higher levels, preparation is more than half the battle. It's all of it.

hamishspence
2011-03-12, 08:43 AM
Dragon 325 (November 2004) had a short "Adventuring S.W.A.T. style" article.

It discussed a few of the basics- hitting first and hard, taking lots of scrolls, etc.

Engine
2011-03-12, 09:00 AM
I could see this working really well in an E6 game. IMHO at higher levels I doubt you could mantain the same SWAT\Special Forces theme.

Anyway I would count in the Druid. Hide & Move Silently are both cross class, but with Wild Shape you could go in a lot of places unnoticed (a mouse in a dungeon?) and choosing a stealthy animal companion could greatly benefit the group (maybe a cheetah or a leopard). In combat you could use a bear form, to grapple and pin enemies (when you pin them you could prevent them from speaking, so no alarm raised).

Yukitsu
2011-03-12, 02:16 PM
I had my followers follow SWAT tactics (elven special forces, kevlar vests, M-16 with grenade launchers, Sig Sauer side arms. Was a wierd game.)

I had a designated point, and secondary point (rotating out every hour) which was a ranger (for tracking) and a scout (trapfinding), squad leader (bard) and a demolitions expert/grenadier (illusionist wizard). The wizards were illusionist specialists, as they can gain hide as a class skill. Didn't have abjurations or necromancy.

TACCOM and intel was a mindbender back at base who specialized in divinations. I used things like bounding overwatch and door breaching tactics. It was actually really effective. Especially with the intel they were getting. Every time I had to do a center peel, I wished I was using 4 scouts though.

I modeled them more after the SAS though, who were less about stealth per-se (though they can hide) and more about fire and manuever.

Darth Stabber
2011-03-12, 04:41 PM
I ran afew tests in 4e, and found that there is no real way to do enough damage in 2 turns to make this strategy increadibly effective past lvl 1. And even at level 1 it comes up slightly worse than the old fasioned way. (Keeping in mind that I only used phb1 for it).

I forgot about teamwork benefits, but they are made of win. Guerilla tactics is pretty much neccessary for bringing classes w/out hide/move silently to bear (espcially barbarian). Dipping rogue is strong choice, especially at first level, when the skillpoints are x4, and even 1 sneak attack die is a nice bonus when you are constantly attacking from surpise. The dread commando prc is wonderful for this methodology, as the team bonuses, and improved armor are great, and the sudden strike is nothing to sneeze at. Assassin picks up a lot of steam, especially when the assassin has the time needed to study and death attack. I would love to play this in e6, totemist perhaps (shiny shiny kruthik claws), heck with guerrilla tactics I am stealthier than a rogue.

Engine
2011-03-12, 04:52 PM
I think Scout\Ranger with Swift Hunter could be a good choice. You could use precision damage on your favored enemies even if they're immune to it, so this kind of character could be really useful against constructs and undead.

TheOasysMaster
2011-03-12, 04:54 PM
I'm really impressed with this, but now I propose the other side:
How would one STOP a group meaning to use these tactics?
Assuredly, there are counter-productive strategies that the defenders could use.
Hidden Symbols in 3.5 come to mind.

Yukitsu
2011-03-12, 05:31 PM
I'm really impressed with this, but now I propose the other side:
How would one STOP a group meaning to use these tactics?
Assuredly, there are counter-productive strategies that the defenders could use.
Hidden Symbols in 3.5 come to mind.

Counter intel is my favourite anti-special forces tactic. If they're relying on shock and awe, and on knowing where when and how to hit, you can really push them around if they are acting on the wrong when where and how.

Ranger Mattos
2011-03-12, 05:44 PM
I'm very impressed by this. I feel that beguilers would be very useful, especially if they get sneak attack via rogue or swordsage levels.

I would love to play in a game of this sort.

Gorilla2038
2011-03-12, 05:51 PM
It comes to mind that a bard with mindbender 1 and dragonfire would majorly benifit a game with this style of play. Add +4d6 or whatever to all attacks.

Also, shock and awe(the spell) would be a must.

true_shinken
2011-03-12, 06:00 PM
If you can't get telepathy to communicate with your friends, Drow Sign Language is a poor man's substitute for it.

Darth Stabber
2011-03-12, 06:01 PM
Ways to oppose dungeon swat teams.
1)undead(contructs and plants), given their immunity to precision damage they in theory neutralize one of the swats major abilities. There are ways around it, but atleast you force them to use them. Fortification is an even bigger pain in the butt.

2)stuff with high hp for its cr. No examples offhand, but their not hard to find. If they have th hp to absorb the initial salvo, they have a chance raise the alarm, and bring reinforcements that are not surprized.

3)another swat style team. You end up with a series of cat and mouse moves and counter moves that make a great tension in the narrative.

4)keep upping the ante. Keep throwing higher and higher level encounters at them, and see what it really takes to challenge them.

Engine
2011-03-12, 06:22 PM
- Permanent Alarm could be really useful against a FSWAT (Fantasy SWAT) Team, at least to protect some vital areas. I think the silent variant could be more useful, so the opposing team could lay some nasty ambush for the PCs if they don't pay attention.

- Illusions. The illusion of a wall could hide a guarding area with a lot of guards. Surprise!

- Tiny Constructs operating as surveillance. Never tire, they just hide somewhere monitoring the area. A sort of security camera.

Darth Stabber
2011-03-12, 06:24 PM
Lots of angry badgers patrolling the air ducts

Engine
2011-03-12, 06:27 PM
Lots of angry badgers patrolling the air ducts

That's evil!:smallfrown:

TheOasysMaster
2011-03-12, 07:31 PM
Is anybody currently planning on running something like this? Eve if it's just a "one-shot"? Like, just two team, attacks and defenders, infiltration and counter-infiltration?
I'd love to take part in trying this.

Darth Stabber
2011-03-12, 08:59 PM
I just realized that this would be even nastier in gestault, just get every one to run rogue dcown one side, or something similar. Rogue//Warlock and Rogue//Scout leap to mind immediately. Rogue3//scout3 who shoots after moving from hiding will get 4d6 precision damage on top of weapon damage. Scout//Ubercharger is just frightening.

Darth Stabber
2011-03-12, 09:12 PM
Totemist (in addition to being a blender) can get telepathy (100ft) starting at lvl 4(shedu crown bound to crown chakra), though you would probably wait until lvl 6 when you can bind 2 chakras. Which means in addition to being able to rend a man asunder in 6sec he also serves as a comm hub.

TheOasysMaster
2011-03-12, 09:39 PM
NICE. Deadly and a team-player.

ShneekeyTheLost
2011-03-12, 09:58 PM
Actually, the Bard can ramp up everyone's damage output significantly with some judicious Inspire Courage optimization. +7/+7 and 7d6 Sonic damage at level 6 is nothing to sneeze at. And that's to *every* attack. Tack that onto what people are already doing, and you've got a recipie for a beat-down.

Cloistered Cleric with the Trickery domain can also get a lot of milage out of the Travel domain. The phrase is 'Port n Pwn', or, as :xykon: says, 'Scry n Die'.

Basically, you buff up, you find your Mark, you teleport all around him, and in the surprise round, you gank his arse. The next round, you teleport out. In, out, done. Have a nice day.

This works best with the Spontaneous variant who automatically gets all the domain spells as Known for free, so you can do it more than once a day.

Also, the best value in armor for this situation: +1 Mithral Chain Shirt, Shadowed and Silent Moves. for around 7500, you've got both cloak and boots of elvinkind built in to your armor, with a max dex bonus of +6, no Dex penalty, and only 10% spell failure, which means if you put twilight on it, even your arcane casters can use them with no problems.

it's also good if you have a caster who can cast Zone of Silence, to keep things from getting too noisy.

Jallorn
2011-03-13, 02:49 AM
I just realized that this would be even nastier in gestault, just get every one to run rogue dcown one side, or something similar. Rogue//Warlock and Rogue//Scout leap to mind immediately. Rogue3//scout3 who shoots after moving from hiding will get 4d6 precision damage on top of weapon damage. Scout//Ubercharger is just frightening.

I was actually thinking of a Scout//Warlock. The Warlock provides some pretty nice damage, more in a single attack at least than most weapons, and since the Scout needs to move to deal extra damage, it meshes well with the Warlock's attack per turn limitation, there's never any reason for him not to move. The Spiderwalk invocation is a must, and it goes well with the speed boost. Remember, no one ever looks up...

Dang, now I wanna play this. I'ma go look for a Gestalt game now.

Brock Samson
2011-03-13, 02:10 PM
Anything with Telepathy SCREAMS Mindsight for LoM(?) for your own medieval radar.

ShneekeyTheLost
2011-03-13, 03:43 PM
Anything with Telepathy SCREAMS Mindsight for LoM(?) for your own medieval radar.

Not to mention your very own bug that is nearly undetectable. You can listen in on their conversation, because you're picking it right out of their mind.

Darth Stabber
2011-03-13, 07:02 PM
Moreso than other tacticka I have seen/worked on, this one really comes into it's own in gestalt. Putting rogue, ranger, or scout opposite of wizard, cleric, or anything else you would be doing, you get a strong tight team.


Also there are a ton of PRCs that work wonders for these teams. Almost everything in CAdv, and most of Complete Scoundrel. Arcane Trickster(dmg) really gets going with a posse like this. My favorite is dread commando(HoB), you get 3d6 sudden strike, full bab, reduced ACP(-4), +5 initiative for your whole crew, and the ability to move full speed with no penalty to h/ms. Dodge and mobility are the feat tax, but the skills reqs are h/ms, so those are covered. Not the best prc ever, but at only 5 lvls it gives a set of usefull features that all benefit this methodology, an excellent example of a thematically tight prc.

Okay so I am about half way to a full on handbook, has any one already done one, or should I get to work on one?

ShneekeyTheLost
2011-03-13, 07:44 PM
Tips and Tricks:

1) Wand of Rope Trick. Pull the rope up, you've got a recon platform that is nearly undetectable. It's also just about impossible to invade, even if one does see it. With the formula of 750 * CL * Spell Level, you come out with 750 * 8 * 2 = 12,000 for a fully charged wand of Rope Trick at CL 8 to provide a full night's sleep.

2) Craven is a great way to increase damage output on a flank, as it works on HD or character levels.

3) +1 Mithral Chain Shirt + Shadowed + Silent Moves. Cheap, effective. No ACP, only 10% ASF (and Twilight can fix that), and you get your bonus to hide and move silently all rolled up into your armor slot, freeing up other slots for more useful things.

4) Wand of Stinking Cloud + Necklace of Adaptation. Bring your own gas grenades, and your own gas mask.

5) Smoke sticks are an excellent way to block Line of Sight for a getaway.

Darth Stabber
2011-03-13, 08:11 PM
Yeah, Rope Trick is absolutely amazing. I would shoot for CL9, just to give the casters the extra hour for spell prep, and make it an eternal wand to make the cost one time only. A lower CL, non-eternal version for quick hidey holes would be a good supplement if for some reason you need more than 3 per day.

gorfnab
2011-03-14, 01:31 AM
Small races are great for stealth especially considering that they all get a +4 size bonus to Hide checks according to the PHB (page 20). Here are the ones that really stand out in terms of stealth.

Whisper Gnomes (RoS) - Darkvision, 30ft base speed, +4 racial bonus to Hide and Move Silently, +2 racial bonus on Listen and Spot checks, and some sneaky SLAs (message, silence, ghost sound, and mage hand) - consider taking the feat Magic in the Blood (PGtF) for more uses and which also pairs nicely with the Silencing Strike (RoS) feat and a level of rogue

Beguiler (ShSo) - Darkvision, True Seeing, 30ft base speed, 10ft climb speed, +8 racial bonus to Hide and Climb checks, take 10 on Climb checks

Hafllings (PHB) - +2 racial bonus on Climb, Jump, Move Silently, and Listen (consider Strongheart version for the bonus feat)

Kobold (MM) - 30ft base speed, Darkvision, + 2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks

Also consider taking the Dark Creature Template (ToM) either by buying off the LA or getting a Collar of Umbral Metamorphosis. It gives you some very nice bonuses to Hide and Move Silently along with Hide in Plain Sight, a speed increase, and Darkvision.

Another feat to consider is Invisible Spell. It makes all of the visible manifestations of your spells invisible for a +0 increase to the level of the spell.

Another class to consider is the Shadowcaster (ToM). Their mysteries and fundamentals have no verbal components. They also have Hide and Move Silently as class skills. They also have a fundamental called Sight Obscured which gives them bonuses to skill checks that conceal their actions.

Darth Stabber
2011-03-14, 09:08 AM
Chameleon Creature template is also a winner. Big bonus to hide, and a 10ft tongue for delivering touch spells.

Honestly, whispers gnome tends to have an aroma of gouda, but if it is allowed, jump on it. Part of my problem is one of identity, if they were called wisper halflings I wouldn't have a problem, but for my money, gnomes should either be tinkerers or like the gnome from the gnome/tiefling 4e video ("I'm a monster Rowar"). Attempting to apply the dark template to a whisper gnome results in 2d6 bludgeoning if your GM can hit your Touch AC (with a DMG).

Regular and strongheart halflings are strong choices. They don't have a racial bonus to h/ms, but they still have the size bonus.

Shadowcaster, I just don't like. Binder is great, but I tend to lump shadowcaster in the same ball as truenamer (to be avoided). I like shadowcaster mechanics in theory, but in practice they leave alot to be desired. In Gestalt, however, I withdraw my objection pending a good class to pair it with, (Paladin leaps immediately to mind, and I am not sure why.)

None of the incarnum classes have h/ms as class skills, which is rather annoying. I can't help but thing that if 3.5 would have been published for another year or two we would have had a complete incarnum with a stealthy incarnum base class. Despite the lack of skillpoints, Totemist and Incarnate are actually decent skill monkeys, with the added advantage of being able to change their skillset from day to day. Gestalt again brings a class well into this fold. By combining them with Rogue, Ranger, Scout, or any other sneak you pick up actual skill ranks to go along with the bonuses (probably not Factotum (too much MAD)).

Invisible spell is almost mandatory for casters(and awesome if you think about it). I just think about invisible fireballs and smile (though you still don't want fireball). Makes Black Tentacles twice as disturbing. Bards don't much need it, but wizards ought to have it. Psionic characters don't need it(using the surpress display function of concentrate). Although most of the spells used in this strategy would not benefit much from the feat, it opens up a few additional spells that would otherwise prove to risky.

Hatchet91
2011-03-14, 10:28 AM
Another thing to keep in mind Which i have been in a group who has utilized is thunder stones.

EX. 2 Kobolds holding 3 gnomes hostage.

Thunderstone one member of team throws thunderstone stunning the two kobolds for a few rounds, rest of group unloads, bows and daggers and destroys kobolds before they can execute the hostages.

(happend in campaign major successs)

Kalaska'Agathas
2011-03-14, 03:09 PM
By combining [Incarnum Classes] with Rogue, Ranger, Scout, or any other sneak you pick up actual skill ranks to go along with the bonuses (probably not Factotum (too much MAD)).

How would Factotum be too MAD to combine with Incarnate/Totemist? As far as I see it, you need Int for skills and Factotumy things, and which you want anyway if you're aiming to be a skill monkey, Con for Incarnum things, and HP and Fort Saves, this is a priority stat for everyone anyway (isn't it?), and Str for Melee and/or Dex for Ranged. You want each of these stats to be high anyway, so adding Factotum to the Gestalt doesn't really increase your MAD, now does it? And isn't one of the benefits of Factotum that you actively decrease MAD, by cuing more things off of Int?

I just don't really see your argument, is all.

Darth Stabber
2011-03-14, 03:40 PM
Incarnum class's ability to play at skill monkey comes from soulmelds (and a couple of attendant feats), not skillpoints (thought they certainly help). Adding INT dependency actually doesn't help. Factotum's abilities are all INT based. You are injecting another stat dependency into a class already dependant on 3-4 other abilities (Totemists on all physical, primarily Con, Incarnate on all physical and wis). You would be better off with ranger, rogue, or scout, since you would have class abilities that do not require you to spread your pointbuy that far. If you are goint to Factotumize you probably want to mix it with Psion, Wizard, Archivist, or Warblade. If you are rolling scores and you have a bunch of good stats to spread around, then by all means do it, but in a world where we assume that you can only have a few good stats, there are better options.

nedz
2011-03-14, 03:59 PM
This sounds a lot like my campaign, except that everyone is a Dwarf.:smallcool:

Its been running from level 1 through to level 15 now, I'm less sure how I handle it from here though.

Thesis was Cross of Iron (blended with Sgt Bilko for the out of combat stuff).

The Dwarves have formed an Army to take back their ancestral home (think Moria - sort of) and the Party are a unit of scouts.

Original Party line up:
Monk, Fighter/Rogue, Barbarian and two clerics.

Yeah - the two clerics annoyed me since I asked for scouts.

What happened was that the scouts would advance to combat (Dooh) and the clerics would turn up later to bail them out :smallbiggrin:

The Barbarian dropped out around level 7, and one of the Clerics left at level 10. The other cleric took a wizard cohort around 6. Oh and we has a Scout join around level 12. The Fighter/Rogue is now a Fighter/Rogue/Cleric

Still the same type of action though.
The Army is going to attack, so the party get to scout/lead from the sharp end/etc.
The Scouts go in, and the support characters follow up.

Its a mission based game, so we can rotate DMs.
Normally its the Cleric/Wizard player who steps in, and so I get to play a Ranger.
Then we are Monk, Fighter/Rogue/Cleric, Scout and Ranger.

Seems to work.

ShneekeyTheLost
2011-03-15, 03:17 PM
Sample SOCOM group:

* Box Man Halfling Rogue3/Warlock6/Nosomatic Chirurgeon1/Arcane Trickster10
Roles he performs: Infiltration (Darkness + HipS feat), Locks/Traps (wand of Knock, search and trapfinding available), Forward Observation (high Spot and Search checks, Detect Magic, either Devil's Sight or See The Unseen), Sniper (sneak attack + Eldritch Blast), backup Special Weapons Support (Wands of: Glitterdust, Stinking Cloud, Grease, Hindering Blast, Silence, Chilling Tentacles)

Level Breakdown:

Really, at level 1, he is a perfectly functional halfling rogue box man and infiltrator with something like a +10 on hide/move silently after his size and dex and racial bonuses.

At level 4, he gets a ranged touch attack he can sneak attack with and Detect Magic at will, as well as an invocation of his choice. If he chooses Darkness, then by level 6, he could have HiPS. Otherwise, he has other utility choices like Shatter or spider climb. Another very strong choice would be Entropic Warding, since it's effectively Trackless Step + no scent + 20% miss chance for any ranged attacks.

Level 9, his build is, for all intents and purposes, complete. He's doing 2d6 sneak attack and 3d6 eldritch blast, for a total of 5d6, so he hasn't really lost any damage output at this point, and he's generally got flat-footed touch attacks, so it's almost impossible for him to miss. He's got three Least invocations and a Lesser, which means some of his combos are already starting to come online. He can Take 10 on UMD, so using items is not a problem for him. The rest of it is 'keeping up with the Jonses' as he levels.

Level 10: This is a fun little dip of a PrC. Inflict spells can be a lot of fun, but that's only a side-effect. The primary fun is the ability to cast 3rd level Arcane spells for Arcane Trickster.

Level 11-20. He advances both casting and sneak attack, what's not to love? He will end up with 17/20 invocation casting, which means 8d6 Eldritch Blast, and he's got 7d6 sneak attack. With the +2d6 EB amulet he's going to have at this point, this makes it 17d6 per pop. And he's got wands of Gravestrike/Golemstrike to make sure that immunities are bypassed. With Empower/Quicken SLA, he can be a viable 'trigger man', he's got excellent stealth capability, with a possibility of going darkstalker for truly insane stealth ability, and he's got access to Detect Magic at will, See Invis (with See The Unseen) always on, and other ways of being a good spotter.

Variant: Box Cutter
Rogue3/Warlock6/Mindbender1/Binder1/HFW3/Legacy Champion7
He's still the same until you hit level 10. Instead of going for more sneak attack and 'rogue plus bag of tricks', he decides to go for more of a 'trigger man and watch point' approach. With Mindbender, he gets Mindsight, to be the party's radar dish. Binder/HFW/LC... we all know where we're going with this. Naberous, of course. You loose an extra caster level from Warlock this way, though, so it's only 16/20 so you only have one Dark invocation. Choose carefully. With this build, you're doing some 7d6 with your EB until you crank in HFW for an extra +18d6, then your extra 2d6 from sneak attack and +2d6 from your neck slot item from MIC. So 29d6, or 27d6 if sneak attack does not apply. Trigger man, thy name is. However, you're also a good recon man, because you still have all the stealth ability inherent in Silence + Invisibility, plus you've got good hide and move silently since you're still a halfling with some levels in rogue and your armor probably is giving you a hefty bonus to h/ms anyways. And you are never surprised with Mindsight.

You will not have to make a decision which one to go with until level 9, which gives you a very flexible build that can be tailored to suit your party's precise needs.

* The Heavy Human Rogue3/Warblade6/Dread Commando5/Nightsong Enforcer1/Warblade5
Roles he performs:

Party Support (Clarion Call + WRT + Initiative bonus from dread commando), Beat Down (precision-based damage output, plus maneuvers), Leader, Plug The Hole, Infiltrator (hide/move silently, and can do so at full speed)

This is an interesting build, and as close to a 'tank' as you're going to get in special forces groups. Starts out with Rogue, with Able Learner to continue having access to full suite of Rogue skills throughout his whole career, even if it does cost him a single point of BAB.

Dread Commando gives him some interesting abilities. First and foremost, the party will not be loosing initiative any time soon, since everyone has a +5 to their initiative, in addition to everything else. Second, he can make a full move with hide and move silently at no penalty. So he can get into position quickly without being detected. Third, he could be clanking around in adamantium full plate, and no one would hear him, because he could negate the armor check penalties, but he's probably actually sporting mithral full plate.

Warblade. Yea, it's kinda like that. The feat is called Clarion Call. DC 20 Intimidate check (yes, it's a FLAT DC) to declare an opponent Flanked for a full minute (10 rounds). Let's run that by again. Target is now Flanked, even if he's got Improved Uncanny Dodge. This activates sneak attack for the whole party, although it doesn't do much for his sudden strike. White Raven Tactics. Even without using cheese, this is valuable for the whole party. Plus, yanno, he still gets things like Pouncing Strike, IHS, and the Diamond Mind maneuvers that are 'concentration check instead of x save' to make sure he doesn't blow a saving throw.

Oh yea, this guy can take a few hits as well. He's got Evasion, so area effect? No so much. If he goes Crusader instead of Warblade, he gets Mettle. So at that point, he's pretty much Mr. No, as far as any kind of saving throws go. He won't get Pouncing Strike or the diamond mind save maneuvers, but instead he gets Cha to Will, high Fort, and he's got all kinds of Reflex from the rest of his build, so it's not a major problem, particularly not if he gets a Cloak of Resistance anyways. So he can also be the Distraction, and take a few rounds of beating while the rest of the team gets into position and accomplishes the mission.

If you also want this guy to be a bruiser and damage output, and have the feats to spare, you can't go wrong with Spiked Chain + Power Attack + Shock Trooper.

* Striker Rogue17/Unarmed Swordsage2/Barbarian1(pounce + whirling variants)

Actually, I'm a bit lazy here, I could probably come up with a much better build which optimizes sneak attack, but this is a solid chassis which you can trade off Rogue levels for something else.

At least one level of Swordsage will be taken after 9th level, so you can pick up Assassin's Stance. The other one should be Island of Blades. Basically, you're going TWF with unarmed attacks. Picking up a Monk's Belt helps with this. If you want to dump Str, then get Shadow Blade and Weapon Finesse. Craven should be on your feat list. You may need to dip into class for bonus feats to get them all. Fighter works surprisingly well to pick up the TWF chain, or PsiWar if you also want to pick up Expansion for more damage output.

There's two variants we will be using for Barbarian which are not mutually exclusive. One is Spirit Lion Totem for Pounce instead of an extra 10'. Considering this build lives on iterative and TWF attacks, this is critical. The other one will be Whirling, which replaces the bonuses for rage with a Haste effect. Definitely better suited to your needs.

So you pounce in, hit him with a dozen sneak attacks, then fade off into the distance.

* The Token Cleric Cleric (Cloistered/Spont)/Soverign Speaker

Cleric, this guy is. Healbot, he can be. But what this guy does, in spades is party support. Soverign Speaker gives you bonus domains. Spontaneous variant gives all domain spells as Known. Yea, that's all kinds of fun. Here's some domains you want: Trickery (d'uh), Kobold (trapfinding), Celerity (haste plus other fun things), Travel (Teleport), Protection (Mind Blank). If this is going to be an undead-heavy campaign, then the Sun domain might be of use to you. Plant domain is really good for lower level spells (Entangle as your first level spell for Battlefield Control, Barkskin for improved Natural Armor...).

With trickery, he's got Hide on his skill list, although not Move Silently. Fortunately, there's an armor enhancement for that. There's also always Silence. If he picks up the Silent Spell feat, it'll just be Spell Level tax. Make sure to pick up Rapid Metamagic as well, since you ARE a spontaneous caster.

DMM is fun, but not for Persist. No, you want DMM Chain Spell to buff the party with Magic Vestments, Greater Magic Weapon, and other fun buffs. Death Ward, Freedom of Movement, Barkskin, and Shield of Faith are all viable buffs as well, although these have more limited durations. Chain Mind Blank is just plain fun.

* You CAN just Rock into Mordor Bard4/Warblade6/War Chanter 10

I can hear it already 'Bard? Warblade? WTF? But hear me out, because this guy is a force multiplier.

First off, do some research on Inspire Courage, then come back. Don't worry, the thread can wait...

Mmmkay, so now that you know how to get upwards of +14 in your Bardic Inspiration, we'll continue, although by now, you probably know where we're going with this.

Lingering Song + Inspire Courage + Dragonfire Inspiration + Song of the Legion = things fall dead go boom. No, really. Does most of your party's damage come from hitting someone with something? This makes that happen faster. Oh, and you DO have Warblade in there, so WRT and IHS are both on the table.

Now, as far as the Bard /= Quiet myth, nothing could be further from the truth! Hide and Move Silently are class skills. They get access to Silence, which can be wanded since the area effect version doesn't allow saves. They also get a lot of battlefield control. Glitterdust, Sound Burst (stun grenades), lots of Illusion college stuff which can be so much fun.

So yea, you've got a TWF-sriker that has a dozen or so attacks, you give him a +14 on all attack rolls and damage, tack on 14d6 Sonic damage, THEN give him a full BAB (well, at least a +19 by level 20, you do loose a single point of BAB), well... that's probably going to make anything in his way a fine red mist. First round, he kills them. Second round... there is no second round.

Darth Stabber
2011-03-15, 04:22 PM
Assuming a 3man gestalt team at lvl 6

Tracker + Damage dealer
Lupin Scout4/spiritwolfbarbarian1/scout1//Totemist6
Con=Str>Dex>Wis>Int>Cha
Skills - Hide, Move Silently, Survival, Concentration, spot, search, and anything else becomes movement (jump, climb, swim).
Feats - Track, Multi-attack, Extra Essentia.
Flaw-???
Typical Melds shaped - Girallon Arms(totem bound, arms), Shedu Crown (crown bound), Kruthic claws(arms), and Great Raptor mask(thoat).

Kruthic claws with 2 essentia invested gives +8 to hide and move silently. Girallon arms give 4 attacks, scout gives skirmish damage, multi attack reduces the attack penalty, Spirit wolf barb gives pounce. 4 attacks with skirmish dice on a charge, yes please! Shedu Crown bound to crown totem gives 100ft telepathy making him a excellent comm hub. Also scent + tracking = no hiding for my quarry('cept for druids and warlocks). Rage is borderline useless, though if I can still run scout opposite totem rager, there is some utility there. It also opens up bear warrior, but that would be better on a straight Barbarian/bear warrior//Totemist build


Trap stopper + effects
Gnome Wizard//Rogue
Int>Dex>Con>Wis>Cha>Str
Illusionist - ban Evo/necro
Skills - Hide, Move silently, UMD, Search, spot, Disable Device, Open lock, Concentration, Knowledge(arcana), Spellcraft, Disguise, Forgery.
Feats - Spell Focus(Illusion), Spell focus(Transmutation).

Provides all the goodness of batman in a sneakier package. SA makes even acid splash a credible threat. Illusion pulls the brunt of the work, as it keeps the party hidden. Disguise is really strong when you have disguise self (the spell provides bonus, which becomes insurmountable if you are already trained). Forgery provides a host of neat side benefits: free admission, false missive, you are limited only by your creativity. Aiming at shadowcraft mage and Archmageon the wizard side, the rogue side will probably be played straight (maybe 1 or 3 levls of something else with precision damage). This build is highly dependant on player creativity.

Face + More effects
Human Archivist//Factotum
Int>Dex>Con>Cha>Wis>Str
Skills - Hide, Move Silently, Spellcraft, Concentration, Gather Info, UMD, Spot, Search, Bluff, Diplomacy, Sense Motive.
Feats - ????

Generic Face+Healer, haven't worked out a lot of details yet, but for the moment he covers the holes the first two leave. Rendering Dark Knowledge useless is annoying, but I plan on PRCing out.