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The villagers do need to be able to actually hit the square the rogue's in - and I could imagine even a dispassionate DM might not that happen automatically at 40 squares blindfolded, through a crack. Part of the problem is that it (a) requires an attack roll to grab the target, (b) requires either way too many actions or a resource that's not easily available (a bunch of suicidal low-level villagers that are willing to risk their lives on some harebrained plan - better hope nothing goes wrong). (I don't think it's technically a bag-o-rats situation, but whatever). And yes, obviously using lots of villagers like this is abusively cheesy - and trying to miss the rogue to hit the monster is pretty questionable too. I doubt this is such a brilliant strategy, however, simply because it costs quite a few actions and likely doesn't actually deal that much damage.
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Make it a halfling with second chance (and/or find other similar abilities) - the miss will be almost certain. Just close your eyes and use some high-damage weapon you're not proficient with, and you can probably coax an almost sure miss even from the PC's. So the rogue will soak up a few hits, but the BBEG will soak up 19 times as many. They'll be at -7 or -12 to attack (-5 for total concealment since they won't be able to see you, -2 for long range, and possible -5 additional if you're inside a dungeon or building so the line is blocked.) Assuming their attack bonus is low enough, they'll only hit the Rogue on a natural 20, and everything else will miss, and get redirected to hit the BBEG. (3) Signal the civilians back at town to let loose, targeting the Rogue. Now the Rogue is a legal target for all your allies' attacks, and any attacks that miss the Rogue hit the BBEG. (2) When you encounter the BBEG, have the Rogue Garrote Grip him, then have the Shaman summon his spirit companion adjacent to the rogue. It doesn't matter how horrible they are at attacking (in fact it works better the lower their attack bonus is.) Have them stay in town while you go out adventuring. (1) Hire a whole bunch of civilians (several dozen at least), hand them each a bow and arrows. (3) Some way of signaling over long distances. (1) A Shaman with the Eagle Summons the Fire ability from the Keen Eagle paragon path. If it's more, "the dude is dead, your quest has failed" and the DM wants to move on, your effort to sway has a higher bar.I came up with a way of instantly killing almost any enemy using the above two powers. 100 Rogues moves from early cave-like environments with bandits and bats to deeper dungeons that are filled with terrifying and weird enemies - poisonous, flying babies, hulking suits. If this was a fluke error and the whole table is invested in this gem quest, I'm sure they'd be interested in the story options you're proposing. The other, more mundane option but with more player agency than simply dealing, would be old fashion detective or casing work, where the rogue explores the victims' life story see if associates may drop some hints or maybe get into their home or sanctuary and see if there's any indication where the gem piece may be found.Īny of this can happen, if you're DM and table is up to entertain the option. The options I'm presenting are sort of a "if your DM wants to" side quest that would allow the rogue and the party to explore the supernatural underground and backrooms in their city or region, start with the Rogue's guild, if they're part of one, and start asking questions about how you can pull info from the dead, maybe doors will open to the world the characters didn't know existed.
100 rogues summon Pc#
In a similar vein don't discount warlocks, maybe you can bargain with them or they can broker a deal between the PC and the Warlock's patron (there's lots of options for making diabolic and demonic pacts, and those systems could easily be ported over to another entity like a Far Realm being etc.).īut to the OP, yes, unless your character was a high level Phantom, the only way the rogue can contact the dead is through someone who has access to that sort of magic or metaphysics. On the other hand there are more neutral or evil leaning death gods who may deal with the PC for mercenary reasons, or seeing a potential mark for future exploitation. Sure "good" gods could be swayed to facilitate some sort of connection in the spirit, so to speak, of reconciliation. I don't think every god with clerics in a large city would necessarily have an objection to helping a (accidental) murderer consult his victim. I'd look around the nearest temple or large city to see if it's possible to hire a cleric type character.Obviously you'd probably have to come up with a convincing lie as to why you know the location of a dead person, but it's worth a shot.