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Probably the most annoying aspect in this otherwise great game.... Tripping.

I fight battles where bugbears just run past my frontline fighters, head to my mage or rogue, trip them and get an automatic attack right after that hits every time. Then my character, if he managed to survive that attack, gets bum rushed by every other bugbear and pummeled to death. And, if by some stroke of luck, he survives THAT, I get multiple attacks of opportunity when he goes to stand up. Which leads to insta-death.

So, how do you counter this? Seems that every bugbear is a tripping ninja.
Very effective: Fight in Doorways, so your tanks block the path of enemies. If the Bugbears are running past your tanks, that means you have left a negotiable opening between your front liners. Close the gaps between your fighters (using 5-foot step) and choke the doorway so there is no way past. Try not to aggro a whole room of enemies, so you only have to fight a few at a time.

Sometimes works: Another trick, but not as foolproof, is to cast Grease (or Web) on the ground just in front of your tanks. Bugbears will have to run through the oil slick and save vs tripping not to fall (some will eventually get through).

Situational: Tripping is checked against strength, so high Str helps to prevent it. If you have a fighter class near the Bugbear, try executing a trip attack yourself. If the initiative order of your mage comes before the Bugbear, then the mage doesn't trigger an AoO when he gets up. Also, most monsters only get one AoO per round... so IF you manage to get the Bugbear to waste his one AoO on someone other than your tripped mage (say, by moving someone else through his ZoC), then your mage should be able to stand up without being attacked.

Very effective: Also, have multiple characters carry a supply of Charm Person scrolls in their backpacks. If you read a scroll when engaged in combat, it doesn't trigger an AoO, unlike when you cast a spell. So if/when a Bugbear breaks through to the rear, have a non-tripped character read a scroll and charm the Bugbear. Chances are your new Bugbear ally will plug the hole he ran through, preventing others from doing the same.

Less effective: Priests can cast Sanctuary (from a scroll) on a tripped mage, and that will probably protect him/her from the Bugbear's AoO when the mage stands up, but then you still have to deal with a Bugbear within melee range of your squishies.
Post edited May 24, 2015 by Dreamteam67
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Dreamteam67: Very effective: Fight in Doorways, so your tanks block the path of enemies. If the Bugbears are running past your tanks, that means you have left a negotiable opening between your front liners. Close the gaps between your fighters (using 5-foot step) and choke the doorway so there is no way past. Try not to aggro a whole room of enemies, so you only have to fight a few at a time.

Sometimes works: Another trick, but not as foolproof, is to cast Grease (or Web) on the ground just in front of your tanks. Bugbears will have to run through the oil slick and save vs tripping not to fall (some will eventually get through).

Situational: Tripping is checked against strength, so high Str helps to prevent it. If you have a fighter class near the Bugbear, try executing a trip attack yourself. If the initiative order of your mage comes before the Bugbear, then the mage doesn't trigger an AoO when he gets up. Also, most monsters only get one AoO per round... so IF you manage to get the Bugbear to waste his one AoO on someone other than your tripped mage (say, by moving someone else through his ZoC), then your mage should be able to stand up without being attacked.

Very effective: Also, have multiple characters carry a supply of Charm Person scrolls in their backpacks. If you read a scroll when engaged in combat, it doesn't trigger an AoO, unlike when you cast a spell. So if/when a Bugbear breaks through to the rear, have a non-tripped character read a scroll and charm the Bugbear. Chances are your new Bugbear ally will plug the hole he ran through, preventing others from doing the same.

Less effective: Priests can cast Sanctuary (from a scroll) on a tripped mage, and that will probably protect him/her from the Bugbear's AoO when the mage stands up, but then you still have to deal with a Bugbear within melee range of your squishies.
Blocking the doorway is not always possible; even if I move my fighters right up to the door before opening it, it always seems like there's a gap they can run through.

Casting Web or Grease would work, only if my mage had a higher initiative than most of the bugbears. And this would only be effective on round 1.

I never thought of intentionally initiating an AoO to protect my character when he stands up. I could try this...
If you position them right, 2 human sized characters should be able to block a door. Use the "alt" key when choosing 5-foot step to see better where the exact footprints of your characters are. You could also cast Enlarge Person on one of your tanks, as this will make it easier to fill the doorway without gaps. Or summon a skeleton or something. It doesn't matter what it is, just make sure there are no gaps for the Bugbears to run through.

If the door is closed before combat starts, make sure your second-liners are positioned to fill any likely gaps. That way, no matter what the random initiative order once battle starts, there won't be any place for a Bugbear to run through, and they will be forced to engage your frontline tanks. Remember you can switch initiative order between your party members by sliding the active pc icon to the right. THat way, you can make sure your tanks 5-foot step to plug the door first, then your second liners advance to fill any gap you may have missed.

Tasha's Hideous Laughter works on Bugbears too, but imo Charm Person is the spell you want for this, since it lasts many hours before wearing off.
Post edited May 24, 2015 by Dreamteam67
Damn annoying, but pretty much only in deeper moathouse.
After that, your caster can whip up mirror image and runners rarely make it through frontliner AoO's alive.

What sometimes works, is to expect the runners and set up a "corridor of death" for them.
Caster way back, fighters and summons in the path, so the runner has to survive several attacks before reaching the caster.
Also can try to cast web both before the frontliners and behind them, before the casters.
Doubly hard to pass.