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Building Archers (my players stay out)
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<blockquote data-quote="Drawmack" data-source="post: 503607" data-attributes="member: 4981"><p><span style="color: white"></span></p><p><span style="color: white">I am building 6 goblin archers. To make my job, as DM, a bit easier I want to make the carbon coppies of one another. I am looking at making them 4th level. </span></p><p><span style="color: white"></span></p><p><span style="color: white">Here is the scenario they will be used in.</span></p><p><span style="color: white">There are three other people besides the goblins. Drow Ranger6, Human Monk 6, Half-Elf Wizard 6. The first two are on the ground fighting with the ranger and the monk hand to hand. The wizard is up on a roof, we play in freeport, taking on the NPC (played by a guest player) wizard. Mean while the Druid, Investigator and Rogue are left to take care of the goblins who are in the buildings surrounding the battle field peppering the PCs with arrows.</span></p><p><span style="color: white"></span></p><p><span style="color: white">I want the goblins of lower levels because I want them to be numerous without overpowering the party.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Here are the rules problems I am having.</span></p><p><span style="color: white">There is not an archer class so I have to build it out of the feats that are available. Here is what I'm thinking and I'd like to get everyone's opinions.</span></p><p><span style="color: white"></span></p><p><span style="color: white">The goblin get's the following stats Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8 which means that they are going to be pretty crappy in hand to hand combat. I want them to be somewhat of a challenge for the party though. So here is what I have come up with.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Option 1)</span></p><p><span style="color: white">If I make them fighters then by fourth level they get 4 feats. This means that I can give them improved initiative and still have three feats left for archery skills. I am thinking Point Blank Shot, Rapid Shot and Precise Shot.</span></p><p><span style="color: white"></span></p><p><span style="color: white">This will give them two shots/round at +3/+3 no negative four penalty for shooting into melee or a single shot at +5 into melee. I am going to give the goblins a strength of 10 so that they don't suffer -1 in melee when the rogue or the investigator finds them. I think this will simulate the hail of arrows very well with there being 12 arrows flying into the battle every round. Far shot is because the area they are fighting in is 80' across which means that they can use it.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Option 2)</span></p><p><span style="color: white">I could make them rge1/ftr3. I give up two feets to do this but I gain +2 on reflex saves and sneak attack with the arrows pretty much anytime a PC is within 30' and doesn't know it. I would have to give up far shot as the feet as the others are pretty necessary to the concept of the hail of arrows. It would also drop the BaB from +3/+3 or +5 to +4. I could compensate this with a single stat point though which I would probably do. So that remains unaffected. I can then compesate the loss of the other feet with STR 10 which makes them a bit mor formidable in hand to hand.</span></p><p><span style="color: white"></span></p><p><span style="color: white">What I have is two flavors of archer that are at almost the same exact power level but different flavor.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Here are the stats in a comparison chart:</span></p><p><span style="color: white">[code]</span></p><p><span style="color: white"> ftr ftr/rge</span></p><p><span style="color: white">BaB: +2/+2 or +4 +3</span></p><p><span style="color: white">Dmg: 1d6 melee -1 1d6 (SA 1d6) melee +0</span></p><p><span style="color: white">Ref: +0 +3</span></p><p><span style="color: white">Fort: +4 +3</span></p><p><span style="color: white">Range: 90ft. 60ft.</span></p><p><span style="color: white">[/code]</span></p><p><span style="color: white"></span></p><p><span style="color: white">Quick Tactical Recap:</span></p><p><span style="color: white">Hiding in buildings using shutters for cover. Shooting into a courtyard that is 80' across. Half the goblins on either side of the courtyard. Firing into combat. Will be attacked by a rogue or an investigator (rogue with limited spells but no SA) or possibly have the druid mess with the building.</span></p><p><span style="color: white"></span></p><p><span style="color: white">Which do you like better for this scenario and why?</span></p><p><span style="color: white"></span></p><p>Edit: Fixed rules problem.</p></blockquote><p></p>
[QUOTE="Drawmack, post: 503607, member: 4981"] [color=white] I am building 6 goblin archers. To make my job, as DM, a bit easier I want to make the carbon coppies of one another. I am looking at making them 4th level. Here is the scenario they will be used in. There are three other people besides the goblins. Drow Ranger6, Human Monk 6, Half-Elf Wizard 6. The first two are on the ground fighting with the ranger and the monk hand to hand. The wizard is up on a roof, we play in freeport, taking on the NPC (played by a guest player) wizard. Mean while the Druid, Investigator and Rogue are left to take care of the goblins who are in the buildings surrounding the battle field peppering the PCs with arrows. I want the goblins of lower levels because I want them to be numerous without overpowering the party. Here are the rules problems I am having. There is not an archer class so I have to build it out of the feats that are available. Here is what I'm thinking and I'd like to get everyone's opinions. The goblin get's the following stats Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8 which means that they are going to be pretty crappy in hand to hand combat. I want them to be somewhat of a challenge for the party though. So here is what I have come up with. Option 1) If I make them fighters then by fourth level they get 4 feats. This means that I can give them improved initiative and still have three feats left for archery skills. I am thinking Point Blank Shot, Rapid Shot and Precise Shot. This will give them two shots/round at +3/+3 no negative four penalty for shooting into melee or a single shot at +5 into melee. I am going to give the goblins a strength of 10 so that they don't suffer -1 in melee when the rogue or the investigator finds them. I think this will simulate the hail of arrows very well with there being 12 arrows flying into the battle every round. Far shot is because the area they are fighting in is 80' across which means that they can use it. Option 2) I could make them rge1/ftr3. I give up two feets to do this but I gain +2 on reflex saves and sneak attack with the arrows pretty much anytime a PC is within 30' and doesn't know it. I would have to give up far shot as the feet as the others are pretty necessary to the concept of the hail of arrows. It would also drop the BaB from +3/+3 or +5 to +4. I could compensate this with a single stat point though which I would probably do. So that remains unaffected. I can then compesate the loss of the other feet with STR 10 which makes them a bit mor formidable in hand to hand. What I have is two flavors of archer that are at almost the same exact power level but different flavor. Here are the stats in a comparison chart: [code] ftr ftr/rge BaB: +2/+2 or +4 +3 Dmg: 1d6 melee -1 1d6 (SA 1d6) melee +0 Ref: +0 +3 Fort: +4 +3 Range: 90ft. 60ft. [/code] Quick Tactical Recap: Hiding in buildings using shutters for cover. Shooting into a courtyard that is 80' across. Half the goblins on either side of the courtyard. Firing into combat. Will be attacked by a rogue or an investigator (rogue with limited spells but no SA) or possibly have the druid mess with the building. Which do you like better for this scenario and why? [/color] Edit: Fixed rules problem. [/QUOTE]
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