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Building Archers (my players stay out)
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<blockquote data-quote="drdevoid" data-source="post: 504198" data-attributes="member: 5356"><p>Good Point. The only reason that comes to mind is whether or not rapid shot is in use and/or the goblins are engaged in melee while still shooting. The bow gets 1 AoO where the crossbow gets 2 AoOs (one for use in melee and one for reloading). Otherwise it's a simple 1d6 vs. 1d8 scenario.</p><p></p><p>I agree that the rogue is a better fit for the Goblins, but in playing the numbers game getting a ranged sneak attack can be tricky. The skill points are also wasted since the archers just need to hide (maybe climb) and are already small with a dex bonus and possible circumstantial or cover bonuses. Evasion may come into play if we go a-fireballin', but Uncanny Dodge 1 is unimportant since they will be ambushing the PCs. I'd give up those SAs for the HD if these archers are meant to last for any amount of time, especially with crappy Con. </p><p></p><p>These boys need studded leather or chain shirts and potions of Cat's Grace! If one is really playing up the ambush effect they may have already drank the potions increasing their AC (probably up to 16 or 17) and Init ahead of time- that's kind of sick, though. </p><p></p><p>The potions are cheaper than MW bow/crossbows would be which, if I'm the head villan, is nice. Low overhead means we can pass the evil savings straight to you. [edit] Didn't want to mispeak egregiously, the potions are only marginally cheaper (the MW bonus costs the same as the potion itself so the MW ammo is what is more expensive) unless the wizard is the creator of said potions, but I do think one gets more bang for the buck. [/edit]</p><p></p><p>-Joe Sullivan</p><p>"The Future's bright,</p><p> The Future is Dr. Devoid"</p></blockquote><p></p>
[QUOTE="drdevoid, post: 504198, member: 5356"] Good Point. The only reason that comes to mind is whether or not rapid shot is in use and/or the goblins are engaged in melee while still shooting. The bow gets 1 AoO where the crossbow gets 2 AoOs (one for use in melee and one for reloading). Otherwise it's a simple 1d6 vs. 1d8 scenario. I agree that the rogue is a better fit for the Goblins, but in playing the numbers game getting a ranged sneak attack can be tricky. The skill points are also wasted since the archers just need to hide (maybe climb) and are already small with a dex bonus and possible circumstantial or cover bonuses. Evasion may come into play if we go a-fireballin', but Uncanny Dodge 1 is unimportant since they will be ambushing the PCs. I'd give up those SAs for the HD if these archers are meant to last for any amount of time, especially with crappy Con. These boys need studded leather or chain shirts and potions of Cat's Grace! If one is really playing up the ambush effect they may have already drank the potions increasing their AC (probably up to 16 or 17) and Init ahead of time- that's kind of sick, though. The potions are cheaper than MW bow/crossbows would be which, if I'm the head villan, is nice. Low overhead means we can pass the evil savings straight to you. [edit] Didn't want to mispeak egregiously, the potions are only marginally cheaper (the MW bonus costs the same as the potion itself so the MW ammo is what is more expensive) unless the wizard is the creator of said potions, but I do think one gets more bang for the buck. [/edit] -Joe Sullivan "The Future's bright, The Future is Dr. Devoid" [/QUOTE]
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