JiffyPopTart
Bree-Yark
Lots of archers. A squad of 20 hobgoblins charging willy-nilly is scary. A squad of 20 hobgoblins shooting 40 rapid shot from conveniently out of fireball range at the wizard is deadly.
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Sabathius42 said:A squad of 20 hobgoblins shooting 40 rapid shot from conveniently out of fireball range at the wizard is deadly.
Raloc said:So I guess no one likes wild magic anymore?
Dr. Awkward said:Granted, zombies don't charge well
But aren't they still limited to single actions. That drops their charge movement to just their base speed. Even at 50' speed, depending on terrain, they might be hard pressed to engage on their first round. Then it's fireballs away.VirgilCaine said:Zombie Wolves. They keep their base speed.
Ourph said:With the range modifiers (fireball range is 400ft + 40ft/level after all, and a composite Longbow has a range increment of 110ft) and the -2 for Rapid Shot those hobgoblins are going to be hard pressed to hit anything, especially if the Wizard has an AC over 10. You're talking about a Hobgoblin with a +2 to ranged attacks taking at least a -10 to his attack roll at that distance. If I were the caster, I wouldn't be much worried about that at all.
That sounds very cool, indeed... consider it *yoinked*!Black_Swan said:Start off the combat as per usual with a swarm of zombies..and then have the creature come up right underneath their feet. That should shake them up a bit.
Victim said:The range penalties to attack aren't relevant if the caster already has a high AC. If you need a natural 20 to hit, then you still need a natural twenty to hit when shooting at -20 from a thousand feet away. 40 shots -> ~2 hits a round -> ~9 damage without bonuses. Those hobgoblins can start shooting from 11 hundred feet, so that 9 damage will add up.
Raloc said:So I guess no one likes wild magic anymore?