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<blockquote data-quote="Leatherhead" data-source="post: 6991572" data-attributes="member: 53176"><p>The Iron Shadow and the Devastator are perfect contrasting examples of spellcaster complexity. </p><p></p><p>The Devastator has a bunch of simple spells, mostly meant to attack, and is intended to function as part of a large group of combatants. It's "spell sculpting" abilities may seem complex at first, but basically boils down to "My spells don't hit my allies, unless I want them too" in order to promote the general hogoblin power of extra damage to those opponents who are fighting their allies.</p><p></p><p>The Iron Shadow as a bunch of complex spells, mostly meant for infiltrating (the exploration and social pillars of play), has a relatively complex movement option, and lacks the hobgoblin bonus damage racial ability. In short, the Iron Shadow is the odd duck out of the hobgoblin tribe. They are intended to go in alone, assassinate a target or steal some plans, and get out. One small change: Their dart attacks are practically begging for some kind of poison to be applied to them.</p><p></p><p>You could send one of these to attack the PC's while they sleep. A trick you don't want to use more than once. And if you are sending one to fight each PC who is sleeping in a different room, fudge the rolls so they all wake up to at least have a chance to fight back, even if they are in their pajamas. Having your throat slit in your sleep is not fun.</p><p></p><p>Additionally, they make for an excellent foil to a Barghest in those campaigns where the PC's are interacting heavily with a Hobgoblin warband. Having two different factions of secretive shapechanging schemers lurking around the camp gives a heavy layer of intrigue to what would otherwise be a straightforward "life of soldiers in a war" plot.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6991572, member: 53176"] The Iron Shadow and the Devastator are perfect contrasting examples of spellcaster complexity. The Devastator has a bunch of simple spells, mostly meant to attack, and is intended to function as part of a large group of combatants. It's "spell sculpting" abilities may seem complex at first, but basically boils down to "My spells don't hit my allies, unless I want them too" in order to promote the general hogoblin power of extra damage to those opponents who are fighting their allies. The Iron Shadow as a bunch of complex spells, mostly meant for infiltrating (the exploration and social pillars of play), has a relatively complex movement option, and lacks the hobgoblin bonus damage racial ability. In short, the Iron Shadow is the odd duck out of the hobgoblin tribe. They are intended to go in alone, assassinate a target or steal some plans, and get out. One small change: Their dart attacks are practically begging for some kind of poison to be applied to them. You could send one of these to attack the PC's while they sleep. A trick you don't want to use more than once. And if you are sending one to fight each PC who is sleeping in a different room, fudge the rolls so they all wake up to at least have a chance to fight back, even if they are in their pajamas. Having your throat slit in your sleep is not fun. Additionally, they make for an excellent foil to a Barghest in those campaigns where the PC's are interacting heavily with a Hobgoblin warband. Having two different factions of secretive shapechanging schemers lurking around the camp gives a heavy layer of intrigue to what would otherwise be a straightforward "life of soldiers in a war" plot. [/QUOTE]
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