Orc Archer - overpowered?

This power is exactly the same as the Hunter Ranger's at-will rapid shot vs. trick shot: -2 to hit, lose special effect (push 1), hits an area. Actually, hunters have more options and attacks (as is befitting a PC vs. a monster.) So, are hunters over powered?
 

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This is why PCs should avoid starting combats in fireball formation as much as possible. Not that they actually won't start in fireball formation anyway, but I try to encourage them not to!

But bursts and blasts of any sort since MM3 damage levels are the most dangerous things that PCs usually end up facing. If you load an encounter full of these, you *will* kill someone if you roll better for initiative - especially if you've grouped up all those monsters together.
 

I used these guys in my first publicly-shared adventure (full description of the adventure is here). The party starts off assaulting an orc stronghold. There are archers in a tower near the front door, protected by arrow slits. They have a big advantage over the PCs.

However, the PCs have the ability to plan their approach. One group made a simple frontal assault - that didn't go especially well. One group went far away and climbed up onto the cliff to try to get to the archers from above while some went for the door - that went better. A third group waited for dark and tried to sneak up on the archers - that went okay, too.

Keep in mind, however, that the adventure was geared more for fifth-level PCs, who will have more hit points.
 

Hi all! :)

I'm looking at the DMG2 errata and it lists 4th level attacks which hit 2 or more targets as 1d8+5, which is 2 points on average less than your 1d10+6.
 





if I used 5 of these guys together and they won init vs a close-grouped level 4 party I think they'd slaughter 'em.
So don't use five of them together at the same time.

The same holds for many monsters who are fine when encountered in a mixed group with other monsters, but can be quite frustrating for a party when encountered with four others of the same kind. Insubstantial, regenerating, weakening wraiths come to mind.
 

I modified these guys and used them as tarek marauders in my Dark Sun campaign - they did an excellent job of convincing the PCs that everything in the setting is capable of killing them if they're not careful.
 

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