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<blockquote data-quote="flametitan" data-source="post: 6938333" data-attributes="member: 6822731"><p>The only downside of playing a hobgoblin wizard is that the stereotype of hobgoblins seems to me to be more of a Battlemaster fighter over a gish wizard. As much as I dislike racial abilities that discourage playing against type, a race that doesn't have much in the way of encouraging you to play type is kind of weird.</p><p></p><p>Otherwise I agree that they'd make decent gish wizards. Perhaps ignore the bladesinger subclass in favour of using the SCAGtrips for your melee fighting. Abjuration, if I've done the math right, takes you slightly ahead of the fighter if you don't roll for hit points (and generally I prefer avoiding rolling when possible for theorycrafting as you have more control over the end result. In play I will admit I like adding a little chaos). The big weakness of the Bladesinger is that you have a high AC but if you fail your saves you're going down quickly. An Abjuration Wizard that can reliably have a 16 con 16 INT and Stud Leather is doing ok but not amazing on the AC field, but with Arcane ward can take hits fairly well.</p><p></p><p>I don't believe Initiative counts as failing, as I'm pretty sure it doesn't count as an opposed check.</p><p></p><p>Checked my "local" game stores. Do not have the books yet, but they expect to be able to ship it to me in a couple weeks. I am sad. At least I got some city themed map tiles for my effort.</p></blockquote><p></p>
[QUOTE="flametitan, post: 6938333, member: 6822731"] The only downside of playing a hobgoblin wizard is that the stereotype of hobgoblins seems to me to be more of a Battlemaster fighter over a gish wizard. As much as I dislike racial abilities that discourage playing against type, a race that doesn't have much in the way of encouraging you to play type is kind of weird. Otherwise I agree that they'd make decent gish wizards. Perhaps ignore the bladesinger subclass in favour of using the SCAGtrips for your melee fighting. Abjuration, if I've done the math right, takes you slightly ahead of the fighter if you don't roll for hit points (and generally I prefer avoiding rolling when possible for theorycrafting as you have more control over the end result. In play I will admit I like adding a little chaos). The big weakness of the Bladesinger is that you have a high AC but if you fail your saves you're going down quickly. An Abjuration Wizard that can reliably have a 16 con 16 INT and Stud Leather is doing ok but not amazing on the AC field, but with Arcane ward can take hits fairly well. I don't believe Initiative counts as failing, as I'm pretty sure it doesn't count as an opposed check. Checked my "local" game stores. Do not have the books yet, but they expect to be able to ship it to me in a couple weeks. I am sad. At least I got some city themed map tiles for my effort. [/QUOTE]
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