Talk:Rhino's Rush
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OhgodGilneedsthisYESTERDAY -Slitherrr
- Target: Self. -gm
- Level 1 spell? Stick it in an item, wipe hands on pants. -Slitherrr
Quality
So in everyday scenarios am I right that this isn't so great? For major smites/single-shot setups/etc it could be good, though? In everyday cases, wouldn't it be:
- Rd1:
- Cast Rhino's Rush
- Move into position for a charge next round
- Rd2:
- Hope the angle didn't change or nothing got in the way
- Charge, if you hit, get double-damage.
It doesn't seem wildly better than without the spell:
- Rd1:
- Charge now, hit for single damage
- Rd2:
- Get full attack up close
- Ayup, it's as you describe. -gm
Of course if you put a lot of oomph behind that one attack, it could be better overall? Any other strategy here I'm missing? Potions? -Mattie
Lances
I assume this is 3x damage charging with lances? -Mattie
- And then 4x with Spirited Charge. The alternative would be 4x and 6x respectively, which would be stupid beyond belief. -Slitherrr
- Well, maybe not that stupid. Here are numbers: Level 2 Human Fighter/Sorcerer, Feats: Mounted Combat (Level 1), Ride-by-Attack (Human bonus), Spirited Charge (Fighter Bonus), 18 ST for +4, gives 5-12 damage on a successful hit, meaning a 6x would be 30-72 damage on a single charge (after a round of casting) from a level 2 Fighter/Sorc, which compares against 3x(5-12) + 1x(5-12) = 20-48 from a non-cast charge-then-attack. If it's x4, the damage is completely even with or without casting, which means it's better to never cast the spell EXCEPT in the edge case where you've got a ton of targets who don't necessarily know what spell you just cast, meaning you'll get a single comparatively devastating attack. -Slitherrr