Venture-Captain Shevala

January_Skye's page

2 posts. Alias of January Skyes.


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Mark Hoover 330 wrote:

Adept.

A Kobold Adept 5 is a CR 2 threat. I love being able to load up tons of levels of this NPC class on a kobold and having it still come out to a manageable foe.

A kobold Adept 5/Warrior 2 mounted on its Mauler familiar...is a cool CR 4 end boss for a group of level 1-3 PCs!

Adding NPCs: Creatures whose Hit Dice are solely a factor of their class levels and not a feature of their race, such as all of the PC races detailed in Races, are factored into combats a little differently than normal monsters or monsters with class levels. A creature that possesses class levels, but does not have any racial Hit Dice, is factored in as a creature with a CR equal to its class levels –1. A creature that only possesses non-player class levels (such as a warrior or adept) is factored in as a creature with a CR equal to its class levels –2. If this reduction would reduce a creature's CR to below 1, its CR drops one step on the following progression for each step below 1 this reduction would make: 1/2, 1/3, 1/4, 1/6, 1/8.

Adept 5 = CR 3; Adept5/Warrior 2 = CR 5.

Cleric is my favorite. CR = Level-1 (worth it for: heroic ability score array, higher equipment budget, max hitpoints for first level AND 2 domains, armor, d8 hit dice, channel energy)


Mark Hoover wrote:
"Let the PCs feel mighty?" I'm sorry JS, but I feel I did just that.

I didn't mean to imply that the party should always feel mighty, just that feats like cleave should be allowed there place in the sun sometimes and that Kobolds are a fine option for that. In general I let a party feel successful when a new player are two are introduced, to help the party gel, when they need to recover from a few especially painful drubbings, and when I am building their confidence to set them up for some future painful drubbings.

Mark Hoover wrote:
It was tactics more than gear and traps that saved these kobolds in my game. My PCs tried to engage them at range when most of the PCs are built for melee and short-range spells.

Well if the PCs that were built for melee and short-range spells didn't move to a range that played up their strengths that was either very poor tactics or a poor understanding of their own characters. If the later is the case they may need some explanation of their roles [melee striker, melee tank, and so on].