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Onkonk wrote:

For a level 13 creauture:

Moderate spell attack +22 (this is where PCs are at)

High spell attack +25 (where most primary spellcasting enemies are at)

This one has one more than high on spell attack (and one lower than high on DC) presumably because this is a striker type of enemy that trades defenses for offenses with its lower than moderate HP, lower than moderate AC (standard is high), no high saves, one moderate and the rest below moderate.

As a trade-off, it has no feats at all except for the spell punch ability.

Basically this creature is built with high offense and low defenses using spell attacks to deliver spells (funnily enough it has much better spell attack than weapon proficiency).

This is very helpful. Thanks. And it makes sense. It's nice to know I wasn't just adding wrong or something.


Another quick question - any idea how the Mage of Many Styles has such a high spell attack bonus (+26)? My calculation has it as +22. A wizard would only have expert spellcasting at 13th level (CL +4, or +17) plus Int modifier (+5) - that should leave it +22. Am I missing something here?


I love this thread - very helpful things to consider as I kick off this AP with my friends on Friday.

One big questions remains for me, which a few have touched on, but not sufficiently imo. How do the teams position on the battlefield before initiative? This seems a very important point. I was thinking of having the two guides for the two teams flip a coin. Whichever team wins the coin flip gets to position itself on the battlefield with some parameters (each team member must be within 30 feet of one other team member). The losing team then gets to position itself on the battlefield (same restriction as above, but also cannot be closer than 20 feet to opposing team). From there, initiative is rolled.

Thoughts? Other ideas?