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47 minutes left... *biting his nails


As this is the most recent post I could find on haunts, I'll hijack it for another question that came up during the creation of my first haunt:

Why's the save DC 16? Shouldn't it be 10 + CR5 + 0 = 15 (as there's no special ability score needed to cast fear)?


Ok. So I'm basically cool to change whatever I like as long as it makes sense and the stats themselves are coherent in the end?


Hey guys.

Although I've played RPGs for like forever, I've only started with Pathfinder a few weeks back and the last few days I worked on converting CR2 Sahuagins and the CR4 Sea Hag to CR1/CR7 for a multi tiered quest I'm working on. The problem is: I'm pretty new to stat tinkering. So I'm not sure I didn't overlook something and I'd rather catch onto possible errors quick, as I don't wanna repeat them. I'd really appreciate it if someone would have a look at the blocks I came up with and leave some feedback. I'll just post the stats that changed and add my comments / thoughts behind them. Thanks in advance.

Sahuagin - CR 1

XP 400 (standard for CR 1)

LE Small monstrous humanoid (aquatic) (as I did a 50% change and the whole small/bigger theme between the hag and the sahuagin works good I decided to create a young "in training" version of the sahuagin for tiers 1-2)

Init +1; Senses blindsense 30 ft., darkvision 60 ft.; Perception +5 (not much change here except the -1 to Perception based on the reduced hit die pool)

DEFENSE

AC 18, touch 13, flat-footed 16 (+2 Dex, +5 natural) (incredibly high AC thanks to the fact that even normal Sahuagin are pretty agile. Natural armor doesn't change with the size reduction, Dex goes up and I get a size bonus of 1 to AC)

hp 9 (1d10+1+3) (very low, should be 2d10 at CR1, but the CR2 already just had 2 HD, so I decided to roll with it, reduced Con, but gave them Toughness instead of Great Fortitude, still rolls pretty ok with the "squishy but agile" concept)

Fort +1, Ref +4, Will +4 (Con -1 and removal of the Great Fortitude feat give them a significantly lower Fort)

OFFENSE

Melee trident +2 (1d6+1), bite -3 (1d4+1) or 2 claws +2 (1d3+1), bite +2 (1d4+1) (changed BAB, Str and size already take care of the lower offense, totalling at 8 avg dmg, slightly higher than usual, but that was true with the 11/13 the CR2 Sahuagin had, too. Removed the range attack. So I think I should be ok here. Oh and they get +1 Attack from the size change)

STATISTICS

Str 10, Dex 14, Con 12, Int 14, Wis 13, Cha 9 (standard stat changes thanks to the size change)

Base Atk +1; CMB +0; CMD 12 (The 1 CMB gets eaten by the size)

Feats Toughness (I really like Toughness here - it gives them at least a little more Survivability)

Skills Perception +5, Ride +5, Stealth +9, Survivial +5, Swim +12 (Reduced by 1 thanks to the missing hit die, size bonus to stealth, lower stealth affects Swim)

Sea Hag - CR 7

XP 3200

CE large monstrous humanoid (aquatic) (more than 50% CR - size change, also it still follows the size variation concept between the Sahuagin and the hag)

Init +6; Senses darkvision 60 ft.; Perception +14 (Pretty standard, gave her Improved Initiative as one of her bonus feats, raised Perception by 3)

DEFENSE

AC 16, touch 14, flat-footed 11 (+2 Dex, +5 natural) (after the size changes I came up with this and I think it might be too low, especially looking at the pretty standard hp. Any ideas how to improve it without fudging?)

hp 87 (7d10+42+7) (7CR, +6 Con Bonus, Toughness - I really like the feat)

Fort +8, Ref +6, Will +5 (I might be really off here, but the saves of the orginal Sea Hag already seemed off, so I just rolled with it and applied the new stat mods)

SR 15 (I don't think I'd change anything about that, would I?)

OFFENSE

Melee 2 claws +14 (1d8+6), bite +14 (1d6+6) (the claws on the Med. hag were already one category above the usual die roll, so I went with it. And this hag bites, cause why not. Damage averages at 30.5, -1 attack thanks to her new size.)

STATISTICS

Str 27, Dex 14, Con 22, Int 12, Wis 13, Cha 15 (standard stat changes courtesy of a now large hag)

Base Atk +7; CMB +16; CMD 28 (the simple result of the stat and HD changes)

Feats Skill Focus (Bluff, Perception), Improved Initiative, Toughness (I liked her as a brawler, so I went with matching - admittedly boring - feats)

Skills Bluff +12, Knowledge (any one) +8, Percepton +14, Stealth +9, Swim +26 (Man - the girl's a swimmer! Almost makes me wish the PCs would meet her underwater. Other changes are based on the 3 added hit die (base of 4+1 as monstrous humanoid) and increased size)

SPECIAL ABILITIES

Evil Eye (Su) and Horrific Appearance (Su) DCs changed to 16

Summary / Final thoughts and questions

The stats deviate quite a bit from the Table: Monster Statistics by CR, but might still be all right, as they're based on the original CR monsters. What I get is a group of young, agile but squishy melee Sahuagin and a very large, easy to hit sea hag clawing and snapping at the PCs.

Sidequestion: Putting 2 of my new Sahuagins into one encounter would mean it's a CR3 encounter (as to this, although the "Table: Experience Point Awards" kinda forbids me from using monsters with more than 265XP per monster in such a group? I'm still a little fuzzy on all those tables and rules. :)

Thanks again, guys.


Awesome. Thanks, guys. Looks like the world's gonna be a much tougher place for my group now. :)


Sorry to resurrect the thread, but I'm still unclear on the attack bonus thing. If I got it right, when attacking with more than one natural weapon, the monster doesn't get a penalty on its attack roll. Like let's say the Sea Hag, having "Melee 2 claws +8 (1d6+4)" would attack with each claw on a full attack, adding +8 to each attack roll. Or would it make the first one with +8 and the second one with +3?