Ruan Mirukova

the David's page

Organized Play Member. 1,469 posts. 1 review. 1 list. 1 wishlist. 1 Organized Play character.


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Bardo997 wrote:
the David wrote:
the average Revolutionary Council doesn't last 5 years.
More or less five times longer than the average italian government

I thought the Netherlands was bad with 2.6 years on average.

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Which led to the longest sitting Revolutionary Council in the history of Galt. I don't think there's a proper timeline, but if I'm correct there hadn't been a succesful revolution since 4708. There have been more than a dozen revolutions in Galt, which means that the average Revolutionary Council doesn't last 5 years.

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CorvusMask wrote:
Besides Jade Regent and Ruby Phoenix Tournament? ^^;

I forgot about the Atamahuta in Ruby Phoenix Tournament. I don't have the Jade Regent modules, but I assume that would be a good place to look for Oni encounters.

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Tim Emrick wrote:
Dragon78 wrote:
The Oni, too bad they got little love in the hardcover bestiaries.
There are a half-dozen varieties of oni. How is that "little love"?

Compared with devils?

Edit: Okay, there's actually 15 oni. That's not that obscure. On the other hand, I can't come up with a module that had oni in it from the top of my head.

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VoodistMonk wrote:
And, Cutlass Spiders have an entire section in their description detailing the interaction of their Weapon Thief and Shared Enhancements abilities with sentient weapons... "if a cutlass spider steals an intelligent magic weapon with a gp value higher than any other magic weapon it currently possesses, the construct immediately collapses. It spends 1 round inert, after which it reforms free from the commands of its master, now fully controlled by the newly subsumed intelligent magic weapon."

Huh, it's missing that part on the Archives of Nethys. Is that from Bestiary 6 or from the Armageddon Echo?

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Cutlass Spiders aren't Golems, so you can't apply that template to a Cutlass Spider. They are also immune to mind-affecting effects, so it's debatable if a sentient weapon could take one over. That being said, there's probably nothing broken about it, and it does sound like an interesting encounter.

I just flipped through Bestiary 5 and I found the Shabti. Now I have to figure out what to do with a Shabti.

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Okay, okay. One more.

The Cutlass Spider, also from Bestiary 6. It's a construct made out of weapons. The reason I like it is because it can use the enhancements on one of the weapons it has for its own attacks. It can also steal weapons from its opponents.

Unfortunately, it only has incidental treasure which would not be enough for it to start of with a magic weapon. I suppose you could give one in a larger group a magic weapon to start with, though.

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One more: Nirvana Gigas. This one is so obscure that it hasn't been published yet, and it never will. The Gigas appeared fairly early in the history of Pathfinder because there was a need for high CR giants. They've since been replaced by other powerful giants.

The Nirvana Gigas stands out specifically because it is the dreaming giant whose dreams become reality.

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Oblivion from Bestiary 6. The illustration is terrible, but other than that, I'd like to use it as the end boss for a campaign in a homebrew setting. Problem is... My idea is probably too ambitious for me to develop into an entire campaign.

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I know I'm an evil necromancer, but...

Detect Thoughts. That's how my players waltzed into Vendikon keep. They just read the surface thoughts of the guard when he asked them for the password. They did this before the gates closed, before the siege started. they just waltzed in and demanded to speak to the baron because they had urgent news.

They skipped half the adventure in the first session. I was really looking forward to GMing this adventure. I don't think I've ever felt so frustrated and proud because of a group of players.

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This sounds cool. I'd have to dig up Conquest of Bloodsworn Vale to be sure, but I think you're on to something here.

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Oh, this one is simple. You don't. You can just end the campaign at the climax and start a new story. Not every campaign has to go from level 1 to level 20. A story has a beginning, a middle and an end, and at some point you can just end the campaign naturally.

There's plenty of reasons why:
- Pathfinder has that sweet spot roughly between levels 5 to 10 where the game is the most fun to play.
- You can play all those characters that you haven't played yet.
- You can play in a different setting each time.
- You don't have to pad the campaign with filler encounters.
- You can alternate between RPGs.
- You can alternate between GMs.
- It's easier to keep the focus of your players if your campaigns don't take years to finish.

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VoodistMonk wrote:

That's just it... I play bad guys with signs that read "bad guy"... some generic, yet hideous, display of pure Evil... something that can be described in one or two lines, without ripping my own bloody emotions out of my chest just to try impress the impossible to please.

Is that a Bogeyman picking his teeth with baby bones? Yes. Is that Evil enough? Yes.

Or it very well should be. We should be able to move on with all the "heros" properly motivated into action.

I shouldn't HAVE to cry real tears trying to put myself in the mindset of a man who is tearing himself apart inside, committing possibly the most horrifying act in his life, all for some apocalyptic belief. You know how much work it already is to GM? You know how absolutely exhausting and mentally taxing it is to ride that emotional roller coaster? And this is supposed to be fun? WTF do people expect of me?

Nope. I'm with you. Popcorn RPG's it is. My bad guys wear signs that say "bad guy"...

We all have our preferences and there's nothing wrong with that. This is more of a spectrum thing, though. Just like sandbox - railroad. Most players will have a preference for a play style that's somewhere in the middle. You also don't have to do this to every villain. It's just that sometimes it's fun to really really hate a villain. That's not a bad thing.

So, one question remains for me: If we call one end of the spectrum Popcorn RPG, what do we call the other end?

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I don't know you or your friend, but I think you're doing cultists wrong.

Trigger warning: Manipulation.:
This is going to sound crazy, but cults are somewhat personal to me. This is not because I've been in a cult. I do know someone who grew up in what you could consider a cult, but that's not what this is about. This is about my cousin who was being manipulated by her lover boy. To me, there's nothing more insidious than the way that assrag got my cousin to totally alienate everyone in her social circle, thereby taking away any form of safety net she had. She's depending solely on him, and that's the worst form of manipulation.

And that's also the way cults operate. They'll tell you that you can't socialize with outsiders. If you leave the cult you'll be shunned. The cult is the only safety net you'll have, and leaving means giving up everything you have.

The innocents aren't the ones being sacrificed. The innocents are the cultists who are being manipulated.

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I'm the creator of this monstrosity. Back then I based it on the rules for Perception and Stealth, which means it actually had a huge bonus on Stealth when not moving, considering its size and dexterity. It also means that it could use Stealth when in plain sight, and it would always be able to take 10.

Given that a Gelatinous Cube has a -4 penalty on Stealth for being large, and a -5 penalty for Dexterity... That would mean that it has a +14 bonus to Stealth when not moving.

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Sysryke wrote:
So when is a morningstar the best choice? What about the old trust dagger, or a trident? The star knife? Maul? Longspear? etc.

The dagger is your backup weapon when your main weapon does bludgeoning damage, and the morningstar is your backup weapon when your main weapon does slashing damage. This way you'll cover all your bases with just 2 melee weapons. Ranged weapons are a different story, though.

The longspear is what your reach cleric uses if they don't have proficiency with any other reach weapon.

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Does it have to be Ravenlofty? Maybe you should look into the

Spoiler:
I think it works best if you start with a rather mundane adventure and then introduce the horrible horrible twist. I think it would work really well with a cutesy setting like Humblewood or My Little Pony.

I still want to run it as a sequel to my Gnome Liberation Front adventure, where gnomes have to rescue their petrified buddies from the gardens of the big folk.

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One encounter I'd want to run is a swarm bursting from a body. The players hit the body and immediately things get so much worse. You can easily do this at lower levels with a giant spider, a spider swarm and a zombie covered in webs.

Another example is the undead abomination. The BBEG immediately rises as an undead horror after he's been killed. Unless the players manage to cast Temporal Stasis, ofcourse.

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Scrapper wrote:
blahpers wrote:
They haven't gone anywhere. They just shapechanged into other creatures and are living low-profile lives until the idiot character races kill each other off with their advancing technology. You might have bumped into one at the supermarket the other day.
Given Most Metallic and Some Chromatic Dragons can shape shift, typically into Human/Elf/Humanoid/Demi-Human forms, you could have a village of them the party passed through. Now a dragon that gives birth in human/ect form may have a normal looking like race child that may grow up never knowing it's true heritage until it's made known. A Dragon Rider may have gained an unusually long life with it's bonded dragon, though may it's self be a dragon and not know it, a parent watching out for it's off-spring, concealing their relation.

Oh great, now I have to go and play a dragon that thinks that they are human. How am I going to get my GM to accept that?

Edit: Actually, that village would be a great thing to add to my gonzo campaign. I suppose I'll have to GM this myself.

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He lives in a pineapple under the sea...

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Which of the Falcon's Hollow modules are you talking about? All of them, or just one?

Just to be sure, let me try to make a list:
Hollow's Last Hope.
Crown of the Kobold King.
Carnival of Tears.
Return of the Kobold King.
Hungry are the Dead.

These 5 modules would make one campaign. They're written for 3rd edition D&D as the core rulebook wasn't published yet. As such, it's best to run them using the fast progression.

There's an Imp named Sithmuck in Crown of the Kobold King. You might want to introduce him a bit earlier. Also, it says he has taken the shape of a hawk with a broken wing. That's just silly for 2 reasons. The first is that Imps can't take the form of a hawk. (Except for the Imp Consulars.) The other reason is that the people in Darkmoon Vale have a thing for falcons. Not that Imps are able to transform into falcons, but I guess that you've got to bend the rules every now and then. Wolves are generally disliked.
Sithmuck's Change Shape ability is a bit complicated. If you read the Transmutation/Polymorph section of the Magic chapter and the Beast Shape I spell from the Core Rulebook and the Change Shape rules from the Bestiary you should be fine.
Other than that, just use the random encounters that you like. It would be a bit repetitive to use both the firefoot fennec encounter and the Sithmuck encounter, so you'd want to at least put some time between those encounters.
One of the problems with this campaign is that the party has to go to Droskar's Crucible 3 times. (In Hollow's Last Hope, Crown of the Kobold King and in Hungry are the Dead.) You can skip a major part of Hollow's Last Hope by adding the encounters in that module to Crown of the Kobold King. There's a Pathfinder Society Adventure with a similar plot that also happens around Falcon's Hollow so maybe that's a good substitute.

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It's unlikely that a monster this big or strong has "tastes bad", "being inedible" or "poisonous to humans" as a defense mechanism. There's no evolutionary need for it. The only poison a Neothelid has is a spell-like ability.

It also seems bad to punish the players for eating something they killed. This thing could feed a village. They're just trying not to waste any food. Or maybe they just played too much Monster Hunter. It's also common in mythology. Both the Mead of Poetry and Sigurd eating the heart of a dragon are examples of this.
Ofcourse they are eating a sentient being which is technically not-cannabalism. They might not be aware of this.

So let's just go with weird. Give them weird dreams for as long as the meat is in their digestive tracks. This is an excellent place to give them some psionicly induced plot hooks. This could be something like clairaudience/clairvoyance. You might want to boost it to a full scrying effect.
You could also randomly give them some of the other spell-like abilities. A random teleport could be funny.

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I'd think step one would be getting a really high AC.
You can effectively get DR50 against a number of attacks per day. All you need is a character with 10 mythic tiers, the Guardian mythic path and to take Absorb Blow as your Guardian's Call. You can use mythic power (at least) 23 times per day at this point.
This apparently stacks with damage reduction, so getting as much as possible certainly helps. I'm sure there are other options for the Guardian mythic path that would help.
You can adjust the number of mythic tiers for the purpose of your game, but we're talking about gods here. A level 20 tier 10 character would have a CR of 24, so that does seem to be a decent power level for a god.

Edit: Silly me. The right answer is ofcourse that the best defense is a good offense. Just kill them before they hit you. High initiative is a good idea too, because you're essentially playing rocket tag.

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At the very least I could say there's an opportunity for some good roleplay. Sarenrae is the goddess of redemption. Would you be able to atone for renouncing Sarenrae? If not, how would your character develop? In any case, this could lead to an interesting side quest and some character development. In the worst case your character coild become a villain fighting an unholy war against Sarenrae.

I'm also a little bit concerned that you're being forced to choose between 2 options. That might just be a sign of bad GMing, especially if the GM wants to get rid of your character by killing it or by making it not fun to play anymore. A third option would be necessary where in you could try to escape.

Edit: You shouldn't change alignment if you're forced to renounce your faith.

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MusicAddict wrote:
I want fewer outsiders and dragons that are brutes and capable fighters when they're supposed to more passive, trickster or caster creatures. It's okay for the beefy red dragon (and most dragons) and pit lord to have brute strength. The imperial dragons and contract devils probably shouldn't have the same brute strength scaled to their CR, and should have a stronger focus on magical powers or nasty tricks.

What about just getting rid of symmetric outsiders/dragons? I know, it's been in D&D since the very beginning. Quasits and Imps, Balors and Pit Fiends, Red Dragons and Gold Dragons. But it has to go.

It's just that there are way too many similarities between the legions of hell and the hordes of the abyss to not break verisimilitude. And the same goes for chromatic and metallic dragons. And elementals.
It gets worse, by making outsiders similar to each other (Compare an imp with a quasit.) You're basically just reprinting monsters while you could give demons and devils a unique feel.

So that's what I want, asymmetrical demons, devils, dragons and elementals.

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I actually like the 5th edition D&D version of paladins where they have codes or orders but they don't have to be lawful, or evil. (Assuming we don't get rid of alignment.)

Now in BECMI D&D, you couldn't become a paladin until level 9. In 3rd edition D&D you had the prestige paladin from Unearthed Arcana. I see no reason not to turn the paladin into a prestige class, but I don't see a good reason why it should be a prestige class. Except maybe for roleplaying being "called", but you could do that by multiclassing. (Assuming we don't get rid of multiclassing.)

As for a "calling", I don't see why non-lawful, non-good deities wouldn't call their own representatives of their cause, but I guess clerics and inquisitors can be called too. Still, it seems like a weird power vacuum. (Assuming we don't get rid of deities.)

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Variant multiclassing as an Order of the Star Cavalier. It also raises your DC as it actually raises your effective Cleric level for the purposes of channeling energy.

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Fruitarians are weird. They don't want plants to die for them just so they can eat so instead they eat fruit. The unsprouted baby plants...

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Ponymancer?
Sorcerer would be a good choice for your class, with the abyssal or primal bloodline to buff your summons a little bit.
Halfling is a good choice because of the bonus on charisma. There's an alternative racial trait that gives a bonus to ride and handle animal checks.
Spells, mount and communal mount ofcourse.
Feats, augment summoning, superior summoning. It's not that complicated.

And then the funny stuff starts. Do you need cover? Mount! Do you need cannon fodder? Communal mount! Do you need to deactivate a trap? Mount! Do you need something to barricade that tunnel? Communal mount!

The possibilities are endless!

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djdust wrote:

A compelling villain is one who thinks they are the hero.

A 'for the evulz' sort of villain is not compelling. A realistically rendered villain is absolutely certain of their righteousness.

Doing the wrong thing for the right reason would be a good choice. It doesn't have to be righteous in your one mindset though. It doesn't have to be a gray area, and it can go well over any line you could imagine. I suppose it could be about personal gain too, but you'd quickly revert to Cruella de Vil.

A Qlippoth would want to put an end to mortal sin and to the lives of all the mortals and demons. You could say that killing all mortals would be a noble goal in the mindset of the Qlippoth. Destroying the positive energy plane, and thus all life that comes from it, would be an epic goal for a Qlippoth.

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A diminutive fire elemental inside a lantern. Great way to annoy your players.

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Matthew Downie wrote:
the David wrote:

I'd set the DC for identifying a common race at 5, based on this line: "For common monsters, such as goblins, the DC of this check equals 5 + the monster's CR." As the lowest CR a creature can have is lower than 1, I'd set the DC at 5.

Vampires and such are a bit trickier. Usually, you'd go end up with at least a CR of 6, and vampires aren't that common so I'd set the DC at 16 for all vampires.

How about dragons? If you know that a baby red dragon breathes fire, you can probably guess that an ancient red dragon would do the same.

Sure, so you've got a DC of 16 for a red dragon. This will only tell you about the abilities of a wyrmling red dragon though. You can only find out about that acient red dragon's melt stone ability by rolling a 29 or higher.

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Darafern wrote:
I'm curious as to why do you restrict your choice to only these seven deities?

Probably because those seven deities are the core deities with Paladin codes.

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Aren't they supposed to be Lemures?

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Sorry, I just couldn't control myself.

W E Ray wrote:
Strahd making some pulp fiction artifact that lets vampires walk in daylight are you friggin kidding me?! All crap. Not remotely Ravenloft.

Isn't this in the original? Page 5 of I6?

Tracy and Laura Hickman wrote:
"Strahd is trying to assemble a magical item that casts a continuous sphere of darkness. Such an item would greatly extend the range of his travels."

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You can use it as the following spells as described under Greater Polymorph:
Beast Shape IV
Elemental Body III
Alter Self
Plant Shape III
Form of the Dragon I

In other words, no. Sadly, there is no Form of the Fiend spell that would apply here.

Edit: If you'd have a cat as a familiar you could permanently turn it into a tiger with pounce, rake and scent. If you'd have a small elemental or a mephit as a familiar you could permanently turn it into a large elemental of the same type.
Remember that you only get the bonuses described in the spell and under the polymorph section in the core rulebook. So beast shape IV for the tiger and Elemental Body for the Elemental.

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UnArcaneElection wrote:

Be careful so that you don't accidentally try to make a Fighter fall . . . .

Actually, that is very much possible. According to Gods and Magic:

"When he is angered, forges grow cold, shields crack, and even the simplest plan carries a feeling of dread. Earthquakes (wether localized or expansive) are the ultimate indication of his displeasure, but those who survive a deadly quake are considered blessed."
That's just for Torag, but pretty much all the greater gods in Gods and Magic do stuff like this. Ofcourse, that doesn't take away the fact that that GM tried to make the Fighter fall for adhering to Torag's paladin code.

As for the OP, I know the catholic church banned the use of bows and arrows. I don't see how that applies to a fantasy game in which you fight dragons. Not using explosives might make sense much more than not using poison makes sense.

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Dark Midian wrote:
Still though, he shouldn't expect strangers to pay his way to Cambridge, especially since he needs to make up a 37k difference.

Isn't this what gofundme is for? I mean, you could say the same for any Kickstarter.

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Have you considered an urban campaign such as Curse of the Crimson Throne? Not only would it be possible to provide for your family, it would also be a good motivation to make the city a better place to live in. The downside is that your family could be in danger from time to time.
Now you probably could retire after your first adventure, but that doesn't make a very good story.

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Liberation?

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Maybe a fallen Lillend with 7 levels of bard? It's not exactly an angel, but the bard levels stack with the lillend's abilities.

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Well yeah, but Paizo has their very own IP and they can use that AND go into detail. So why would they use someone like Demogorgon?

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It's a supernatural ability so it takes a standard action to activate. I'd rule she has full control over her supernatural abilities, unless the text states otherwise.

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I can only come up with a a few uncommon spells. The ones in the Advanced Race Guide that are limited by race and the ones that are limited by deity from Gods and Magic. I'm sure there are other examples out there.

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I love Vargouilles, they are one of my favorite monsters.

One moment you're busy adventuring, the next you're frantically looking for a Cleric who can cast Remove Disease. It's not that you die when you fail. In fact, you don't die at all. You become an Outsider with all the nasty consequences. The most foremost is that you can't be raised because you're not dead. And even if they do manage to kill the Vargouille you've become, they still wouldn't be able to raise you as you're now a dead outsider and outsiders can't be raised. They are nasty, especially when you consider that their CR is so low.

Now I'm not sure that the players are supposed to know about Heartripper in this module. If they don't their only option is to go back to town and find a Cleric. This is a problem though, because the players have a deadline in this module. (You gotta love mister Logue.)

I don't think using Heartripper on animals is an evil act, and as written it should be possible to use it in this manner. If you're the kind of GM that wants the players to run into ethic dilemmas every now and then you could make Heartripper evil and only usable on sentient creatures. To be honest, if you're running all the modules in this series it would be very appropiate and fit in perfectly.

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I really can't get this question out of my head, so I'm just gonna ask even though I probably shouldn't.

Is Starfinder Pathfinder 2.0?

It seems to me that Starfinder gives the game designers at Paizo the chance to add in all the changes to the d20 system that they wanted to add to Pathfinder but didn't to maintain backwards compatibility/player fanbase. (And to add in the things that they thought of after 2009 that they had trouble fitting into the game at that point.)

Is Paizo testing the waters in a similar way to WotC did before releasing 4e D&D?

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I think I need to clarify a bit. The CR for any class + race combo is level -1, with a CR of 1/2 for a first level character and a CR of 19 for a 20th level character. A level 1 mite ranger would have at least a CR of 1/2, and at most a CR of 1. If he'd have 20 levels of ranger, I'd put him at CR19 because one fey racial hit die wouldn't make that much difference at this point.

Remember that some of this is still a guessing game as not all classes and monsters are created equally.

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Scroll down to the adding class levels bit. I'd start at CR1/2 or CR1 for 1 class level, and then go up by 1 for each class level after that. Don't forget that it's racial hit dice don't add that much so the slight boost that it has is negligable at higher levels.
Substituting the racial hit die with class levels was a D&D 3.5 thing, I think.
There are also class templates in the Monster Codex, if you want a simple way to make slightly different monsters.

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You might want to look into Sandstorm. It's published for 3.5 but you might be able to steal some things left and right. There is some Egypt based stuff in there, but I think it is mostly general desert stuff from all over the world.

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