Moff Rimmer
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I could use some help here.
The CR of a normal Nightmare is CR 5 and level adjustment is +4 for a cohort.
If I remove Astral Projection and cap Etherealness to HD/day for HD/Rnds what do you guys think the resulting CR and LA should be?
Astral Projection to me is kind of a nothing ability -- especially for purposes of CR.
I'm not sure what you mean by "HD/day" and "HD/rnds". The description says "at will" and at "20th level caster".
In any case -- having the ability of etherealness at all as a cohort should keep the LA pretty much the same. It should really matter much if it was 1 time or 90 times.
At most, I wouldn't modify the CR or the LA more than one point for those adjustments/restrictions.
Alex Draconis
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Alex Draconis wrote:I could use some help here.
The CR of a normal Nightmare is CR 5 and level adjustment is +4 for a cohort.
If I remove Astral Projection and cap Etherealness to HD/day for HD/Rnds what do you guys think the resulting CR and LA should be?
Astral Projection to me is kind of a nothing ability -- especially for purposes of CR.
I'm not sure what you mean by "HD/day" and "HD/rnds". The description says "at will" and at "20th level caster".
In any case -- having the ability of etherealness at all as a cohort should keep the LA pretty much the same. It should really matter much if it was 1 time or 90 times.
At most, I wouldn't modify the CR or the LA more than one point for those adjustments/restrictions.
I mean changing etherealness so it could only be used 6 times a day for 6 rounds at 6 hit dice. See the problem everyone loves pointing out is that a cohort with etherealness can pretty much break an adventure in short order. They become exceptional at scouting. "Go see what's behind that door or wall." "Are there any secret doors in this room? Stick your head through the walls and find out." Etc. Because there's no limit on the use you can have a dungeon mapped completely fairly quickly. Also you can easily escape or ignore encounters.
Astral Projection is a 9th level spell and for good reason. You used to be able to adventure with almost zero risk using it. Now though it's been nerfed and I approve of the changes. So for all purposes you're right it probably has little practical effect on the CR other than the fact that you've got a CR5 creature running around with a 9th level spell.
Thanks for the input. : )