| Gauss |
Quatar: If a monster with hit dice has a key class and you give it a level in a non-key class the CR is different.
Example: A troll has a key class of combat (Bestiary p323). If you give a troll a level of fighter it's CR goes up by 1. However, if you give it a level of wizard (which is non-key for a troll) then it takes two levels of wizard to equal +1CR. If the troll were to gain wizard levels equal to hit dice then those wizard levels kick over to 1lvl = 1CR instead of 2lvl = 1CR
Troll with 2 levels of fighter = CR5 +2 = CR7
Troll with 2 levels of wizard = CR5 +2/2 = CR6
These rules are on Bestiary p297 under Determine CR.
- Gauss
| Midnight_Angel |
I am asking because i builded a erinyes Myrmidarch lvl 8, and i do not know if she is CR 12 or Cr 16
Build her. Look at how well her abilities synergize with one another. Compare her to the table that shows average monster abilities per CR. Compare her to other monsters from the CR range you are aiming at.
Then, rate her accordingly. Odds are, she might be neither 12 nor 16. CR is a guideline about how tough a monster is, not some target number to reach via templates and additions.
Deadmanwalking
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Yeah, it's best to just ignore the "Key Classes for Roles" table and assign what classes are key based on common sense.
Otherwise a Succubus Antipaladin 10 is a mere CR 12...and if you can't tell why that's not an accurate reflection of anything, you are not paying attention sufficiently.
For an Erinyes Myrmidarch specifically...I'd guess you're gona wind up a lot closer to CR 16 than 12, though as others say, it could well be somewhere in the middle there.
| AnnoyingOrange |
Magus should probably fit the combat role, effectively never matching up with a spell using monster because no monster to date has innate magus casting levels. At a cursory glance it will probably do better as a magus or inquisitor than a fighter so I am inclined to say CR 16, I think CR 14 fits though with a corresponding reduction in gear.
Similar options :
sorcerer 6, Arcane Archer 2 for CR 13
sorcerer 8, Arcane Archer 2 for CR 14
sorcerer 4, Arcane Archer 3 for CR 13
you can also play with Eldritch Knight since she qualifies with 6 sorcerer levels being proficient with all martial weapons.
| AnnoyingOrange |
Yeah, it's best to just ignore the "Key Classes for Roles" table and assign what classes are key based on common sense.
Otherwise a Succubus Antipaladin 10 is a mere CR 12...and if you can't tell why that's not an accurate reflection of anything, you are not paying attention sufficiently.
For an Erinyes Myrmidarch specifically...I'd guess you're gona wind up a lot closer to CR 16 than 12, though as others say, it could well be somewhere in the middle there.
Even with non-key levels the succubus anti-paladin would not be CR 12, since it is a CR 7 creature it only has 7 'non-key' levels, so anti-paladin 10 would be CR 13 or 14 depending on wether you round up or down, though rounding up would seem fitting. That CR is doable, though it will rip apart good-aligned foes assuming a +10 charisma modifier (and not optimizing it too hard).
Mike Kimmel
Developer
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Compare the monster's stats after adding class levels to Table: Monster Statistics by CR to help see where it fits best. CR is sometimes more of an art than a precise science.
| Nicos |
Well, lets see
LE Medium outsider (devil, evil, extraplanar, lawful)
Init +7; Senses darkvision 60 ft., see in darkness, true seeing; Perception +16
=========================================================================== ======
DEFENSE
AC 29, touch 17, flat-footed 22 (+6 Dex, +1 dodge, +6 natural +6 armor)
hp 126 (9d10+8d8+45)
Fort +17, Ref +17, Will +13
DR 5/good; Immune fire, poison; Resist acid 10, cold 10; SR 23
========================================================================
OFFENSE
Speed 30 ft., fly 50 ft. (good)
Melee +1 longsword +21/+16 (1d8+8/19–20)
Ranged +1 flaming composite longbow +24/+24/+19/+14 (1d8+12/×3 plus 1d6 fire) without deadly aim
or
+20/+20/+15/+10 (1d8+20/×3 plus 1d6 fire) with deadly aim
or rope +15 touch (entangle)
Spell-Like Abilities (CL 12th)
Constant—true seeing
At will—fear (single target, DC 18), greater teleport (self plus 50 lbs. of objects only), minor image (DC 16), unholy blight (DC 18)
1/day—summon (level 3, 2 bearded devils, 50%)
Spells:
1 lvl-Intensified Shoking grasp x4
2 lvl -Glitterdust, web x2, tactical acument, mirror image
3 lvl -Empowered intensified shoking grasp, haste, arcane sight
========================================================================
STATISTICS
Str 24, Dex 26, Con 22, Int 18, Wis 20, Cha 19
Base Atk +15; CMB +24; CMD 34
Feats Point-Blank Shot, Precise Shot, Rapid Shot, manyshot, Extra trait{magical lineage (soking grasp), armor expert}, empowered spell, intensified spell, WF
(longbow), Weapon specialization (longbow), deadly aim
Skills Acrobatics +19, Bluff +24, Diplomacy +23, Escape Artist +23, Fly +27, Intimidate +24, Knowledge (planes) +10, Knowledge (religion) +8, Perception +24,
Sense Motive +20, Stealth +24
Languages Celestial, Common, Draconic, Infernal; telepathy 100 ft.
========================================================================
SPECIAL ABILITIES
Entangle (Su)
Each erinyes carries a 50-foot-long rope that entangles opponents of any size as an animate rope spell (CL 16th, DC 20). An erinyes can hurl its rope 30 feet
with no range penalty. An erinyes's rope functions only for the erinyes who made it and no other. The save DC is Dexterity-
Ranged Spellstrike (Su)
At 4th level, a myrmidarch can use spellstrike to cast a single-target touch attack ranged spell and deliver it through a ranged weapon attack. Even if the
spell can normally affect multiple targets, only a single missile, ray, or effect accompanies the attack. At 11th level, a myrmidarch using a multiple-target
spell with this ability may deliver one ray or line of effect with each attack when using a full-attack action, up to the maximum allowed by the spell (in
the case of ray effects). Any effects not used in the round the spell is cast are lost.
Weapon Training 1 (Ex)
Armor Training 1 (Ex)
Fighter Training (Ex)
At 7th level, a myrmidarch counts his magus level –3 as his fighter level for the purpose of qualifying for feats (if he has levels in fighter, these levels
stack).
Magus arcana.
Arcane accuaracy
Items:
Gloves of dueling, +1 flamming composite longbow, Mithral breastplate
According to the table
The Ac is for A CR 14
The Hps are for CR 10
The attacks is CR 15
The Dc of the SLA and spells is about CR 11 or 12
The saves are for a CR 14
So the erinyes would be like CR 13 or maybe 14?
| RunebladeX |
"Determining the final CR for a creature with class levels requires careful consideration. While adding a class level to a monster that stacks with its existing abilities and role generally adds 1 to its CR for each level taken, adding classes that do not stack is more complicated."
Adding classes to a monster is an art not a science. If you can't come up with something comfortable then maybe you should avoid it? I generally try to keep monsters classes to the basics just to keep it simple. While it might add some flavor, unless the monster is going to be an ongoing villain there's really not much of a point than to make the monster overly complex for no apparent reason.
What you need to ask yourself is what point do you have to advance into magus than say fighter? If it's not a REALLY good one then just stick with fighter. If you think "well this monster is just gona be baddass, then i think you just answered your own question of it stacks with it's existing abilities". Plus the advanced classes i feel are more world specific and revolve around culture of the mortal world, not just throwing in class abilities. To allow them to all monsters kind of diminishes them and dissolves cohesion , unless your building a whole campaign around it. unless it's built into your campaign i would avoid advanced roles for monsters unless you have a complete story arc, and it's explained to the characters somehow. When you get a world full of gun toting demons, dragon ninjas, or giant cavaliers this flips the world upside down and players will have a hard time immersing themselves
There is no completely strict rules in monster advancing, it should be CAREFULLY considered by the GM and should only be done with experienced GM's. When in doubt you should always error in favor of the players. In this case it doesn't matter what the ACTUAL CR is, for the players sake it should be treated as a CR 16 encounter level because in the end your just not sure how it's going to play out. Are the players ready for 16 CR? If they wipe the floor with it then award XP for a 12 CR. but you shouldn't throw the players at a possible over epic encounter and kill them just because you wanted to "make a cool monster".
Deadmanwalking
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Even with non-key levels the succubus anti-paladin would not be CR 12, since it is a CR 7 creature it only has 7 'non-key' levels, so anti-paladin 10 would be CR 13 or 14 depending on wether you round up or down, though rounding up would seem fitting. That CR is doable, though it will rip apart good-aligned foes assuming a +10 charisma modifier (and not optimizing it too hard).
Okay, Succubus Anti-Paladin 6 at CR 10. Please don't try and claim that's balanced, especially not with the, what, more than +20 on each save? Or the 152 HP or so (with an AC of 26 assuming a non-magical breastplate)...and the +14 BAB. And so on. I can stat this up in the most obvious way possible, that makes use of none of the Succubus's existing abilities (aside from high Charisma), and uses no magical equipment and still make something that should be at least CR 13.
And that's not even a very good example of brokenness, since succubi don't start off as melee combatants.
| Midnight_Angel |
Well, lets see
** spoiler omitted **...
Your numbers are off.
BAB 15 and Str 24 (+7), with a +1 sword should be a melee attack pattern of +23/+18/+13Con 22 (+6) is 6HP / HD. Total HP should be 9d10+8d8+102 (plus another +8 if the favored class bonus goes to HP), for a total of 9*5.5 + 8*4.5 + 102 = 187 hp (or 195). Which along CR 13-14.
I stopped calculating after that.
Oh, one more thing: Your Myrmidarch is woefully under-equipped at the time.
And that's not even a very good example of brokenness, since succubi don't start off as melee combatants.
May I suggest a Marilith? *ducks for cover*