Mites, oh my


Rules Questions


Ok,
I need some help figuring out some CR questions.
I am advancing a Mite using adept levels.
What CR does a mite with 6 levels of Adept end up at? From what I can see it seems to be CR 4 however could someone please explain the difference in CR between using the monster advancement from the Bestiary and the NPC creation from the CRB.
Is it just the different stat array?
What would the CR be of a mite with 5 levels of warrior? Or 5 levels of Adept?
My thanks.


In the section were determining CR in the core rule book NPC classes count as 1/2 for CR if I'm remembering correctly. I'll have to search the book or look on the SRD to confirm this.


Can anyone break down the CR's on these creatures for me? They seem slightly strong for there given CR, and I would love to understand the CR system better.

Mighty Mite:
CLERIC MITE CR 4
Male Mite Cleric 6
LE Small Fey
Init +5; Senses Darkvision (120 feet), Low-Light Vision, Scent; Perception +10
--------------------
DEFENSE
--------------------
AC 22, touch 16, flat-footed 17. . (+2 armor, +2 shield, +5 Dex, +1 size, +2 natural)
hp 57 (6d8+1d6+21)
Fort +8, Ref +9, Will +13
DR 2/cold iron; Resist fire 10
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 20 ft., Climbing (20 feet)
Melee Masterwork Mace, Light +11 (1d4/20/x2) and
. . Unarmed Strike +10 (1d2/20/x2)
Spell-Like Abilities Doom (1/day), Prestidigitation (at will)
Cleric Spells Known (CL 6, 5 melee touch, 10 ranged touch):
3 (3/day) Cure Serious Wounds (DC 19), Dispel Magic, Fireball (DC 19), Blindness/Deafness (DC 19)
2 (5/day) Silence (DC 18), Spiritual Weapon, Hold Person (DC 18), Dread Bolt (DC 18), Produce Flame, Protective Penumbra (DC 18)
1 (5/day) Protection from Good (DC 17), Bless, Burning Hands (DC 17), Infernal Healing, Burning Disarm (DC 17), Ray of Sickening (DC 17)
0 (at will) Bleed (DC 16), Detect Poison, Create Water, Detect Magic
--------------------
STATISTICS
--------------------
Str 10, Dex 20, Con 17, Int 12, Wis 22, Cha 14
Base Atk +4; CMB +3; CMD 18
Feats Channel Smite, Improved Channel, Selective Channeling, Weapon Finesse
Skills Climb +8, Diplomacy +6, Fly +7, Knowledge (Arcana) +11, Knowledge (Planes) +11, Knowledge (Religion) +11, Perception +10, Spellcraft +5, Stealth +17
Languages Infernal, Undercommon
SQ Aura (Ex), Cleric Channel Negative Energy 3d6 (5/day) (DC 17) (Su), Cleric Domain: Fire, Devil, Fire Bolt (1d6+3) (9/day) (Sp), Fire Variant Channeling, Hatred (Ex), Hell's Corruption (3 rounds) (9/day) (Su), Spontaneous Casting, Vermin Empathy +13 (Ex)
Combat Gear +1 Buckler, +1 Haramaki, Masterwork Mace, Light;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 3d6 (5/day) (DC 17) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Devil Associated Domain: Law
Doom (1/day) (Sp) Doom once per day.
Fire Bolt (1d6+3) (9/day) (Sp) 30' Ranged touch attack deals 1d6+3 Fire damage.
Fire Variant Channeling Enhanced healing/damage for fire/cold creatures
Hatred (Ex) +1 racial bonus to attacks against Dwarves and Gnomes.
Hell's Corruption (3 rounds) (9/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Prestidigitation (at will) Prestidigitation at will.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vermin Empathy +13 (Ex) Improve the attitude of vermin, as if using Diplomacy.

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Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Mighter Mite:
CLERIC/FIEND MITE #2 CR 6
Male Mite Cleric 6
LE Small Outsider ((Fey), Native)
Init +7; Senses Darkvision (120 feet), Low-Light Vision, Scent; Perception +12
--------------------
DEFENSE
--------------------
AC 25, touch 18, flat-footed 18. . (+2 armor, +2 shield, +7 Dex, +1 size, +3 natural)
hp 71 (6d8+1d6+35)
Fort +10, Ref +11, Will +15
DR 2/cold iron, 5/magic; Immune poison; Resist acid 10, cold 10, electricity 10, fire 10; SR 17
Weakness Light Sensitivity
--------------------
OFFENSE
--------------------
Spd 20 ft., Climbing (20 feet), Flight (40 feet, Good)
Melee Bite (Half-Fiend) +7 (1d4/20/x2) and
. . Claw x2 (Half-Fiend) +7 x2 (1d3/20/x2) and
. . Masterwork Mace, Light +13 (1d4+1/20/x2) and
. . Unarmed Strike +12 (1d2+1/20/x2)
Special Attacks Smite Good (1/day)
Spell-Like Abilities Darkness (3/day), Desecrate (1/day), Doom (1/day), Poison (3/day), Prestidigitation (at will), Unholy Blight (1/day)
Cleric Spells Known (CL 6, 6 melee touch, 12 ranged touch):
3 (4/day) Cure Serious Wounds (DC 21), Dispel Magic, Dispel Magic, Fireball (DC 21), Blindness/Deafness (DC 21)
2 (5/day) Silence (DC 20), Spiritual Weapon, Hold Person (DC 20), Dread Bolt (DC 20), Produce Flame, Protective Penumbra (DC 20)
1 (5/day) Protection from Good (DC 19), Bless, Burning Hands (DC 19), Infernal Healing, Burning Disarm (DC 19), Ray of Sickening (DC 19)
0 (at will) Bleed (DC 18), Detect Poison, Create Water, Detect Magic
--------------------
STATISTICS
--------------------
Str 12, Dex 24, Con 21, Int 14, Wis 26, Cha 16
Base Atk +4; CMB +4; CMD 21
Feats Channel Smite, Improved Channel, Selective Channeling, Weapon Finesse
Skills Climb +9, Diplomacy +7, Fly +13, Knowledge (Arcana) +12, Knowledge (Planes) +12, Knowledge (Religion) +12, Perception +12, Spellcraft +12, Stealth +20
Languages Abyssal, Infernal, Undercommon
SQ Aura (Ex), Cleric Channel Negative Energy 3d6 (6/day) (DC 18) (Su), Cleric Domain: Fire, Devil, Fire Bolt (1d6+3) (11/day) (Sp), Fire Variant Channeling, Hatred (Ex), Hell's Corruption (3 rounds) (11/day) (Su), Spontaneous Casting, Vermin Empathy +14 (Ex)
Combat Gear +1 Buckler, +1 Haramaki, Masterwork Mace, Light;
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Channel Smite Channel energy can be delivered through a Smite attack.
Cleric Channel Negative Energy 3d6 (6/day) (DC 18) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Cleric Domain: Fire Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Climbing (20 feet) You have a Climb speed.
Damage Reduction (2/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (5/magic) You have Damage Reduction against all except Magic attacks.
Damage Resistance, Acid (10) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Darkness (3/day) (Sp) Granted by Half-Fiend heritage.

20-ft. radius of supernatural shadow.
Darkvision (120 feet) You can see in the dark (black and white vision only).
Desecrate (1/day) (Sp) Granted by Half-Fiend heritage.

Fills area with negative energy, making undead stronger.
Devil Associated Domain: Law
Doom (1/day) (Sp) Doom once per day.
Fire Bolt (1d6+3) (11/day) (Sp) 30' Ranged touch attack deals 1d6+3 Fire damage.
Fire Variant Channeling Enhanced healing/damage for fire/cold creatures
Flight (40 feet, Good) You can fly!
Hatred (Ex) +1 racial bonus to attacks against Dwarves and Gnomes.
Hell's Corruption (3 rounds) (11/day) (Su) Touch attack inflicts -2 save vs. your spells and take the worse of 2 rolls for skill checks.
Immunity to Poison You are immune to poison.
Light Sensitivity (Ex) Dazzled as long as they remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (3/day) (Sp) Granted by Half-Fiend heritage.

Touch deals 1d10 Con damage, repeats in 1 min.
Prestidigitation (at will) Prestidigitation at will.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Selective Channeling Exclude targets from the area of your Channel Energy.
Smite Good (1/day) (Su) +3 to hit, +7 to damage, +3 deflection bonus to AC when used.
Spell Resistance (17) You have Spell Resistance.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Unholy Blight (1/day) (Sp) Granted by Half-Fiend heritage.

Harms and sickens good creatures (1d8 damage/2 levels).
Vermin Empathy +14 (Ex) Improve the attitude of vermin, as if using Diplomacy.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

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