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![Verez](http://cdn.paizo.com/image/avatar/A15-verrz_final.jpg)
I post a lot of things for my homebrew in well, the homebrew section, however, feedback there can be a bit spotty. I'd love advice on whether I'm hitting the target on some troop stat blocks that I'm writing up.
Please let me know if you think the following is accurate as far as the troop sub-type is concerned.
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![Verez](http://cdn.paizo.com/image/avatar/A15-verrz_final.jpg)
Your damage looks way too high. Bestiary 6 would indicate it should be more like 4d6+4.
Thanks for the input, and I really should have given more details on how I came up with that. Here's my reasoning behind the damage.
When I look at the Bestiary 6 blocks, I think 4d6+4 is way too low for this type of troop. Take into consideration, the CR11 drow cultist troop also has many other things going for it such as;
* Fast healing
* Channel negative energy
* Higher AC
* Poison
* Spells
The centaur troop doesn't have any of that.
I should have added in the first post that I tried basing this troop off of a base centaur/ fighter 3 which was CR6. The single fighter is very low AC, very high damage from a two handed weapon and power attack. They have a ranged option, but are really dangerous when they charge in formation.
When I compare this to the monster creation charts from the Bestiary, I'm within the average damage range, which actually makes me want to boost up the damage (except for the fact that I put the Trampling Charge damage so high).
Dang, as I'm writing this, I'm convincing myself that they aren't packing enough punch.
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![Verez](http://cdn.paizo.com/image/avatar/A15-verrz_final.jpg)
You have to remember that troop don't have to roll to hit. As such your high damage is quite overpowered. I feel the damage on troop is low because of that.
Thanks for the input and this is a valid point. Unfortunately, RL got in the way of me responding sooner. I have access to troop stats from RoW, so I'll compare those and see where this CR should most likely fall.