
Itavarn |
I'm running the AP Reigns of Winter and we are at the start of the 4th module around level 10. I have a group of 5 players (Monk, Rogue, Alchemist, Druid and a Shifter) and I have a growing problem in handling the Druid and, specifically, his animal companion.
To put it simply the Druid has a snow leopard as animal companion, and uses the combination of two spells (atavism + animal growth) and boon companion feat, to have an overwhelmingly strong creature that can simply tank and finish easily any encounter previously balanced for the rest of the group.
As an example: after 3 rounds of buffs (atavism + animal growth + ironskin) this creature reach 38 strength, huge size, 32 AC, 30+ CMD, and so on. It's not impossible to handle, but i can't think of a way to keep it balanced for the majority of combat encounters without risking to kill other players or not having a challenge at all (until now I changed the AP encounters by adding 10-20% more weak npc or by adding advanced template to monsters)
On top of that: the druid uses animal shape to fly and avoid being targeted while casting buffs or AoE spells far away while his animal destroy everything. He alone can fight every encounter in this AP without problems (except for Bosses maybe)
I'm (a little bit) desperate: do you have any advice for doing something from my side without interfering in the player class choices?
The options I considered:
1) adding a big tanky creature just for this animal companion whenever i need to have a challenging fight (in order to keep it busy)
2) adding a spell caster with dispel or for the purposes of disrupting (I can't use this too much because I think it will be frustrating for the players)
3) adding a lot more of weak npc just to let other players kill something
Thank you in advance and sorry for my English :D (not my native language)

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Boon companion doesn't do usualy anything for a druid since it doesn't let the companion advance above your level.
Did they grab the AC from the animal domain option?
Boon Companion
Your bond with your animal companion or familiar is unusually close.Prerequisite: Animal companion class feature or familiar class feature.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level.
Animal Domain
You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.Granted Powers
Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.
Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

DeathlessOne |
2 people marked this as a favorite. |

Its base will save is +3 at level 10. It is +7 vs enchantments due to devotion, but it still wont be great.
Just hit its will save. If it has int 3, it is suspectible to a fair bit of things on top of what it normally is.It also gets knocked out cold after receiving 3 intellignce damage
You'll have to account for the additional modifications to its ability scores from the advanced creature template that the Atavism spell adds (+4 to every ability score).
As for the original question, are you requiring the Druid to 'handle' the animal during combat in order to issue instruction? The tricks that the creature 'knows' (whether from being taught or druid companion bonus tricks) are all based around the Handle Animal skill and should most likely be unavailable for use during the time in which Atavism is active. This is important because the druid can no longer 'free action' handle the animal and must resort to a 'push' (which is a move action) to get it to perform the basic tricks (except 'attack') it is used to doing while under the effects of the spell. The spell makes the critter MORE wild and primal, not less.
So, if you are fighting obviously unnatural enemies, the animal is not very likely to want to attack them and must be pushed. If you want to issue a command to 'flank' the enemy, you must push the animal.
Last of all, stop letting them get three rounds to buff themselves. More than one round is already pushing it.

TxSam88 |

Our group basically banned anything like an animal companions (as well as Eidolons) or anything that gave you a second "character" to play for this very reason. It was way to easy for them to dominate the game. Just the fact that it gave the player more actions per round in combat was enough for us to take a look at it, and it became broken with the Cleric raising an army of skeletons, or the druid summoning a bunch of Huge Earth elementals.
We still allow tamer companions such a traditional familiars, or certain builds like the mounted paladin, but in general we have a house rule of no major "companion" builds.

Phoebus Alexandros |

I'm running the AP Reigns of Winter and we are at the start of the 4th module around level 10. I have a group of 5 players (Monk, Rogue, Alchemist, Druid and a Shifter) and I have a growing problem in handling the Druid and, specifically, his animal companion.
To put it simply the Druid has a snow leopard as animal companion, and uses the combination of two spells (atavism + animal growth) and boon companion feat, to have an overwhelmingly strong creature that can simply tank and finish easily any encounter previously balanced for the rest of the group.
As an example: after 3 rounds of buffs ...
On top of that: the druid uses animal shape to fly and avoid being targeted while casting buffs or AoE spells far away while his animal destroy everything. ...
I think there's a two-part answer to this.
The first, and most obvious, involves scaling up the CR of your encounters. I'm curious to know whether your encounters thus far reflect traditional APL/CR, or if they're already scaled up to take the animal companion as a separate PC. With respect, the proposals you listed so far feel kind of ad-hoc; perhaps you need a more focused approach with regard to the CR of the encounter, the number of creatures normally listed, adjusting said number of creatures, etc.
The second, and perhaps more tricky, comes down to what you identified already. You know the animal companion's strengths, you know it takes three rounds for the animal companion to reach "critical mass," and you know the Druid relies on distance and flight to carry this out. Do your encounters take this into account already? Meaning, do they involve terrain to limit the impact the animal companion can have and creature types to keep the Druid busy instead of just buffing?

Hugo Rune |
1 person marked this as a favorite. |

I think Deathless One has it right. Between the number of rounds required to apply the buffs (4 including the Druid's wild shape) and the need to push the animal because of atavism for anything other than a straightforward attack, the impact will be lessened significantly.
I wouldn't do any of your considered options. I think customising encounters to specifically nullify a perceived problem is poor form and penalises the players who develop a good strategy.
However, you may want to consider encounter variety. The Druid can only pull that trick a few times per day and has sacrificed a lot of other options to have it available. Introducing more encounters per day will mean the Druid will have run out of spells before the day is done. Do this 2 or 3 times and the Druid will be more circumspect about using their resources. Have an encounter against a creature that can take control of the Snow Leopard. That will terrify the party. Introduce encounters against flying creatures, the snow leopard is useless and the Druid is exposed, especially if their prepared spells are focused on buffing the snow leopard. An encounter in an enclosed space will make the snow leopard's size a liability.
In short, by introducing variety you will make the party and the druid consider a broader range of tactics and stop relying on the huge snow leopard. This in turn will mean that more of the spell slots are filled with things other than snow leopard buffs, which means that the snow leopard strategy becomes an occasional rather than regular occurrence.

Alderic |
Any caster allowed to buff for 3 rounds before a fight can be very powerful, clerics are no different.
You deal with anyone that relies heavily on buffs with Dispel Magic. Enemy spellcasters are an option, but there are a lot of creatures that have it as a spell like ability, for some it's even an "At will" ability.
And losing the "Exclusive" trick from an animal is generally a bad idea.

Melkiador |

Since we haven’t heard back from the poster it’s hard to say where the advice should lie. Some questions remain unanswered.
Are the players being allowed many rounds before combat to buff?
Is the druid misusing boon companion to gain more than he should?
That said, druid is really powerful. It seems to be what the summoner was balanced against but only the summoner draws criticisms.

Mysterious Stranger |

While it’s AC may be 32 its touch AC is only 16. Target the leopard with rays and other touch attacks. Chances are most of the party has a better touch AC at this point then that so throwing more touch attacks will not be a problem for them. In some cases, it may actually be more beneficial.
Also, something that dangerous is going to draw the attacks of the enemy. This is going to mean less danger for the rest of the party. Throw in a few extra enemies and have the majority of the enemies target the leopard.

Mark Hoover 330 |
I just read Atavism on AoN. It says they gain the Advanced template, but then immediately lists the benefits of the "quick rules" from that template. Are we sure this spell is supposed to increase the AC's stats? I think it just gives the +2 on rolls and special ability DCs, +4 to AC and CMD, and +2 HP/HD.
As for "no PC should be able to buff for 3 rounds..." Atavism is a Close range spell that targets one animal. Animal Growth has Medium range. Ironskin is Personal so the Druid needs to be standing adjacent to the AC in order to share it right? But after that, the druid could be standing in Cover somewhere while whipping off the other 2 spells as their actions in combat.
The "Attack" trick is the only one the snow leopard can access after Atavism has been cast on it. Let me say that again: "Attack" is the ONLY trick. Atavism lasts 1 MINUTE/level, and "Attack" is all it can do. What happens when the AC no longer has anything to attack? It can't Heel, can't Come to the druid, etc. This means that either the Druid is immediately dismissing the spell (a 4th level spell they get precious few of per day) or they're somehow physically restraining this beast between combats or until the spell wears off.
Using Handle Animal to issue the "Attack" trick is a Free action for the Druid. The DC to "Handle an animal" is 10 and the Druid is L10, so if they've pumped 1 rank into the skill per level they're auto-succeeding unless they have a Cha penalty. You COULD force the player to make an extra roll every combat, but I don't know that it's necessary.
The DC suffers a +2 penalty to 12 if the AC has been wounded. Maybe there's a CHANCE that the Druid could fail THEN, but again I'd doubt it. That being said, maybe review the Druid PC's actual bonus with this skill and apply any and all penalties if you want to reduce their ability to use the AC in combat.
Something else to look at though: Leopards are considered "Cat, Small" for the purposes of being Animal Companions. Barring any choices the player has made for it, a standard Small Cat AC at L10 should have: Medium size, Str 19, Dex 22, and 9 HD. Their AC, unarmored and without any Buff spells or Feats should be 23.
From what I'm seeing, if the leopard had NO gear or Str enhancing choices in its build besides being a L10 Animal Companion, this creature's Str after a combo of Animal Growth, Atavism and Ironskin would only be a 27. I'm struggling to understand where the AC gets Huge size, another +11 to Str and so on.
All of this being said... add more monsters/foes. If the AC is ACTUALLY built right and those numbers are accurate, count the leopard as an extra PC for calculating the XP budget when modifying encounters. That extra monster COULD be a massive brute like a CR 10 Frostfallen Mammoth, or it COULD be a lone Winter Witch 11 with all kinds of Will save-or-suck spells. The choice is yours.

Itavarn |
Thank you all for your answers. I’m working a lot in these days so I don’t have much time to reply.
One big fault from my side is to trust what my players create in terms of characters and review their sheets little by little when I have time, from what I understand from your answers it seems that maybe the Druid player miscalculated the stats (either by using boon companion feat wrong, or by calculating the snow leopard base stats)
In terms of rounds to prepare for fights, sadly, my players are extremely careful and fear/suspect everything I describe and they are very good in many checks between them. Also many encounters in this AP are allowing them to take the initiative (70% of the time). I know I can change everything but my main problem is that I can’t spend more time than I already do just for redesigning every encounter (my fault, I know)
About atavism: I didn’t find any detail on the animal “trick” part: can you point me where can I find more please?
As for the CR calculated in my fights I usually augment the CR by 2 or 3 depending on the situations. Even in +3 CR encounters for my group level, they pretty much kill everything I throw at them in 2-3 rounds, without suffering any damage sometimes. That’s mostly thanks to the Druid and my lack of creativity in challenging him (hence this post for asking you advice)
Just to make it clear: I’m doing all of this because I think that it’s not right to go to a player and say “this is too strong, you can’t play it” or I don’t like to create “ad hoc” counter to everything strong my players come up with (does this sentence make any sense? )
Lastly, consider that this AP (Reigns of Winter) becomes a little crazy the more you progress it (**little spoiler alert** it has many exotic and uncommon places and creatures, especially starting the 4th module) and for me is not easy keeping balance and flavour at the same time (My fault again I know :D)

DeathlessOne |

... The animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.”
"Push" an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Action: Varies. Handling an animal is a move action, while "pushing" an animal is a full-round action. (A druid or ranger can handle an animal companion as a free action or push it as a move action.)
Special: ...
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving an animal companion.In addition, a druid’s or ranger’s animal companion knows one or more bonus tricks, which don’t count against the normal limit on tricks known and don’t require any training time or Handle Animal checks to teach.
This is the relevant information you need to know about how the 'tricks' an animal companion knows and how it would interact with the Atavism spell. Note, that any 'tricks' an animal companion knows (even the bonus ones that don't require a check to teach them) are still granted by the Handle Animal skill itself, as it is the skill that is used to 'order' them about in combat.
Many, many, many people (nearly all of them) gloss over the rules for using animal companions and it creates an impression that the character is more powerful than they really are. How people play the game (ie, whether or not they follow the rules) will drastically change ... everything. They have to invest skill points into the skill. They have to spend actions in highly stressful situations when every action counts. They have to spend wealth.

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About atavism: I didn’t find any detail on the animal “trick” part: can you point me where can I find more please?
If you are asking about the atavism-specific laguage, it is in the text of the spell.
The animal’s primal instincts take hold for the duration of this spell—if the animal knows tricks granted by the Handle Animal skill, it loses access to all of those tricks save for “attack.”
If you mean tricks in general, that's in the text of the Handle Animal skill. It is a very common mistake for groups to misunderstand how "smart" animal companions are. They aren't tactical thinkers. If they are told to "attack" they will take the most direct path to the target, paying no attention to possible traps, attacks of opportunity, etc. And once the target is fully dead, they will move on to the next target until Handled to do something else. Normally once an animal companion has been taught a particular trick it's close to automatic for the master to get them to perform it. (Just need a skill bonus of +7 or more.) But atavism changes it to a DC 25 to do anything other than attack.

TxSam88 |

As for the CR calculated in my fights I usually augment the CR by 2 or 3 depending on the situations. Even in +3 CR encounters for my group level, they pretty much kill everything I throw at them in 2-3 rounds, without suffering any damage sometimes.
IMO, CR is designed for 15 points buy, with 4 newbie players, no optimal builds, no optimal party composition, and no companions/animals, with only WBL. Most people who play this game are going to be way different than that, and IMO, you should have a +1 CR, for each thing you don't match on that list.
So 5 players, plus an animal companion, that's +1 or +2 CR, experienced players? Another +1 CR, did you roll stats or use a higher point buy? +1 CR for that too, Decent party build, but not really optimized, so no extra there
So that's a total of +3 or +4 CR to your encounters, to be a normal challenge, more if you want it to be difficult. Even more if you are breaking WBL. So, max out the bad guys hit points, advance them a time or teo if you want, and just flat out ad more mooks. Oh, and don't give extra XP for this, use Milestone leveling, that way you can keep them on pace with the adventure.

Claxon |

I think Deathless One has it right. Between the number of rounds required to apply the buffs (4 including the Druid's wild shape) and the need to push the animal because of atavism for anything other than a straightforward attack, the impact will be lessened significantly.
I wouldn't do any of your considered options. I think customising encounters to specifically nullify a perceived problem is poor form and penalises the players who develop a good strategy.
However, you may want to consider encounter variety. The Druid can only pull that trick a few times per day and has sacrificed a lot of other options to have it available. Introducing more encounters per day will mean the Druid will have run out of spells before the day is done. Do this 2 or 3 times and the Druid will be more circumspect about using their resources. Have an encounter against a creature that can take control of the Snow Leopard. That will terrify the party. Introduce encounters against flying creatures, the snow leopard is useless and the Druid is exposed, especially if their prepared spells are focused on buffing the snow leopard. An encounter in an enclosed space will make the snow leopard's size a liability.
In short, by introducing variety you will make the party and the druid consider a broader range of tactics and stop relying on the huge snow leopard. This in turn will mean that more of the spell slots are filled with things other than snow leopard buffs, which means that the snow leopard strategy becomes an occasional rather than regular occurrence.
I think Deathless One and Hugo Rune have the right of it.
1) Don't allow the player to control the pace of combat and allow them more than 1 round of buffing before combat, unless the put in special effort to locate the enemy and stage an ambush. Enemies don't just sit there waiting for the PCs to show up. They can hear, and patrol and call out for help if nearby.
2) Limit the amount of encounters that can happen close by. Why? Because this lets the buffs run out. Atavism is a relatively short duration spell. Put 20 minutes between combats and now the Druid needs to cast it again.
3) Atavism limits the commands the animal companion will carry out. Anything beyond basic move towards an enemy and attack is beyond them. And basic attack wont even get your animal companion to attack a lot of things.
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Atavism will prevent it.
4) If the druid does want their animal companion to do anything beyond move directly to an enemy and attack they will need to push them, which is a move action.5) Spell casters are scary, intelligent enemies should do their best to get rid of the spell caster that is casting buff spells on their animal companion and friends because they are making things more challenging for the bad guys.

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I just read Atavism on AoN. It says they gain the Advanced template, but then immediately lists the benefits of the "quick rules" from that template. Are we sure this spell is supposed to increase the AC's stats? I think it just gives the +2 on rolls and special ability DCs, +4 to AC and CMD, and +2 HP/HD.
Six of one, half a dozen of the other. The benefits given by the "quick rules" are the same results you would get if you went through the full rebuild process of increasing the stats.
+2 on special ability DCs because (whatever stat the ability is based on) the stat went up by 4.
+4 to AC and CMD because the creature got +2 natural armor and +4 Dex.
+2 HP/HD because Con went up by 4
There are some edge cases where using the full rebuild results in slightly different numbers than the quick rules, but most of the Advanced template cases involve creatures with class levels. The two most likely edge cases for an animal companion:
1. If the companion has an attack that gets 1-1/2 x strength damage bonus, then it would get +2 on the attack roll and +3 on the damage roll.
2. If the animal companion is wearing barding, it might exceed the max Dex limit of the armor and not get full benefit to AC from the increased Dex.
I usually use the rebuild rules if it's a permanent change or a change that I know I'll be using over and over again (like atavism). If it's a summon that gets a template, I just use the quick rules.

Valandil Ancalime |

In addition to all that has been said, I think Monk, Rogue, Alchemist, and Shifter are classes that could be easily overshadowed by a buffed AC. I would be interested to know more details about the other 4 pc's. How well built are they?
3) Atavism limits the commands the animal companion will carry out. Anything beyond basic move towards an enemy and attack is beyond them. And basic attack wont even get your animal companion to attack a lot of things.
Quote:
The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Atavism will prevent it.
Will it? If you have taught the AC the attack skill twice why would it lose 1 of them?

Mark Hoover 330 |
IMO, CR is designed for 15 points buy, with 4 newbie players, no optimal builds, no optimal party composition, and no companions/animals, with only WBL.
I'm going to agree with your opinion on everything except no companions/animals. The CRB clearly states that Druids can gain AC's, as well as Rangers or Clerics with the right Domain. AC's were expected as a possibility in gameplay as part of the CR system.
What WASN'T factored in were feat and archetype options for AC's, specialized magic items, and other ways to optimize those ACs as hard as you optimize your own PCs. I think the iconic druid is often featured with a snow leopard AC, but I don't know if it had the Bodyguard archetype along with shared Teamwork feats that guarantee that when she and it are in combat together they're always flanking, flanking at +4 to hit, and trading off 1 free AoO to each other which they have another +4 to hit with on top of flanking.
1) Don't allow the player to control the pace of combat and allow them more than 1 round of buffing before combat, unless the put in special effort to locate the enemy and stage an ambush. Enemies don't just sit there waiting for the PCs to show up. They can hear, and patrol and call out for help if nearby.
I know I'm inviting massive argument here, but I can't disagree with a small part of this more. The druid has a limited number of wildshapes/day. If that player is using them strategically to scout areas, properly making the right skill checks and thus assessing not only what threats lie ahead but also how far the PCs need to be from them to, say, cast buff spells that last minutes/level while still being able to use those spells without fear of being detected, then that player is playing their character well and intelligently. There we agree.
I don't think its right to advocate for such strategic gameplay to be dismissed or penalized simply because you as GM should "control the pace of combat" though. If you set up an ambush, your players took precautions with their characters' skills and abilities to counter that ambush, then too bad; the bad guys' ambush is ruined.
I think the OP's player is using the wrong stats for their leopard AC; I think there's some wiggle room on how Atavism removes access by the AC to all tricks but "Attack"; I think, if Conditions force penalties on skill checks, there's a case to be made for being more strict with a Druid 10 on their Handle Animal checks. My own opinion however is to encourage players' agency and reward their strategic decision making and not just foil their pre-buffing routines with patrols just so you don't have such a big cat in the fight.
In the 2 campaigns I'm running now I let my players roll stats. That got out of hand right quick and L1 PCs started out with arrays they'd need over 30 points or more to buy. Bottom line, between rolled stats and optimization, all 8 PCs were well beyond the standard CR = APL by like, APL 3-4.
One way I've learned to combat this is to have the players send me their character sheets electronically. When I have time, IF I have time, I feed their stats into DPR calculators and review the PCs' defenses. With that I see what they can ACTUALLY stand toe-to-toe with, on average.
For example in my megadungeon campaign, in one full-round of combat without spending any resources, the 3 melee types have between a 25 to 30 AC and mete out approximately 104 DPR to a single, Average CR 10 foe. Then if I add in the paladin's bonded mount as well as the 2 adventuring cohorts that travel with the party, that DPR goes up slightly more.
Considering that the standard CR 10 foe only has 130 HP and I haven't even looked at the blaster caster's damage potential in all of this, a fight against a single CR 10 foe is going to take between 0-10% of the party's resources. Looking at action economy and the experience level/strategy mastery of my players, probably closer to 0%. This means that a single CR 10 foe is actually an "easy" fight for them.
Comparing their DPR against higher CR foe averages, if I factor in all of the PCs and their support network, a CR 12 foe is their "average" fight that should take 2-3 rounds and eat up about 20% of the party's resources. If I pick just the right CR 12 foe though, this fight can be either a total slog or a cakewalk, so for me the sweet spot is 2 CR 10 foes or 3 CR 9.
A small group of foes forces the melee types to divide and not gain Flanking on every attack; the blaster caster doesn't have Selective Spell metamagic so he's got to be choosy where he drops his fire spells; the average CR 9 foe still has a "high attack" of +17 so if they live long enough to make a full attack round they can usually hit one of the melee types for some damage, possibly also giving that PC a Condition or a save to make in the process.
Last but not least, I look at WHERE the foes will start in relation to where the PCs are likely to enter the scene. An outdoor, winter scene like the Reign of Winter AP, I'll take a page out of VoodistMonk's playbook and drop in a stand of trees, snow-covered boulders, the crumbling stone shell of a cottage covered in hoar frost or what have you. These pockets of Cover and Concealment need to be there to break up the scene and force certain actions.
Oh, and one more thing: don't be afraid to use the players' stratgies against them:
LE Kobold Adept 6/Warrior 2
S 8, D 16, C 12, I 8, W 16, Cha 10
Alt race trait: Spellcaster Sneak replaces Crafty
HP 48
AC 19 (Armor +3, Dex +3, Natural Armor +1, Shield +1, Size +1)
Fort +6, Ref +5, Will +6
L1 Extra Traits: Reactionary, Seeker
L3 Toughness
L5 Boon Companion
L7 Unfettered Familiar
Spells (CL 6; Concentration +9)
L0: Ghost Sound, Guidance, Vigor
L1: Bless, Face of the Devourer, Obscuring Mist
L2: Bull's Strength, Cat's Grace, Invisibility
Familiar: Owl (Valet)
Gear: Wand of Cure Moderate Wounds (50), Scroll of Aid, Scroll of Mirror Image, Scroll of Resist Energy, Scroll of Cure Serious Wounds x2, Masterwork Studded Leather Armor, Masterwork Light Steel Sheild, shortsword, light x-bow, x10 bolts, other treasure
Skills: Perception +8, Stealth +16
Spellcaster Sneak: You gain a +2 racial bonus on Stealth checks, and once per day you can gain the benefit of the Silent Spell feat on a spell you cast.
The entire point of this CR 6 monster is to be somewhere in the field of combat, about 30' or less from a bigger combat monster, and buff that monster. In other words, if you put a white dragon in as the main antagonist of a fight, this kobold tries to remain within 30' of the dragon in order to cast their spells on it.
The kobold, ideally, begins play in Stealth. If the kobold takes 10 and has Cover or Concealment wherever they start the combat, they have a DC 26, modified by distance to be detected. Either before combat (if the monsters know the party is coming), in the Surprise round or on round 1 of the fight, this kobold casts Invisibility on itself. From here it uses every combat round to deliver Bull's Strength, Cure Serious Wounds, Aid and so on to its allies.
These non-attack buff spells won't break the kobold's invisibility, so it should be able to remain hidden the whole fight unless the PCs cast Invisibility Purge or something. The Spellcaster Sneak will also let the kobold cast Silent Spell 1/day so this will help it stay undetected. It stays at 30' from the ally its buffing/healing because the Owl familiar can move 30', deliver a non-damaging Touch spell, and then fly back 30' in the same round since it has the Valet archetype.
The kobold can also help make an escape route for an ally to flee. Using Obscuring Mist and Ghost Sound across 2 rounds might trick the players into thinking that their enemy has fled through the fog in one direction while the enemy goes the other.
This is a low CR foe, probably won't hurt the XP budget of a fight you're designing, but it can pack a significant amount of buff spells onto an allied combatant. If the PCs can take 3 rounds super-enhancing their Animal Companions, there's no reason you as the GM shouldn't do the same with invisible kobolds or whatever.

Hugo Rune |

@Mark Hoover
I think you misread Claxon's comment with your reply. He's used the phrase 'unless the[y] put in special effort to locate the enemy' and you then counter with an example of special effort of using wildshape to scout ahead and find the enemy.
I think you both agree that if the PCs don't put in special effort to detect an enemy ahead that the party wouldn't have time to cast 3 buffs and to wildshape at the start of a typical encounter.
I think you're right that the Leopard stats might be wrong.
Not sure about your wiggle room re: animal tricks and atavism, the spell is very clear the only trick the Druid can use is Attack, everything else is a Push, requiring a move action. The only debate is whether an AC with two Attack tricks can attack undead etc. I would be pro-player in my ruling and say that they can.

Mark Hoover 330 |
@Mark Hoover
I think you misread Claxon's comment with your reply. He's used the phrase 'unless the[y] put in special effort to locate the enemy' and you then counter with an example of special effort of using wildshape to scout ahead and find the enemy.
I think you both agree that if the PCs don't put in special effort to detect an enemy ahead that the party wouldn't have time to cast 3 buffs and to wildshape at the start of a typical encounter.
I think you're right that the Leopard stats might be wrong.
Not sure about your wiggle room re: animal tricks and atavism, the spell is very clear the only trick the Druid can use is Attack, everything else is a Push, requiring a move action. The only debate is whether an AC with two Attack tricks can attack undead etc. I would be pro-player in my ruling and say that they can.
Yeah, sorry about the way I worded that. I do agree with Claxon that if they put the effort into ruining the ambush, the ambush is ruined. Sorry about that Claxon!
I guess what I was reacting to was just that blanket piece of not letting the player dictate the pace of combat with pre-fight buffing. Even IF there's an ambush ahead that hears the PCs, there's no reason they should ONLY get 1 round to pre-buff.
If villains in the area hear the party approaching, but it makes sense tactically for them to maintain their ambush, then the PCs can take as many rounds before combat as they'd like to pre-buff. On the other hand, if it makes sense for the ambushers to break cover and charge out after the party casts Atavism in round 1, then so be it.

Elric200 |
To the OP have the Boss hit the AC with a greater dispel magic on round one now the AC is back to medium. I have found animal growth is not a real good spell to use in a dungeon fine for outside.
You can point out to the druid that strong Jaw is a much better spell to use in a dungeon and as far as Atavism goes tell him to invest in a couple of scrolls of Heart of the Mammoth far better buff spell though more costly.