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General Tabletop Discussion
*Pathfinder & Starfinder
1HD humanoid skeletons - always CR1/3?
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<blockquote data-quote="Kalendraf" data-source="post: 2121332" data-attributes="member: 3433"><p>The default humanoid skeleton in the MM uses the human warrior as a base creature. I was exploring what interesting variations on skeletons I could create. One fairly obvious creature to try is an orc.</p><p></p><p>HD: 1d12 (6 hp)</p><p>Initiative: +5</p><p>Speed: 30'</p><p>Armor Class: 15 (dex +1, natural +2, shield +2) touch 11, flat-footed 14</p><p>BAB/Grapple: +0/<strong>+3</strong></p><p>Attack: Scimitar <strong>+3</strong> melee (1d6<strong>+3</strong>/18-20) or claw <strong>+3</strong> melee (1d4<strong>+3</strong>)</p><p>Full Attack: Scimitar <strong>+3</strong> melee (1d6<strong>+3</strong>/18-20) or 2 claws <strong>+3</strong> melee (1d4<strong>+3</strong>)</p><p>Space/Reach: 5'/5'</p><p>Special Qualities: DR 5/bludgeoning, darkvision 60', immunity to cold, undead traits</p><p>Special Attacks: -</p><p>Saves: Fort +0 Ref +1 Will +2</p><p>Abilities: <strong>STR 17</strong>, DEX 13, CON -, INT -, WIS 10, CHA1</p><p>Skills: -</p><p>Feats: Improved Initiative</p><p><strong>CR 1/3</strong></p><p></p><p>After applying the template and comparing the human vs. orc skeletons, the only major difference is the strength - the orc skeleton will have a much higher strength (17 vs. 13). Note: The base equipment is different as well, but for sake of comparison, I've equipped the orc skeleton here with the same gear as the human skeleton. This is appears to be one of those cases where the base creature's drawbacks are mostly negated by the template.</p><p></p><p>The template bases CR solely on the creatures HD, but in this example, it would appear that not all CR 1/3's are created equal. Do you think the orc skeleton might justify a slightly higher CR rating?</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 2121332, member: 3433"] The default humanoid skeleton in the MM uses the human warrior as a base creature. I was exploring what interesting variations on skeletons I could create. One fairly obvious creature to try is an orc. HD: 1d12 (6 hp) Initiative: +5 Speed: 30' Armor Class: 15 (dex +1, natural +2, shield +2) touch 11, flat-footed 14 BAB/Grapple: +0/[B]+3[/B] Attack: Scimitar [B]+3[/B] melee (1d6[B]+3[/B]/18-20) or claw [B]+3[/B] melee (1d4[B]+3[/B]) Full Attack: Scimitar [B]+3[/B] melee (1d6[B]+3[/B]/18-20) or 2 claws [B]+3[/B] melee (1d4[B]+3[/B]) Space/Reach: 5'/5' Special Qualities: DR 5/bludgeoning, darkvision 60', immunity to cold, undead traits Special Attacks: - Saves: Fort +0 Ref +1 Will +2 Abilities: [B]STR 17[/B], DEX 13, CON -, INT -, WIS 10, CHA1 Skills: - Feats: Improved Initiative [B]CR 1/3[/B] After applying the template and comparing the human vs. orc skeletons, the only major difference is the strength - the orc skeleton will have a much higher strength (17 vs. 13). Note: The base equipment is different as well, but for sake of comparison, I've equipped the orc skeleton here with the same gear as the human skeleton. This is appears to be one of those cases where the base creature's drawbacks are mostly negated by the template. The template bases CR solely on the creatures HD, but in this example, it would appear that not all CR 1/3's are created equal. Do you think the orc skeleton might justify a slightly higher CR rating? [/QUOTE]
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*Pathfinder & Starfinder
1HD humanoid skeletons - always CR1/3?
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