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<blockquote data-quote="OldCrowe" data-source="post: 1437559" data-attributes="member: 17578"><p>How I arrived at my numbers. Firstly, I thought we were discounting LA, and just going with CR. A Hobgoblin really doesn't have enough benefits to warrant a +1CR.</p><p></p><p>A Hobgoblin doesn't recieve racial hit die, it's Level Adjustment is due to the fact that it has alot of positives and no negatives. Nowhere in the description is it stated that it recieves a racial hit die, while conversely, lizardfolk and gnolls clearly state they recieve a racial hit die.</p><p></p><p>Abilities: (+2 Dex, +2 Con): +.4 CR</p><p>Dark Vision: +.2 CR</p><p>Skill Bonus (+4 Move Silent): +.008</p><p></p><p>Total Racial CR Adjustment +.68</p><p>I'd like to note that a dwarf gets +.51 in racial abilities, but this is discounted in CR calculation.</p><p></p><p>So, a Hobgoblin [PC Class1] Raw CR unequipped is 1.48; 1.68 equipped.</p><p>Golden Ruling this:</p><p></p><p>Hobgoblin Fighter Factor Total= 1.68</p><p>1 Humanoid Hit Die Factor= .55</p><p>Halve any excess CR beyond 1.1 (x2 HD)</p><p>1.68-1.1=0.58</p><p>0.58/2=.29</p><p>1.1+.29=1.39</p><p>1.39^2= 1.96 pts for an Equipped PC Class level 1 Hobgoblin</p><p></p><p>A human Fighter 1 is CR1</p><p>The Fiendish Template adds .6</p><p></p><p>Factors:</p><p>Fire Resist/5: +0.1 CR</p><p>Cold Resist/5: +0.1 CR</p><p>Darkvision: +0.2 CR</p><p>Smite (oh for that big +1 damage): +0.1 CR</p><p>Spell Resistance (SR11): +0.1 CR</p><p></p><p>Personally, I don't think the Spell Resistance or Smite should count in the CR, as they are pretty ineffectual, but strictly by the book, it is +0.6CR</p><p></p><p>Golden Ruling this:</p><p></p><p>Fiendish Human Fighter Factor Total= 1.6</p><p>1 Humanoid Hit Die Factor= .55</p><p>Halve any excess CR beyond 1.1 (x2 HD)</p><p>1.6-1.1=0.5</p><p>0.5/2=.25</p><p>1.1+.25=1.35</p><p>1.35^2= 1.8225 pts for an equipped fiendish human fighter.</p><p></p><p>This is how I arrived at my numbers. If my math is off, or I am not applying things as intended, please help me to understand my error, a 1.4 CR makes alot more sense to me than a 2CR for either of these, as they are far more comparable to a CR1 than a CR2, what would you rather have, a 2nd level dwarf fighter, or a 1st level hobgoblin fighter?</p><p></p><p>The Goblin Rangers are equipped. Their racial adjustments are in-line with normal PC races (less than most actually), so I didn't give them a CR, a Goblin calculates CR just like a halfling or whatever.</p><p></p><p>Goblin Racial Modifiers:</p><p></p><p>Ability Modifier: -0.2 CR</p><p>Darkvision: +0.2 CR</p><p>Racial Skill Bonuses: (+4 Move Silent, +4 Ride): +0.16</p><p></p><p>Total Goblin Racial Mod's: +.16 CR</p><p></p><p>Human Racial Mod's: +.3</p><p>Elf: +.36</p><p>Dwarf: +.51</p><p></p><p>This is the way I did things, and it makes sense to me, if I am in error, please let me know, and I will do my best to accomadate, the Humanoids are mostly for flavor, I could do as well with half-orcs, dwarves, etc.</p><p></p><p>Thank you,</p><p></p><p>C. Rowe</p></blockquote><p></p>
[QUOTE="OldCrowe, post: 1437559, member: 17578"] How I arrived at my numbers. Firstly, I thought we were discounting LA, and just going with CR. A Hobgoblin really doesn't have enough benefits to warrant a +1CR. A Hobgoblin doesn't recieve racial hit die, it's Level Adjustment is due to the fact that it has alot of positives and no negatives. Nowhere in the description is it stated that it recieves a racial hit die, while conversely, lizardfolk and gnolls clearly state they recieve a racial hit die. Abilities: (+2 Dex, +2 Con): +.4 CR Dark Vision: +.2 CR Skill Bonus (+4 Move Silent): +.008 Total Racial CR Adjustment +.68 I'd like to note that a dwarf gets +.51 in racial abilities, but this is discounted in CR calculation. So, a Hobgoblin [PC Class1] Raw CR unequipped is 1.48; 1.68 equipped. Golden Ruling this: Hobgoblin Fighter Factor Total= 1.68 1 Humanoid Hit Die Factor= .55 Halve any excess CR beyond 1.1 (x2 HD) 1.68-1.1=0.58 0.58/2=.29 1.1+.29=1.39 1.39^2= 1.96 pts for an Equipped PC Class level 1 Hobgoblin A human Fighter 1 is CR1 The Fiendish Template adds .6 Factors: Fire Resist/5: +0.1 CR Cold Resist/5: +0.1 CR Darkvision: +0.2 CR Smite (oh for that big +1 damage): +0.1 CR Spell Resistance (SR11): +0.1 CR Personally, I don't think the Spell Resistance or Smite should count in the CR, as they are pretty ineffectual, but strictly by the book, it is +0.6CR Golden Ruling this: Fiendish Human Fighter Factor Total= 1.6 1 Humanoid Hit Die Factor= .55 Halve any excess CR beyond 1.1 (x2 HD) 1.6-1.1=0.5 0.5/2=.25 1.1+.25=1.35 1.35^2= 1.8225 pts for an equipped fiendish human fighter. This is how I arrived at my numbers. If my math is off, or I am not applying things as intended, please help me to understand my error, a 1.4 CR makes alot more sense to me than a 2CR for either of these, as they are far more comparable to a CR1 than a CR2, what would you rather have, a 2nd level dwarf fighter, or a 1st level hobgoblin fighter? The Goblin Rangers are equipped. Their racial adjustments are in-line with normal PC races (less than most actually), so I didn't give them a CR, a Goblin calculates CR just like a halfling or whatever. Goblin Racial Modifiers: Ability Modifier: -0.2 CR Darkvision: +0.2 CR Racial Skill Bonuses: (+4 Move Silent, +4 Ride): +0.16 Total Goblin Racial Mod's: +.16 CR Human Racial Mod's: +.3 Elf: +.36 Dwarf: +.51 This is the way I did things, and it makes sense to me, if I am in error, please let me know, and I will do my best to accomadate, the Humanoids are mostly for flavor, I could do as well with half-orcs, dwarves, etc. Thank you, C. Rowe [/QUOTE]
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