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<blockquote data-quote="Xeviat" data-source="post: 6889367" data-attributes="member: 57494"><p>Speed and mobility don't affect CR by the rules except for flying monsters, which have their effective AC increased by 2 (which means their Defensive CR is increased by 1, or their total CR is increased by 0.5) if it can fly AND deal damage at range AND it's expected CR is 10 or lower. Sure, it can move around a lot, but it doesn't ignore opportunity attacks without giving up its attack and it can still be bashed with readied actions (which are as lethal as standard attacks at low levels, unless you're a TWFer).</p><p></p><p>Lets see what your changes do:</p><p></p><p>Velociraptor</p><p></p><p>Defensive CR: HP 9 (CR 1/8, low end); AC 13 (baseline) = CR 1/8</p><p>Offensive CR: Damage 5 (CR 1/4); Attack +4 (1 higher than base, +1/2 CR) = CR 1/4+</p><p></p><p>Now it's on the slightly weak end of CR 1/4; it averages to 1/4, but CR 1/8+1/2 would average to 1/4 as well. It should be fine. Pack Tactics would balance it perfectly (it raises effective Attack by +1, which would raise the offensive CR to 1/2 and thus the average to 1/4. This could use pack tactics; I know it would just be a wolf at that point (a weak wold actually), but what are you going to do?</p><p></p><p>It's actually weaker than the wolf now:</p><p></p><p>Wolf</p><p>HP 11, AC 13</p><p>Speed 40</p><p>Pack Tactics, Keen Hearing and Smell</p><p>Trained in Perception and Stealth</p><p>Bite +4 for 7 (2d4+2) damage and DC 11 Str save or prone.</p><p></p><p>Decide whether you want it to be weaker than the wolf (it is smaller) or equal to.</p><p></p><p>Raptor</p><p></p><p>Defensive CR: 52 hp (CR 1/2); AC 15 (+2 over baseline, +1 CR): CR 1</p><p>Offensive CR: Damage 13 (CR 1), Effective Attack +6 (3 above base, +1.5 CR) = CR 2+</p><p>Total CR: 1 and 2 would average to between 1 and 2. The offensive CR is slightly better than a base of 2, so this is only slightly weak for a CR 2.</p><p></p><p>The Saber-Toothed Tiger is CR 2</p><p></p><p>HP 52, AC 12</p><p>Speed 40</p><p>Trained in Perception and Stealth</p><p>Keen Smell</p><p>Pounce (charge > claw > save or prone > bite)</p><p>Base Attack: Damage 12 (claw), Attack +6; (bite 10); pounce raises the average damage by 1/3 the bonus damage (since damage is averaged over 3 rounds)</p><p></p><p>Defensive: HP 52 (CR 1/2); AC 12 (1 under base, -0.5 CR) = 1/2-</p><p>Offensive: Damage 15 (boosted by +3 from pounce; CR 2); Attack +6 (3 over, +1.5 CR) = 3+</p><p>Total: CR 1/2- averaged with 3+ falls between 1 and 2, so the Saber-Toothed Tiger is slightly weak for a CR 2, but it's offense is pretty high and it's really meant to hit hard (a potential for 25 damage in the opening attack would take out most level 2 characters, a level 2 barbarian with 14 Con only has 23 HP; a level 2 wizard with a 12 Con only has 12 HP and would die from a saber-toothed tiger's opening assault).</p><p></p><p>So, compared to the Saber-Toothed Tiger, I think your Raptor is fine. It's far more defensive (higher AC, mobility), and less offensive. It will provide for a longer, more interesting fight, with less chance of someone dying in one round.</p></blockquote><p></p>
[QUOTE="Xeviat, post: 6889367, member: 57494"] Speed and mobility don't affect CR by the rules except for flying monsters, which have their effective AC increased by 2 (which means their Defensive CR is increased by 1, or their total CR is increased by 0.5) if it can fly AND deal damage at range AND it's expected CR is 10 or lower. Sure, it can move around a lot, but it doesn't ignore opportunity attacks without giving up its attack and it can still be bashed with readied actions (which are as lethal as standard attacks at low levels, unless you're a TWFer). Lets see what your changes do: Velociraptor Defensive CR: HP 9 (CR 1/8, low end); AC 13 (baseline) = CR 1/8 Offensive CR: Damage 5 (CR 1/4); Attack +4 (1 higher than base, +1/2 CR) = CR 1/4+ Now it's on the slightly weak end of CR 1/4; it averages to 1/4, but CR 1/8+1/2 would average to 1/4 as well. It should be fine. Pack Tactics would balance it perfectly (it raises effective Attack by +1, which would raise the offensive CR to 1/2 and thus the average to 1/4. This could use pack tactics; I know it would just be a wolf at that point (a weak wold actually), but what are you going to do? It's actually weaker than the wolf now: Wolf HP 11, AC 13 Speed 40 Pack Tactics, Keen Hearing and Smell Trained in Perception and Stealth Bite +4 for 7 (2d4+2) damage and DC 11 Str save or prone. Decide whether you want it to be weaker than the wolf (it is smaller) or equal to. Raptor Defensive CR: 52 hp (CR 1/2); AC 15 (+2 over baseline, +1 CR): CR 1 Offensive CR: Damage 13 (CR 1), Effective Attack +6 (3 above base, +1.5 CR) = CR 2+ Total CR: 1 and 2 would average to between 1 and 2. The offensive CR is slightly better than a base of 2, so this is only slightly weak for a CR 2. The Saber-Toothed Tiger is CR 2 HP 52, AC 12 Speed 40 Trained in Perception and Stealth Keen Smell Pounce (charge > claw > save or prone > bite) Base Attack: Damage 12 (claw), Attack +6; (bite 10); pounce raises the average damage by 1/3 the bonus damage (since damage is averaged over 3 rounds) Defensive: HP 52 (CR 1/2); AC 12 (1 under base, -0.5 CR) = 1/2- Offensive: Damage 15 (boosted by +3 from pounce; CR 2); Attack +6 (3 over, +1.5 CR) = 3+ Total: CR 1/2- averaged with 3+ falls between 1 and 2, so the Saber-Toothed Tiger is slightly weak for a CR 2, but it's offense is pretty high and it's really meant to hit hard (a potential for 25 damage in the opening attack would take out most level 2 characters, a level 2 barbarian with 14 Con only has 23 HP; a level 2 wizard with a 12 Con only has 12 HP and would die from a saber-toothed tiger's opening assault). So, compared to the Saber-Toothed Tiger, I think your Raptor is fine. It's far more defensive (higher AC, mobility), and less offensive. It will provide for a longer, more interesting fight, with less chance of someone dying in one round. [/QUOTE]
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