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<blockquote data-quote="Scion" data-source="post: 2358309" data-attributes="member: 5777"><p>I cant seem to find the designators for where the sizes break down for some reason, I have seen them before. If I remember correctly then somewhere between 6 and 7 feet is the breakoff, but it is not a hard and fast line.</p><p></p><p>Still though, the Ogre is pretty firmly in Large territory and he is 'between 9 and 10 feet tall' and 3 meters fall pretty much right in the middle of that.</p><p></p><p>Large with pretty much none of the benefits is definately a penalty however. Extra carrying capacity is a fairly minor boost (especially once the characters can get a few bags of holding or a hewards handy haversack.. doesnt every character get an HHH at some point? I know the group I dm for every character bought one, they are just too handy with the speedy recovery of items, low cost, and lots of carrying power) and is cancled to some degree by having to pay double price for armor.</p><p></p><p>So, there is double carrying capacity, double armor price, penalty to hit and AC, and possibly squeezing rules. What other benefits/penalties are there?</p><p></p><p></p><p>For the second part you are looking at the increasing monsters hd for increase in CR. Note that this system breaks down at several points and so is tricky to use (if you have a featureless blob character who doesnt deal any damage but has a CR of 1 for whatever reason and you add 500 hd to it that doesnt make it an epic monster.. this is an exaggeration, but it shows that there are places where it ceases to work).</p><p></p><p>Still though, from what I can tell you are asking me if I feel that:</p><p>Abberation, 2hd</p><p></p><p>is worth 1/2 CR all on its own? Not really. After all, he would look like this:</p><p></p><p>Abberation</p><p>HD: 2d8 (avg 9)</p><p>Init: +0</p><p>AC: 10 (F:10, T: 10)</p><p>BAB/Grapple: +1/+1</p><p>Fort +0, Ref +0, Will +3</p><p>Abilities: Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10</p><p>Speed: 30'</p><p>Reach: 5'</p><p>Melee: +1, Quarterstaff (d6)</p><p>Ranged: +1, Heavy Crossbow (d10)</p><p>Feats: 1 any</p><p>Skills: 10 skill points</p><p></p><p>Which I guess could qualify for CR 1/2, but it seems more like a CR 1/3 or so to me.</p><p></p><p>After all of his racial abilities are tossed in on top of the hd and he is fleshed out I assume that the whole package is CR 2, just like a phb race with 2 class levels.</p><p></p><p>Which, using the 'improving monsters' section would mean that the racial abilities are worth +1.5 CR.</p><p></p><p></p><p>This is what he would look like in a psuedo monster write up. I say psuedo because technically he would gain some things as a race from the write up, which is not the actual case.</p><p></p><p>Kri'Loroth</p><p>Large Abberation</p><p>HD: 2d8+2 +6(feat) (avg 17)</p><p>Init: +1</p><p>AC: 12 (+2 leather armor, +1 dex, -1 size) (F:11, T: 10)</p><p>BAB/Grapple: +1/+2</p><p>Fort +0, Ref +0, Will +3</p><p>Abilities: Str 13, Dex 12, Con 13, Int 12, Wis 13, Cha 12</p><p>Speed: 30'</p><p>Reach: 5'</p><p>Melee: +1, Quarterstaff (d6+1)</p><p>Ranged: +1, Heavy Crossbow (d10)</p><p>Feats: 1 any, 2 psionic (typical feats..hmm.. psionic weapon, up the walls, psionic body)</p><p>Skills: 15 racial skill points (he has 5 class skills, so we'll just say 3 points in each)</p><p>Special: Low light vision, weak build, 2 PP, psi-ability (doesnt do anything), psychic voice</p><p>CR: 2</p><p></p><p>Say that he gets the jump on the party, he charges, expends focus and pops up a psionic weapon. He hits someone in the party (+3 to hit) and deals damage (3d6+1) and crits somehow (4d6+2) = avg 16 damage. Pretty impressive smack there. If it was against one of the party tanks then they are still up, if against a lower hd class without a good con bonus they are unconscious but likely far from dead. Now the rest of the party gets to go. AC 10, 17 hp guys dissapear pretty fast, he isnt likely to live out the round.</p><p></p><p>If he does live then his AC pops back up to 12 but his damage drops to d6+1 with only a +1 to attack.</p><p></p><p>Does that sound pretty CR 2? It does to me, although not a really tough one <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> If he switches out these feats for some others he can shift his emphasis to something else, but stat blocks usually arent written up that way.</p><p></p><p>He'd have pretty much zero chance against an ogre (CR 3) which makes sense.</p><p></p><p>Does this seem pretty accurate for what you meant bront?</p></blockquote><p></p>
[QUOTE="Scion, post: 2358309, member: 5777"] I cant seem to find the designators for where the sizes break down for some reason, I have seen them before. If I remember correctly then somewhere between 6 and 7 feet is the breakoff, but it is not a hard and fast line. Still though, the Ogre is pretty firmly in Large territory and he is 'between 9 and 10 feet tall' and 3 meters fall pretty much right in the middle of that. Large with pretty much none of the benefits is definately a penalty however. Extra carrying capacity is a fairly minor boost (especially once the characters can get a few bags of holding or a hewards handy haversack.. doesnt every character get an HHH at some point? I know the group I dm for every character bought one, they are just too handy with the speedy recovery of items, low cost, and lots of carrying power) and is cancled to some degree by having to pay double price for armor. So, there is double carrying capacity, double armor price, penalty to hit and AC, and possibly squeezing rules. What other benefits/penalties are there? For the second part you are looking at the increasing monsters hd for increase in CR. Note that this system breaks down at several points and so is tricky to use (if you have a featureless blob character who doesnt deal any damage but has a CR of 1 for whatever reason and you add 500 hd to it that doesnt make it an epic monster.. this is an exaggeration, but it shows that there are places where it ceases to work). Still though, from what I can tell you are asking me if I feel that: Abberation, 2hd is worth 1/2 CR all on its own? Not really. After all, he would look like this: Abberation HD: 2d8 (avg 9) Init: +0 AC: 10 (F:10, T: 10) BAB/Grapple: +1/+1 Fort +0, Ref +0, Will +3 Abilities: Str 11, Dex 10, Con 11, Int 10, Wis 11, Cha 10 Speed: 30' Reach: 5' Melee: +1, Quarterstaff (d6) Ranged: +1, Heavy Crossbow (d10) Feats: 1 any Skills: 10 skill points Which I guess could qualify for CR 1/2, but it seems more like a CR 1/3 or so to me. After all of his racial abilities are tossed in on top of the hd and he is fleshed out I assume that the whole package is CR 2, just like a phb race with 2 class levels. Which, using the 'improving monsters' section would mean that the racial abilities are worth +1.5 CR. This is what he would look like in a psuedo monster write up. I say psuedo because technically he would gain some things as a race from the write up, which is not the actual case. Kri'Loroth Large Abberation HD: 2d8+2 +6(feat) (avg 17) Init: +1 AC: 12 (+2 leather armor, +1 dex, -1 size) (F:11, T: 10) BAB/Grapple: +1/+2 Fort +0, Ref +0, Will +3 Abilities: Str 13, Dex 12, Con 13, Int 12, Wis 13, Cha 12 Speed: 30' Reach: 5' Melee: +1, Quarterstaff (d6+1) Ranged: +1, Heavy Crossbow (d10) Feats: 1 any, 2 psionic (typical feats..hmm.. psionic weapon, up the walls, psionic body) Skills: 15 racial skill points (he has 5 class skills, so we'll just say 3 points in each) Special: Low light vision, weak build, 2 PP, psi-ability (doesnt do anything), psychic voice CR: 2 Say that he gets the jump on the party, he charges, expends focus and pops up a psionic weapon. He hits someone in the party (+3 to hit) and deals damage (3d6+1) and crits somehow (4d6+2) = avg 16 damage. Pretty impressive smack there. If it was against one of the party tanks then they are still up, if against a lower hd class without a good con bonus they are unconscious but likely far from dead. Now the rest of the party gets to go. AC 10, 17 hp guys dissapear pretty fast, he isnt likely to live out the round. If he does live then his AC pops back up to 12 but his damage drops to d6+1 with only a +1 to attack. Does that sound pretty CR 2? It does to me, although not a really tough one ;) If he switches out these feats for some others he can shift his emphasis to something else, but stat blocks usually arent written up that way. He'd have pretty much zero chance against an ogre (CR 3) which makes sense. Does this seem pretty accurate for what you meant bront? [/QUOTE]
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