the_gneech (
the_gneech) wrote2006-05-17 11:00 pm
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Celedras: The Final Tweak (Gawd I Hope)
I apologize to anybody who suggested I should do Ranger/Scout and I doubted you. You were right.
Celedras
NG Male High Elf Sco5/Rgr4/ThfAcr1: CR 10;
Medium Humanoid (Elf); HD 5d8+10 (Scout), 4d8+8 (Ranger), 1d6+2 (Thief-Acrobat); hp 69;
Init +5; Spd 40;
AC:22 (Flatfooted:22 Touch:15);
Atk +10/5 base melee, +11/6 base ranged;
+13/+8 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)); OR
+13 (1d8+4+1d6+2d6, +1 flaming composite longbow (+3 Str Bonus)) w/Skirmish; OR
+11/+6/+11 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)) w/Rapid Shot; OR
+9/+4/+9 (1d6+4+1d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword); OR
+11 (1d6+4+1d6+2d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword) w/Skirmish;
SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; Battle Fortitude; Evasion; Trackless Step; Trapfinding; Uncanny Dodge; Wild Empathy 4x/day; Fast Acrobatics; Kip Up; Steady Stance
SA: Skirmish (+2d6, +1 AC); Favored Enemy (Aberrations) +2;
SV Fort +8, Ref +14, Will +3;
STR 16*, DEX 18, CON 14, INT 14, WIS 13, CHA 9.
*Includes gauntlets of ogre power
Skills: Balance +14, Climb +12, Disable Device +8, Handle Animal +6, Hide +21, Jump +18, Listen +15, Move Silently +14, Open Lock +10, Ride +12, Search +10, Spot +15, Survival +10, Tumble +17.
Feats: Armor Proficiency: light, Defensive Archery, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus: Longbow.
Spells Prepared (Rgr --/1): 1st - Animal Messenger.
Possessions:
Weapons: +1 Longbow, composite (+3 Str Bonus): Flaming (8,700 gp); +1 Sword, short: Frost (8,310 gp); +1 Sword, short: Ghost Touch (8,310 gp); Arrows (50) (3 gp).
Armor: +2 Elven Chain (8,150 gp).
Goods: Coin: gp (1457) (1,457 gp); Thieves` tools, Masterwork (100 gp).
Magic: Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Cloak of Elvenkind (2,500 gp); Wondrous: Gauntlets of Ogre Power (4,000 gp); Wondrous: Quiver of Ehlonna (1,800 gp).
Animal Companion: Hyzenthlay
N Male Animal, Light Warhorse: CR 1;
Large Animal; HD 3d8+9 ( Animal); hp 22;
Init + 1; Spd 60;
AC 17;
Atk +4 base melee;
+4/-1 (1d4+3, 2 Hoof; 1d3+1, Bite);
SQ: Scent (Ex), Low-light Vision (Ex);
SV Fort + 6, Ref + 4, Will + 2;
STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6.
Skills: Jump +15, Listen +4, Spot +4.
Feats: Endurance, Run.
Possessions:
Armor: +1 Leather, Barding (1,190 gp).
Tricks Known (1 bonus trick): Attack, Come, Defend, Down, Heel, Stay, Work
Battle Fortitude (Ex): Celedras gains a +1 competence bonus to Fortitude saves and Initiative checks.
Evasion (Ex): If Celedras makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Celedras is wearing light armor or no armor. Celedras does not gain the benefit of evasion if he is considered helpless.
Skirmish (Ex): Celedras deals an extra +2d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during his turn, and only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. Celedras must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Celedras can apply this extra damage to ranged attacks made while skirmishing but only if the target is within 30 feet. Celedras gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. This bonus applies as soon as he has moved 10 feet and lasts until the start of his next turn.
Trackless Step (Ex): Celedras cannot be tracked in natural surroundings.
Uncanny Dodge (Ex): Celedras cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do. As the Barbarian class feature.
Fast Movement (Ex): Celedras gains a +10 foot enhancement to his land speed, as the Monk class feature. He loses this benefit if wearing medium or heavy armor or carrying a medium or heavy load.
Ranger Combat Style: Two-Weapon Fighting
Fast Acrobatics (Ex): Celedras can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at his full normal speed. He can climb half his speed as a move action without suffering a -5 penalty on his Climb check. Finally, he can tumble at his full speed without taking the normal -10 penalty on his Tumble check.
Kip Up (Ex): Celedras can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if Celedras wears light or no armor and carries no more than a light load.
Steady Stance (Ex): Celedras remains stable when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and may add his Thief-Acrobat levels to Balance or Climb checks to remain balancing or climbing when taking damage.
Defensive Archery (feat): Celedras gains a +4 bonus to AC against attacks of opportunity provoked by his using a bow in a threatened area.
NOTES:
That's what I get for fixating on "ThfAcr 3" as the magic number. The main quality of the Thief-Acrobat PrC that I wanted was the Fast Acrobatics, which he gets at 1st, but because I was so keen to get "through" Thief-Acrobat so I could start on Order of the Bow Initiate, I felt like I had to take Rogue to get Evasion at 2nd.
Defensive Archery changed all that. It's not quite immunity to AoO's when using your bow -- it's +4 to your AC against them -- but combined with the Scout's AC bonus that gives him an AC of 26 against AoO's. Once he gets back those other two levels of ThfAcr and Agile Fighting, that'll be an AC of 27, or 30 when fighting defensively. 0.o That should do the job! That pretty much enables me to toss Order of the Bow Initiate out the window, as the extra damage from Skirmish replaces the lost Precise Shot damage nicely.
At the end of the day, this version ended up with more (like, a lot more) skill points as well, so I cranked up his Hide to obscene levels to get that sniper ability I wanted, can run around the battlefield like nobody's beeswax, still makes a respectable backup Rogue (he lost two points of Disable Device but can easily make that up in the next two levels with Thief-Acrobat), and even gained a hit point! 0.o The only downsides are that he lost a point of BAB (from +11 to +10) and a point of Will save (which does hurt a bit, it was only 4 as it was).
PROJECTED FUTURE DEVELOPMENT:
11th: Sco 5 / Rgr 4 / ThfAcr 2
12th: Sco 5 / Rgr 4 / ThfAcr 3; +1 Wis, Manyshot
13th: Sco 5 / Rgr 5 / ThfAcr 3
14th: Sco 6 / Rgr 5 / ThfAcr 3
15th: Sco 6 / Rgr 6 / ThfAcr 3; Improved Rapid Shot
16th: Sco 6 / Rgr 6 / ThfAcr 4; +1 Cha
17th: Sco 7 / Rgr 6 / ThfAcr 4
18th: Sco 7 / Rgr 7 / ThfAcr 4; Feat undecided ... so many to choose from! Possibly Able Sniper or Penetrating Shot.
19th: Sco 8 / Rgr 7 / ThfAcr 4; Bonus Feat undecided
20th: Sco 8 / Rgr 8 / ThfAcr 4; +1 Dex
Alternative 1 - Horseman Celedras
12th: Mounted Combat feat
13th - 15th: Wild Plains Outrider PrC; 15th: Mounted Archery or Natural Bond
16th+: as listed above
Alternative 2 - Hard-Hitting Celedras
12th: Improved Critical (Longbow)
15th: Penetrating Shot
18th: Manyshot
Alternative 3 - Personal Development Celedras
12th: Iron Will
15th: Improved Initiative
Alternative 4 - Order of the Bow Initiate Celedras
11th: ThfAcr 2, some points in Craft (Bowmaking), rest in ThfAcr skills
12th: Ranger 5, points in Knowledge (Religion), Manyshot, +1 WIS
13th: OBI 1, precise shot +1d8, points in ride
14th: OBI 2, nonthreatened
So now, looking at the fancy stunts I had in mind for Celedras...
Scramble Up a Giant and Fill Him Full o' Arrows: An accelerated Climb check of DC 20 or so plus an accelerated Tumble check of DC 25 to avoid attacks of opportunity from the giant. Celedras's fast acrobatics ability negates the penalties for accelerated movement, meaning I have to roll 8+ on Climb and 7+ on Tumble. That should be doable. With his 40' of movement, if the giant is 20' or shorter he could climb the giant and make a skirmish attack on the same turn, provoking an AoO but with +4 AC against it. Then on his next turn, he could do a full attack.
Slide Down a Banister, Shooting: Losing the Acrobatic Charge ability turns this into a regular move with Balance check of DC 17 to slide down the banister -- but with 40' of movement that probably covers most banisters likely to be encountered! With Celedras's Balance +14, he needs to roll a 3 or higher. I can do that at least half the time!
Snipe (shoot an arrow from cover and immediately hide again): Hide check of DC of opponent's Spot check, with a -20 penalty. With Celedras' Hide +21, effectively d20+1 vs. their Spot check. Depending on the foe, this is either simplicity itself, or still impossible.
Leap Easily Over a 10' Chasm: Jump DC 20 for a standing long jump of 10'. Requires a roll of 2+. Yeah, that can be done, I think.
Amazing Acrobatic Mount Onto Running Horse: This maneuver is done after shooting wargs across great distances, of course. ;) The rules list this as a Ride DC 20, with armor check penalties applying, but don't say anything about whether that factors in the horse running or if it assumes the horse is standing still. Assuming it's just 20 across the board, that requires a roll of 9+ with the armor check penalty. I can do that on a good day.
Multiclassing problem fixed ... archery, mobility, and acrobatics enhanced ... skill points cranked up ... all in all I can't think of any way this character could possibly be tweaked from here.
Stick a fork in Celedras; he's done!
-The Gneech
Celedras
NG Male High Elf Sco5/Rgr4/ThfAcr1: CR 10;
Medium Humanoid (Elf); HD 5d8+10 (Scout), 4d8+8 (Ranger), 1d6+2 (Thief-Acrobat); hp 69;
Init +5; Spd 40;
AC:22 (Flatfooted:22 Touch:15);
Atk +10/5 base melee, +11/6 base ranged;
+13/+8 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)); OR
+13 (1d8+4+1d6+2d6, +1 flaming composite longbow (+3 Str Bonus)) w/Skirmish; OR
+11/+6/+11 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)) w/Rapid Shot; OR
+9/+4/+9 (1d6+4+1d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword); OR
+11 (1d6+4+1d6+2d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword) w/Skirmish;
SQ: Immunity: Sleep Effects (Ex), Low-light Vision (Ex), +2 Saves vs. Enchantment Spells and Effects; Battle Fortitude; Evasion; Trackless Step; Trapfinding; Uncanny Dodge; Wild Empathy 4x/day; Fast Acrobatics; Kip Up; Steady Stance
SA: Skirmish (+2d6, +1 AC); Favored Enemy (Aberrations) +2;
SV Fort +8, Ref +14, Will +3;
STR 16*, DEX 18, CON 14, INT 14, WIS 13, CHA 9.
*Includes gauntlets of ogre power
Skills: Balance +14, Climb +12, Disable Device +8, Handle Animal +6, Hide +21, Jump +18, Listen +15, Move Silently +14, Open Lock +10, Ride +12, Search +10, Spot +15, Survival +10, Tumble +17.
Feats: Armor Proficiency: light, Defensive Archery, Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Two-Weapon Fighting, Weapon Focus: Longbow.
Spells Prepared (Rgr --/1): 1st - Animal Messenger.
Possessions:
Weapons: +1 Longbow, composite (+3 Str Bonus): Flaming (8,700 gp); +1 Sword, short: Frost (8,310 gp); +1 Sword, short: Ghost Touch (8,310 gp); Arrows (50) (3 gp).
Armor: +2 Elven Chain (8,150 gp).
Goods: Coin: gp (1457) (1,457 gp); Thieves` tools, Masterwork (100 gp).
Magic: Wondrous: Amulet of Natural Armor +1 (2,000 gp); Wondrous: Boots of Elvenkind (2,500 gp); Wondrous: Cloak of Elvenkind (2,500 gp); Wondrous: Gauntlets of Ogre Power (4,000 gp); Wondrous: Quiver of Ehlonna (1,800 gp).
Animal Companion: Hyzenthlay
N Male Animal, Light Warhorse: CR 1;
Large Animal; HD 3d8+9 ( Animal); hp 22;
Init + 1; Spd 60;
AC 17;
Atk +4 base melee;
+4/-1 (1d4+3, 2 Hoof; 1d3+1, Bite);
SQ: Scent (Ex), Low-light Vision (Ex);
SV Fort + 6, Ref + 4, Will + 2;
STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6.
Skills: Jump +15, Listen +4, Spot +4.
Feats: Endurance, Run.
Possessions:
Armor: +1 Leather, Barding (1,190 gp).
Tricks Known (1 bonus trick): Attack, Come, Defend, Down, Heel, Stay, Work
Battle Fortitude (Ex): Celedras gains a +1 competence bonus to Fortitude saves and Initiative checks.
Evasion (Ex): If Celedras makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if Celedras is wearing light armor or no armor. Celedras does not gain the benefit of evasion if he is considered helpless.
Skirmish (Ex): Celedras deals an extra +2d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. The extra damage applies only to attacks taken during his turn, and only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this extra damage. Celedras must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Celedras can apply this extra damage to ranged attacks made while skirmishing but only if the target is within 30 feet. Celedras gains a +1 competence bonus to Armor Class during any round in which he moves at least 10 feet. This bonus applies as soon as he has moved 10 feet and lasts until the start of his next turn.
Trackless Step (Ex): Celedras cannot be tracked in natural surroundings.
Uncanny Dodge (Ex): Celedras cannot be caught flat-footed and reacts to danger before his senses would normally allow him to do. As the Barbarian class feature.
Fast Movement (Ex): Celedras gains a +10 foot enhancement to his land speed, as the Monk class feature. He loses this benefit if wearing medium or heavy armor or carrying a medium or heavy load.
Ranger Combat Style: Two-Weapon Fighting
Fast Acrobatics (Ex): Celedras can avoid the normal penalties for accelerated movement while using his acrobatic talents. He ignores the normal -5 penalty when making a Balance check while moving at his full normal speed. He can climb half his speed as a move action without suffering a -5 penalty on his Climb check. Finally, he can tumble at his full speed without taking the normal -10 penalty on his Tumble check.
Kip Up (Ex): Celedras can stand up from a prone position as a free action that doesn't provoke attacks of opportunity. This ability only works if Celedras wears light or no armor and carries no more than a light load.
Steady Stance (Ex): Celedras remains stable when others have difficulty standing. He is not considered flat-footed while balancing or climbing, and may add his Thief-Acrobat levels to Balance or Climb checks to remain balancing or climbing when taking damage.
Defensive Archery (feat): Celedras gains a +4 bonus to AC against attacks of opportunity provoked by his using a bow in a threatened area.
NOTES:
That's what I get for fixating on "ThfAcr 3" as the magic number. The main quality of the Thief-Acrobat PrC that I wanted was the Fast Acrobatics, which he gets at 1st, but because I was so keen to get "through" Thief-Acrobat so I could start on Order of the Bow Initiate, I felt like I had to take Rogue to get Evasion at 2nd.
Defensive Archery changed all that. It's not quite immunity to AoO's when using your bow -- it's +4 to your AC against them -- but combined with the Scout's AC bonus that gives him an AC of 26 against AoO's. Once he gets back those other two levels of ThfAcr and Agile Fighting, that'll be an AC of 27, or 30 when fighting defensively. 0.o That should do the job! That pretty much enables me to toss Order of the Bow Initiate out the window, as the extra damage from Skirmish replaces the lost Precise Shot damage nicely.
At the end of the day, this version ended up with more (like, a lot more) skill points as well, so I cranked up his Hide to obscene levels to get that sniper ability I wanted, can run around the battlefield like nobody's beeswax, still makes a respectable backup Rogue (he lost two points of Disable Device but can easily make that up in the next two levels with Thief-Acrobat), and even gained a hit point! 0.o The only downsides are that he lost a point of BAB (from +11 to +10) and a point of Will save (which does hurt a bit, it was only 4 as it was).
PROJECTED FUTURE DEVELOPMENT:
11th: Sco 5 / Rgr 4 / ThfAcr 2
12th: Sco 5 / Rgr 4 / ThfAcr 3; +1 Wis, Manyshot
13th: Sco 5 / Rgr 5 / ThfAcr 3
14th: Sco 6 / Rgr 5 / ThfAcr 3
15th: Sco 6 / Rgr 6 / ThfAcr 3; Improved Rapid Shot
16th: Sco 6 / Rgr 6 / ThfAcr 4; +1 Cha
17th: Sco 7 / Rgr 6 / ThfAcr 4
18th: Sco 7 / Rgr 7 / ThfAcr 4; Feat undecided ... so many to choose from! Possibly Able Sniper or Penetrating Shot.
19th: Sco 8 / Rgr 7 / ThfAcr 4; Bonus Feat undecided
20th: Sco 8 / Rgr 8 / ThfAcr 4; +1 Dex
Alternative 1 - Horseman Celedras
12th: Mounted Combat feat
13th - 15th: Wild Plains Outrider PrC; 15th: Mounted Archery or Natural Bond
16th+: as listed above
Alternative 2 - Hard-Hitting Celedras
12th: Improved Critical (Longbow)
15th: Penetrating Shot
18th: Manyshot
Alternative 3 - Personal Development Celedras
12th: Iron Will
15th: Improved Initiative
Alternative 4 - Order of the Bow Initiate Celedras
11th: ThfAcr 2, some points in Craft (Bowmaking), rest in ThfAcr skills
12th: Ranger 5, points in Knowledge (Religion), Manyshot, +1 WIS
13th: OBI 1, precise shot +1d8, points in ride
14th: OBI 2, nonthreatened
So now, looking at the fancy stunts I had in mind for Celedras...
Scramble Up a Giant and Fill Him Full o' Arrows: An accelerated Climb check of DC 20 or so plus an accelerated Tumble check of DC 25 to avoid attacks of opportunity from the giant. Celedras's fast acrobatics ability negates the penalties for accelerated movement, meaning I have to roll 8+ on Climb and 7+ on Tumble. That should be doable. With his 40' of movement, if the giant is 20' or shorter he could climb the giant and make a skirmish attack on the same turn, provoking an AoO but with +4 AC against it. Then on his next turn, he could do a full attack.
Slide Down a Banister, Shooting: Losing the Acrobatic Charge ability turns this into a regular move with Balance check of DC 17 to slide down the banister -- but with 40' of movement that probably covers most banisters likely to be encountered! With Celedras's Balance +14, he needs to roll a 3 or higher. I can do that at least half the time!
Snipe (shoot an arrow from cover and immediately hide again): Hide check of DC of opponent's Spot check, with a -20 penalty. With Celedras' Hide +21, effectively d20+1 vs. their Spot check. Depending on the foe, this is either simplicity itself, or still impossible.
Leap Easily Over a 10' Chasm: Jump DC 20 for a standing long jump of 10'. Requires a roll of 2+. Yeah, that can be done, I think.
Amazing Acrobatic Mount Onto Running Horse: This maneuver is done after shooting wargs across great distances, of course. ;) The rules list this as a Ride DC 20, with armor check penalties applying, but don't say anything about whether that factors in the horse running or if it assumes the horse is standing still. Assuming it's just 20 across the board, that requires a roll of 9+ with the armor check penalty. I can do that on a good day.
Multiclassing problem fixed ... archery, mobility, and acrobatics enhanced ... skill points cranked up ... all in all I can't think of any way this character could possibly be tweaked from here.
Stick a fork in Celedras; he's done!
-The Gneech
no subject
no subject
Definitely looks like a fun character. ^_^
no subject
-TG
no subject
-The Gneech