| Green Giant |
Also, if GG wants to give Runzyl the critical eye, I'd welcome it. :)
Flat-Footed AC 17 (I don’t think you lose your Tempest defense when flat-footed; only when wearing medium or heavy armor)
Reflex save: +10 = 4 [base] +4 [dexterity] +2 [cloak] (check prestige class save progressions and you’ll note that poor saves come into play much earlier)
Will save: +3 = 1 [base] +2 [cloak] (same as above)
Your attacks with Falla Caesenri don’t match up with what I’ve got –
Melee +1 flaming Valenar double scimitar +15/+10 (1d6+8 plus 1d6 fire/18-20)
Melee +1 flaming Valenar double scimitar +14/+9 (1d6+6 plus 1d6 fire/18-20) and +1 Valenar double scimitar +14/+9 (1d6+3/18-20)
When in whirling frenzy, Runzyl has the following changed statistics
AC 24, touch 18, flat-footed 17 (+4 Dex, +5 armor, +1 deflection, +3 dodge, +1 Tempest defense)
Ref +12
Melee +1 flaming Valenar double scimitar +17/+12 (1d6+11 plus 1d6 fire/18-20)
Melee +1 flaming Valenar double scimitar +15/+15/+10 (1d6+11 plus 1d6 fire/18-20) w/whirling frenzy
Melee +1 flaming Valenar double scimitar +16/+11 (1d6+8 plus 1d6 fire/18-20) and +1 Valenar double scimitar +16/+11 (1d6+4/18-20)
Melee +1 flaming Valenar double scimitar +14/+14/+9 (1d6+8 plus 1d6 fire/18-20) and +1 Valenar double scimitar +14/+9 (1d6+4/18-20) w/whirling frenzy
Abilities Str 22 (24), Dex 22
CMB +15; CMD 31
Skills Acrobatics* +16 {8cr}, Climb* +12 {3cr}, Ride* +10 {2cr}, Stealth* +16 {8cr}, Swim* +11 {2cr}
* armor check penalty
Edit: Don't forget you have low-light vision. :)
Vattnisse
|
New and improved links:
Realms NPC characters
and
Realms NPCs II
Edit: Bloody hell. Did you do all those statblocks???
| Green Giant |
What can I say except I <3 the Realms. It actually started out innocent with a request for 3.0 stats for the Zulkirs of Thay. After that, it ballooned into the threads you see and except for the last group (the Merchant Dukes of Calaunt in the Realms NPC Characters II thread, pg 24), the rest were done without any assistance from Heroforge.
I dread converting them to Pathfinder.
So as you can see, I’ve had a lot of practice and I’m a perfectionist at heart. Everything has gotta add up right and be in their proper location. :)
| Green Giant |
Just went through Janosz’s stats. Where should I start? ;P
Touch AC 15 (deflection bonus adds to touch attacks)
Fort – 6 [base] + 2 [Con] + 2 [cloak] = +10
Ref – 6 [base] + 6 [Dex] + 2 [cloak] = +14
Will – 3 [base] + 2 [Wis] + 2 [cloak] = +7
(check prestige class save changes)
When using Manyshot, it is part of a full-attack action so you should still get your iterative attack.
Ranged +1 composite longbow [+2 Str] +17/+12 (1d8*+3/x3) w/Manyshot
* roll twice on first attack
You're missing two skill points. You should have 70 skill points if you took +1 skill points for your favored class but you only have 68.
Track’s modifier should be +3 (half ranger level not character level). You should also remove the Track feat since it doesn’t exist anymore.
| Green Giant |
Of course, you are but you can't pull a Legolas like he did with the oliphaunt from the movie.
I'm wondering if you can combine Rapid Shot with Many Shot because the wording is vague with Manyshot. It says when making a full attack action, your first attack fires two arrows and with Rapid Shot it is a full attack action.
So Janosz can have four arrows in the air with a full attack action with a -2 penalty to his attacks. The first attack is two arrows as well as the extra attack from Rapid Shot and then you have your next two attacks. Something like this:
Ranged +1 composite longbow [+2 Str] +15/+15/+10 (1d8*+3/x3) w/Manyshot and Rapid Shot
* roll twice on first attack
Heathansson
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There was a thread about it somewhere I saw in the last few days; have to look it up. Somebody broke it all down.
(edit)
lathiira had it broken down; hope this helps.
Aubrey the Malformed
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I can't say I'm very bothered - the new version has significant advantages. The previous version used to effectively be Rapid Shot but with lots of arrows (at additional minuses) and as a standard action. This version still requires a full attack action (which I like) and is simply an extra arrow (so, with Rapid Shot, you get two extra arrows). In some ways it is more powerful (more arrows, and one more arrow than under the old version of the feat) in others less so (full round action). It also allows arrows to stack up in a similar way to evocation damage, the other common form or ranged damage. The comparison has also been made with Improved 2-W Fighting, although they don't balance off exactly the same.
Aubrey the Malformed
|
There was a thread about it somewhere I saw in the last few days; have to look it up. Somebody broke it all down.
(edit)
lathiira had it broken down; hope this helps.
That analysis is incorrect and is based off the old version of Manyshot.
Aubrey the Malformed
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The new version effectively expects you to do that - to rapid shot as a full action and get an extra shot in. You could, alternatively, manyshot and get an extra arrow without taking the -2. Or you can do both, get two extra arrows at -2. There is nothing in the feat description to say you can't do it. If you can bypass DR easily then it would be very powerful. If you can't, however, it could be probably a bit more powerful but not all that. And a wizard with a fireball will probably do more damage to more people and with a much lower investment in terms of feats.
Fatespinner
RPG Superstar 2013 Top 32
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Runzyl Steelsong wrote:Also, if GG wants to give Runzyl the critical eye, I'd welcome it. :)I forgot to mention that your initiative goes up to +6 when in whirling frenzy.
Actually, I re-checked the whirling frenzy variant. It doesn't actually give me +4 DEX. It gives me a +2 dodge bonus to AC and +2 on Reflex saves. Doesn't affect my skills or other DEX-based things. :(
| AinvarG |
Off-topic post for another character, hope you don't mind. In Player's Handbook II, there is a feat called Melee Weapon Mastery on p. 81. How do you read the benefit of that feat?
Primarily, I want to know if it stacks with the required feats necessary to gain it or not. The bonuses appear to be untyped...
| AinvarG |
I believe the PHBII errata covers this question and it does stack with weapon focus and weapon specialization but not with itself in the case of using a weapon with two different damage types such as a morningstar.
I missed that resource! Thanks, GG!
EDIT: Found it -- as usual, you are exactly correct. Thanks again!
ithuriel
|
1) Gil will lead negotiations and handle the scene with the charger when she gets the chance.
2) Rodergo can call whoever he likes and lead that scene possibly with Dipomacy aid from Gil, LB, & Jalana.
3) Our military minds (Rolund, LB, & Janosz) can handle the tactics of our approach.
4) Ezreal will finish his scrolls and do as much recon as he can with Kadesh, but hopefully the day /before/ we make an assault so that his spell slots are maxed for confrontation when we go in.
I'm not typically a MM consultant, but planar ally kinda requires it since they don't give you a list to chose from and you have alignment restrictions. I'm fine with Kn rolls to mitigate the metagaming there. Sorry about cluttering up the IC thread.
btw- The monavic deva is better in all respects except hp.
Aubrey the Malformed
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Yeah, that's fine, they are all good suggestions. It just seems that no one seems very focussed on the actual objective as such - what is at the Grey Cairns and how do we deal with it. The deva and the warforged are great ideas (I'm actually pleased old Basher is getting an outing) but other than jumping out of the ship I don't see much else coming. If you guys are happy to just jump out of a moving airship over unknown territory then we can run with it, but it seems a little unworked.
The clairvoyance bit won't work for reasons Gil has already mentioned - range. You still have a question left for Rod if you want it. There may also be a problem with Kadesh, in that he is bound to be slower than the ship is. In other words, if you want to use him to scout, you will probably need to get close, but not too, close, and send him out while the ship rests up somewhere. Nothing wrong with that, but I don't think you can use Kadesh until you actually more or less get there.
ithuriel
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I am holding off on the thing with Kadesh because I wanted to give them time to potentially recruit the 2 allies. Also we need to be relatively close for me to use Kadesh as recon. If the ship is still flying towards the destination it is useless to send him to scout because he will shortly be miles behind us (Fly 40' vs Fly 100'). We need to get reasonably close and perhaps hide out to the best of our ability (maybe in a cloud?) before that makes much sense as a recon plan. I'll have only 8 hours of raven flight to observe and most of that will probably be spent getting there.
Aubrey the Malformed
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Ah, ninja'ed - see above.
Just to orient you guys (and Marrius will know this) the Grey Cairns are more or less at the southern tip of Aerenal. They aren't by the coast, but maybe twenty miles in and not visible from shore. The coast there is cliffs and the terrain is jungle, so it is feasible for the ship to tie up to a tall tree(s) and be at rest.
ithuriel
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My question idea would be "Who is scrying on us?" as I posed in the IC, but there are probably better more immediately important questions about the situation we are heading into that could be asked. I can't think of any good ones right now.
And I'm going to sleep. So maybe I'll have some ides by tomorrow morning.
| Green Giant |
Aubrey, I pathfinderized Jalana stats so that she is able to…<continued in game>
Jalana
Female Valenar Elf Ranger 2/Bard 5
CG Medium Humanoid (elf)
Init +2; Senses low-light vision; Perception +8
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Defenses
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AC 17, touch 13, flat-footed 15 (+2 Dex, +4 armor, +1 deflection)
hp 39 (2d10+2 plus 5d6+5 plus 2)
Fort +5, Ref +9, Will +4; +4 vs. bardic performance, sonic, and language dependent effects, +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft. (6 squares)
Melee +1 Valenar double scimitar +7 (1d6+2/18-20)
Melee +1 Valenar double scimitar +5 (1d6+2/18-20) and +1 Valenar double scimitar +5 (1d6+1/18-20)
Ranged masterwork composite longbow [+1 Str] +8 (1d8+1/x3)
Special Attacks bardic performance (21 rounds/day), countersong, distraction, fascinate, favored enemy (humanoid [human] +2), inspire competence +2, inspire courage +2
Bard Spells Known (CL 5th; 1d20+7 to overcome SR)
2nd (3/day)–cat’s grace, cure moderate wounds, heroism
1st (5/day)–expeditious retreat, grease, hideous laughter, remove fear
0 (at will)–daze, detect magic, know direction, light, mending, read magic
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Tactics
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Before Combat Jalana casts cat’s grace on herself and begins bardic performance to inspire courage. If about to face a difficult battle she drinks her potion of bear’s endurance and may use silversheen against opponents with damage reduction.
During Combat Jalana uses her bow against opponents out of reach and turns to her Valenar double scimitar once she or they have closed the distance. She’ll disarm opponents if able to. If she is being hit often or has lost more than half her hit points, she uses Combat Expertise to its full ability (-2 to attacks, +2 dodge) and either drink one of her potions or cast cure moderate wounds to heal herself.
Morale Jalana continues fighting so long as Runzyl is present.
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Statistics
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Abilities Str 12, Dex 14, Con 12, Int 15, Wis 10, Cha 15 (17)
Base Atk +5; CMB +6 (+8 to disarm); CMD 18 (20 vs. disarm)
Feats Combat Casting, Combat Expertise, Extra Performance, Improved Disarm, Two-Weapon FightingB
Skills Acrobatics +12 {7cr}, Bluff +11 {5cr}, Diplomacy +8 {2cr}, Knowledge (arcana) +7 {2cr}, Knowledge (history) +7 {2cr}, Knowledge (nature) +7 {2cr}, Knowledge (religion) +7 {2cr}, Perception +10 {5cr}, Perform (dance) +11 {5cr}, Perform (sing) +11 {5cr}, Ride +10 {5cr}, Spellcraft +7 [+9 to identify magic items] {2cr}, Stealth +12 {7cr}, Survival +8 {5cr}
Languages Common, Elf, Goblin, Halfling
SQ bardic knowledge +2, elven magic, lore master (1/day), track +1, versatile performance (oratory), well-versed, wild empathy +5
Combat Gear potion of bear’s endurance, 2 potions of cure serious wounds, 2 potions of invisibility, silversheen Other Gear +1 studded leather, +1/+1 Valenar double scimitar, masterwork composite longbow [+1 Str], quiver w/40 arrows, cloak of charisma +2, ring of protection +1
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Notes
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Hook “Nesh coremar quen Shelon!” [For the glory of our Ancestors!]
Description Jalana is one of Caerlyn's Blade, a Valenar warband based in the Bazaar in Dura, and Runzyl's on-off lover. She has long blonde hair, sparkling green eyes and a ready smile. While she favours more subtle tactics to problems than Runzyl (preferring to attack from ambush) she is still a Valenar warrior and so believes in direct action over long cogitation, the glory of battle in the name of the ancestors, and has a relatively casual attitude to homicide.
Mothman
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Do we know exactly where the Grey Cairns are? Or are we going to need to cruise over miles of jungle to find it? That might be a good question to ask.
I agree with the drop plan (its a pity the gnome on the crew doesnt know Feather Fall so he could get us down safely); I think we need to drop anchor somewhere relatively close and scout through Kadesh or some other magical means to find a drop point. Ideally we drop down somewhere out of sight of (but a short walk to) the cairns, so that we can clmb down without coming under attack, but if not we can tru to clear the alnding zone through means of aerial bombardment as GG mentioned, or drive the fire elemental ring low over the ground to clear ground troops before going in.
ithuriel
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I'm with the dock the ship to a cliffside tree plan while we scout. We are roughly 22 miles away at that point. We can send in the boys or I can fly Kadesh ahead solo. Up to you all, but we are going to need a vigorous watch posted on the ship while it is docked with orders to cut and run at signs of trouble with a predetermined rendezvous point /time should that happen.
Also- we could come up with a signal for emergency extraction that Gil will throw up in the air with an illusion.
ithuriel
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Why would you send the one guy we are trying to keep out of their clutches on a scouting mission into the heart of enemy territory? It's like you are working really hard to give them a chance to snatch up Runzyl without much of a fight.
Keep in mind that I have told you IC that someone else is spying on us with scrying. It is not Lady Orlaith. I don't know who it is but they likely have a connection to either Runzyl or the sword he is carrying. So you will send him more or less alone into enemy territory wearing a big beacon around his neck. It's not the best idea.
If you decide to send him scouting anyways, at least get Gil to cast nondetection or misdirection on him- whatever the spell is that throws off scrying. I think she has it. Ezreal does not.