Did anyone stat out the phanaton war party that can assist in Tides of Dread?


Savage Tide Adventure Path


They aren't really identified except they are the chieftain's strongest hunters.

I am thinking about 25 Level 2 or 3 phanaton rangers. It isn't necessary to know their stats because of the VP system in the adventure, but I may expand the battle into a mass combat scenario.


I did, not a great conversion (didn't spend too much time on them), but might be ideal for what you need...

From my notes..

Phanaton Tar-Gatherers (advanced Phanaton ranger 2)
CG Small humanoid
Init +3; Senses low-light vision, darkvision 60ft; Perception +5

DEFENCE
AC 17, touch 13, flat-footed 14 (+1 size, +3 dex, +1 natural, +2 leather)
hp 18 (2d10+2)
Fort +3, Ref +7, Will +7

OFFENSE
Speed 20ft, gliding
Melee bite +4 (1d4+2) or dagger +4 (1d3+2/19-20) or spear +6 (1d6+2/x3)
Ranged +6 spear (1d6+2/x3)
Attack Options favoured enemy (animal) +2

STATISTICS
Str 15, Dex 17, Con 13, Int 14, Wis 16, Cha 12
Base Attack +2, CMB +3, CMD 16
Feats: Stealthy, Precise Shot, Weapon Focus (spear)
Special Qualities: Darkvision 60 ft, forest empathy, gliding, wild empathy (+3)
Skills: Acrobatics +4, Climb +12, Knowledge (nature) +4, Perception +5, Stealth +13, Survival +4, Tumble +5
Forest awareness (Ex) Phanatons gain a +1 racial bonus on saving throws while in a forested location
Gliding (Ex) A phanaton can glide, negating damage from a fall of any height and allowing 20feet of forward travel for every 5feet of descent. Phanatons fly at a speed of 20feet (average) when gliding, but can never hover (even if their manuverability improves). A phanton cannot glide while carrying a medium or heavy load, and falls if it becomes unconscious or helpless.


Nice! And thanks.

As far as numbers go, I am assuming somewhere between 20 and 40 phanatons show up with maybe a slightly more powerful leader. Do you agree?

The Farshore militia maxes out at about 40 Level 1 warriors(if the PCs put their time into it) and I don't expect the phanatons to throw in more bodies than the people who live there. Of course that doesn't include leveled NPCs and another 40-80 people residents that will fight if absolutely necessary.


My group are homing in on the battle for Farshore, only a couple of days from it in game time. They've got Olman and Phanaton help... for numbers, it works out like this... (all approximate numbers)

Farshore population : 240 (175 that can fight, 125 that's had real training or experience)
Phanaton Warrior Party : 20
Olman Warrior Party : 60
Named NPCs (Lavinia, Jade Ravens, etc)

Pirates : 160 to 180 (I've got 7 ships, one of which may run into 'issues')
Named NPCs/foes

So the defenders have the advantage of numbers, and home turf (allowing them to set traps, etc), whereas the attackers have the advantage of experience (a standard Crimson Fleet pirate is 7HD in my campaign

I'm not keen to run it as a mass combat (we tried using Warpath for a mass combat previous and imo it turned into a slow dull fight that ran for several hours, not fun at all) so my Jade Ravens are going to head up the defence against the rank and file pirates and leave the surprises to the PCs.

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