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Celedras, Acrobatic Elf Archer (Revisited)
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<blockquote data-quote="The_Gneech" data-source="post: 2834061" data-attributes="member: 6779"><p>For anyone who was interested in <a href="http://www.enworld.org/showthread.php?t=162538" target="_blank">this thread</a> or just likes elven archers <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=";)" /> I present Celedras! Forgive the hybrid skill block; he was built in E-Tools, which doesn't have the current stat blocks.</p><p></p><p><strong>Celedras</strong></p><p>NG Male High Elf Sco5/Rgr4/ThfAcr1: CR 10;</p><p>Medium Humanoid (Elf); HD 5d8+10 (Scout), 4d8+8 (Ranger), 1d6+2 (Thief-Acrobat); hp 69;</p><p></p><p>Init +5; Spd 40;</p><p>AC:22 (Flatfooted:22 Touch:15);</p><p></p><p>Atk +10/5 base melee, +11/6 base ranged;</p><p> +13/+8 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)); OR</p><p> +13 (1d8+4+1d6+2d6, +1 flaming composite longbow (+3 Str Bonus)) w/Skirmish; OR</p><p> +11/+6/+11 (1d8+4+1d6, +1 flaming composite longbow (+3 Str Bonus)) w/Rapid Shot; OR</p><p> +9/+4/+9 (1d6+4+1d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword); OR</p><p> +11 (1d6+4+1d6+2d6, +1 frost short sword; 1d6+2, +1 ghost touch short sword) w/Skirmish;</p><p></p><p>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</p><p></p><p>SA: Skirmish (+2d6, +1 AC); Favored Enemy (Aberrations) +2;</p><p></p><p>SV Fort +8, Ref +14, Will +3;</p><p>STR 16*, DEX 18, CON 14, INT 14, WIS 13, CHA 9.</p><p>*Includes gauntlets of ogre power</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Spells Prepared (Rgr --/1): 1st - Animal Messenger.</p><p></p><p>Possessions:</p><p>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).</p><p>Armor: +2 Elven Chain (8,150 gp).</p><p>Goods: Coin: gp (1457) (1,457 gp); Thieves` tools, Masterwork (100 gp).</p><p>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).</p><p></p><p><em>Animal Companion: Hyzenthlay</em></p><p>N Male Animal, Light Warhorse: CR 1;</p><p>Large Animal; HD 3d8+9 ( Animal); hp 22;</p><p>Init + 1; Spd 60;</p><p>AC 17;</p><p>Atk +4 base melee;</p><p> +4/-1 (1d4+3, 2 Hoof; 1d3+1, Bite);</p><p>SQ: Scent (Ex), Low-light Vision (Ex);</p><p>SV Fort + 6, Ref + 4, Will + 2;</p><p>STR 16, DEX 13, CON 17, INT 2, WIS 13, CHA 6.</p><p>Skills: Jump +15, Listen +4, Spot +4.</p><p>Feats: Endurance, Run.</p><p>Possessions:</p><p>Armor: +1 Leather, Barding (1,190 gp).</p><p>Tricks Known (1 bonus trick): Attack, Come, Defend, Down, Heel, Stay, Work</p><p></p><p>Battle Fortitude (Ex): Celedras gains a +1 competence bonus to Fortitude saves and Initiative checks.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Trackless Step (Ex): Celedras cannot be tracked in natural surroundings.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Ranger Combat Style: Two-Weapon Fighting</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Defensive Archery (feat): Celedras gains a +4 bonus to AC against attacks of opportunity provoked by his using a bow in a threatened area.</p><p></p><p>...</p><p></p><p><strong>Background</strong></p><p>Celedras, though a high elf, was raised by the gray elves of Celene and is theoretically a minor member of its aristocracy, but for the past several decades he's hardly ever been there. In 569 CY Prince Thrommel of Furyondy put out the call for help in defeating the burgeoning Temple of Elemental Evil; Celedras responded immediately and served in a squad of elven scouts (the "Autumn Guard") at the Battle of Emridy Meadows. This earned him an open invitation to serve both the Knights of Luna and the Knights of the High Forest, and he's tried time and again to take up either position, but something always seems to "get in the way." His visits to Celene in particular tend to be brief and tumultous; he fundamentally disagrees with their closed borders and refusal to aid their neighbors against the Pomarj and Iuz. He currently travels the world as he feels himself called, ready to join any effort to fight evil.</p><p></p><p><strong>Personality</strong></p><p>Celedras is passionate, but reserved; he has a calm and quiet demeanor that suits his role as a scout very well. He is a man of few words, but those words tend to be well-chosen and to the point, often with wry humor or a hint of sardonic sting. In many situations, he tends to simply blend in to the background, so when he does suddenly spring into action, his abilities can come as quite a surprise to anyone who doesn't know him.</p><p></p><p><strong>Abilities</strong></p><p>Celedras's primary ability is his prodigious bowmanship; he favors commando-style tactics, striking at close range from cover and then fading away quickly. If forced into melee, however, he is remarkably mobile, prone to throwing himself into the thick of the fray to protect weaker allies or support stronger ones.</p><p></p><p>In larger combats, he rides into battle on Hyzenthlay, his light warhorse animal companion (named after a particularly spirited horse belonging to another ranger he knew a decade ago; the other ranger apparently named his own horse after a rabbit). In such a situation, he will travel from "hot spot" to "hot spot" picking off what foes he can quickly. He tries to avoid putting Hyzenthlay into situations of extreme danger, however; against a large single foe (such as a dragon), Celedras will dismount and send Hyzenthlay as far out of reach of the battle as possible.</p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 2834061, member: 6779"] For anyone who was interested in [url=http://www.enworld.org/showthread.php?t=162538]this thread[/url] or just likes elven archers ;) I present Celedras! Forgive the hybrid skill block; he was built in E-Tools, which doesn't have the current stat blocks. [B]Celedras[/B] 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). [I]Animal Companion: Hyzenthlay[/I] 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. ... [B]Background[/B] Celedras, though a high elf, was raised by the gray elves of Celene and is theoretically a minor member of its aristocracy, but for the past several decades he's hardly ever been there. In 569 CY Prince Thrommel of Furyondy put out the call for help in defeating the burgeoning Temple of Elemental Evil; Celedras responded immediately and served in a squad of elven scouts (the "Autumn Guard") at the Battle of Emridy Meadows. This earned him an open invitation to serve both the Knights of Luna and the Knights of the High Forest, and he's tried time and again to take up either position, but something always seems to "get in the way." His visits to Celene in particular tend to be brief and tumultous; he fundamentally disagrees with their closed borders and refusal to aid their neighbors against the Pomarj and Iuz. He currently travels the world as he feels himself called, ready to join any effort to fight evil. [B]Personality[/B] Celedras is passionate, but reserved; he has a calm and quiet demeanor that suits his role as a scout very well. He is a man of few words, but those words tend to be well-chosen and to the point, often with wry humor or a hint of sardonic sting. In many situations, he tends to simply blend in to the background, so when he does suddenly spring into action, his abilities can come as quite a surprise to anyone who doesn't know him. [b]Abilities[/b] Celedras's primary ability is his prodigious bowmanship; he favors commando-style tactics, striking at close range from cover and then fading away quickly. If forced into melee, however, he is remarkably mobile, prone to throwing himself into the thick of the fray to protect weaker allies or support stronger ones. In larger combats, he rides into battle on Hyzenthlay, his light warhorse animal companion (named after a particularly spirited horse belonging to another ranger he knew a decade ago; the other ranger apparently named his own horse after a rabbit). In such a situation, he will travel from "hot spot" to "hot spot" picking off what foes he can quickly. He tries to avoid putting Hyzenthlay into situations of extreme danger, however; against a large single foe (such as a dragon), Celedras will dismount and send Hyzenthlay as far out of reach of the battle as possible. -The Gneech :cool: [/QUOTE]
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