Cressida Kroft CR 10
XP 9,600
Female human aristocrat 1/fighter 9/cleric-inquisitor-paladin 1
LG Medium humanoid (human)
Init +0; Senses Perception +19
Defense
AC 22, touch 10, flat-footed 22 (+10 armor, +2 shield) (+1 dodge if the only character threatening an opponent)
hp 118 (1d8+10d10+55)
Fort +13, Ref +3, Will +14 (+2 vs. fear, +2 resistance vs. mind-affecting spells, spell-likes, Su)
Offense
Speed 30 ft. (30 ft. in armor)
Melee mwk longsword +15/+10 (1d8+4/19-20), or mwk longsword +15/+10 (1d8+5/19-20),
or mwk longsword (power attack) +12/+7 (1d8+10/19-20), or mwk longsword +12/+7 (1d8+14/19-20),
or dagger +12/+7 (1d4+2/19-20)
Ranged mwk composite longbow +12/+7 (1d8+3/x3),
or thrown weapon +10/+5
Special Attacks channel positive energy 5/day (DC 13, 1d6), judgment 1/day, smite evil 1/day (+2 attack and AC, +1 damage), weapon training (heavy blades +2, bows +1)
Spell-Like Abilities (CL 1st, concentration +6)
8/day – caging strike, touch of law
at will – detect evil, lorekeeper
Cleric spells (CL 1st, concentration +6)
1st – open domain slot, open slot (x3)
orisons – open slot (x3)
D domain spell; Domains knowledge, law
Inquisitor spells (CL 1st, concentration +6)
1st (3/day) – alarm, heightened awareness
orisons – detect magic, guidance, read magic, sift
Inquisition imprisonment
Tactics
Cressida Kroft prefers to fight at range if possible, only taking the risk of hand-to-hand combat when it can't be avoided - either because arrows would be too lethal, or because they wouldn't be lethal enough. And when she has allies with fewer hitpoints than her, she'll almost always try and take the hits for them.
Kroft likes to use her net or bolas to soften a target before engaging them in melee.
She keeps wands of cure light wounds and protection from evil in her spring loaded wrist sheathes.
She uses her shrink item'd barricades and bonfire to control the battlefield or provide cover from ranged attacks.
Against enemies that she has outmatched, Cressida fights defensively and tries to arrange a surrender. She uses combat maneuvers heavily, and will attempt to pin the poor sod and apply her manacles. When Cressida has allies with which to flank a foeman, she uses Dirty Fighting to avoid provoking attacks of opportunity with her combat maneuvers. Otherwise, she'll try and take away their weapons so they can't resist.
Against enemies that outmatch her, or are close enough to raise her concern, Cressida prefers to fight with numerous powerful allies, using specialty equipment acquired for the purpose and following a plan that's been gamed out and drilled extensively. When that's not possible, she tries to make up the difference with consumable items (if she thinks they'll make the difference); applying her oil of magic weapon to bypass DR, or drinking a potion of silence to thwart spellcasters that rely on verbal components, or poisoning her weapons with blue whinnis.
Statistics
Str 14 Dex 11 Con 20 Int 22 Wis 20 Cha 15
Base Atk 10; CMB +12 (14 trip & disarm) (+2 if using a heavy blade to trip or disarm (hey, but nandwich, earlier didn't (shut UP Altronus shut up shut up shut up))); CMD 22 (24 vs trip & disarm)
Feats Artful Dodge, Dirty Fighting, Improved Disarm, Improved Trip, Iron Will, Lunge, Mobility, Persuasive, Power Attack, Quick Draw, Spring Attack, Whirlwind Attack
Skills Appraise (3 ranks) +12, Craft (alchemy) (1 rank) +10, Diplomacy (11 ranks) +19, Handle Animal (1 rank) +6, Heal (1 rank) +9, Intimidate (11 ranks) +20, Knowledge (local, history, nature) (5 ranks) +14, Knowledge (arcana, geography, religion) (1 rank) +10, Perception (11 ranks) +19, Profession (11 ranks) +19, Ride (1 rank) +1, Sense Motive (11 ranks) +20, Stealth (11 ranks) +11, Use Magic Device (10 ranks) +12
Special armor check penalty -3, monster lore (+5 to knowledge checks to identify the abilities and weaknesses of creatures), stern gaze (+1 intimidate, sense motive)
Combat Gear +1 arrow-catching living steel quickdraw shield, oil of hold portal, oil of magic weapon**, potion of cure light wounds, potion of delay poison, potion of expeditious retreat**, potion of gaseous form, potion of silence, wand of Abadar’s truthtelling (26 charges), wand of protection from evil (21 charges), wand of cure light wounds (14 charges), heightened continual flame locket (4th-circle), shrink item'd bonfire (6 days remaining), shrink item'd pedestrian barricade (x2, 6 days remaining), shrink item'd rowboat (6 days remaining), bolas (x2), net, blue whinnis (4 doses), tanglefoot bag, smokestick;
Other Gear +1 fullplate, +1 spellstoring mithral longsword***, +1 adaptive phase locking longbow***, mwk longsword, mwk composite longbow (+2 Str) with 20 arrows, dagger, bag of holding type I, belt of mighty constitution +2, headband of mental prowess +2 (intelligence and wisdom, keyed to Stealth), mind sentinel medallion*, ring of mind shielding*, ring of sustenance, bandolier, marbles, manacles, signal horn, spring loaded wrist sheathes (x2)
Bag of Holding wand of detect magic (34 charges), 200 arrows, bear traps (4), bullseye lantern, chalk, cloth sacks, crowbar, drill, grappling hook, greatclub, hammer, inkpen, keys**, lamp oil, parchment, paper, pencils, rations, reference library, rope, sack of flour, sealing wax, signet ring**, shovel, steel mirror, twine, everything else she logically should be carrying but which doesn't come to mind, not a polearm though she doesn't want to risk puncturing the bag of holding, I guess she could saw the point off a lucerne hammer, and sand the sharp edges, actually she'll just have a custom case for a glaive-guisarme with latches she feels confident in, 100 gp, 1000 gp*
*items marked with an asterisk are on loan from the Korvosan Guard
**these items don’t exist because they were expended last night and not yet replaced
***these items are not part of her regular loadout and were commandeered last night