Monday, February 17, 2014

Wrath of the Righteous NPCs Part 1: The Rogue

With the Wrath of the Righteous Adventure Path coming to a close, I finally have a chance to read it. The first thing I noticed are the NPCs listed on the inside covers, presented as allies and enemies. As the AP progresses, these entries also present suggestions for advancing these NPCs if they continue fighting alongside the PCs. I've decided to follow these suggestion and advance all of the relevant NPCs on the inside cover. I present the stats for the rogue, Anevia Tirabade, after the jump.

[Edits: It has been brought to my attention that rogues do not have proficiency with longbows! I've corrected this by changing Anevia's longbow to a shortbow, as it was in her first statblock.]



Book one of WotR sets Anevia as a rogue 3. Here are her stats again for reference:


ANEVIA TIRABADE CR 2
XP 600
Female human rogue 3
NG Medium humanoid (human)
Init +7; Senses Perception +5
DEFENSE
AC 14, touch 11, flat-footed 11 (+3 armor, –2 broken leg, +3 Dex)
hp 17 (3d8)
Fort +1, Ref +6, Will +0; +1 vs. traps
Defensive Abilities evasion, trap sense +1
Weaknesses broken leg
OFFENSE
Speed 15 ft.
Melee short sword +3 (1d6+1/19–20)
Ranged shortbow +5 (1d6/×3)
Special Attacks sneak attack +2d6
Rogue Spell-Like Abilities (CL 3rd, concentration +5)
3/day—light
TACTICS
During Combat Even before she broke her leg, Anevia preferred to fight with her bow. Although only four of her arrows survived the fall, Anevia relies on her shortbow for most fights until her leg is healed. Until she can secure at least 10 more arrows, she avoids using Rapid Shot, hoping to make every single shot count. If forced into melee, she does her best to flank with her sword, despite her limited mobility.
Morale Unless she is fighting with a good friend or her wife Irabeth, Anevia flees to seek out a hiding spot to wait out her enemies if she falls below 5 hit points.
STATISTICS
Str 12, Dex 17, Con 10, Int 14, Wis 8, Cha 13
Base Atk +2; CMB +3; CMD 16
Feats Improved Initiative, Point-Blank Shot, Rapid Shot
Skills Acrobatics +5 (+1 when jumping), Climb +3, Diplomacy +7, Disable Device +9, Knowledge (dungeoneering) +8, Knowledge (local) +8, Knowledge (planes) +5, Linguistics +8, Perception +5, Sense Motive +5, Sleight of Hand +9, Stealth +9 (+5 when moving), Swim –3
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (minor magic), trapfinding +1
Combat Gear alchemist’s fire (2), smokestick (3); Other Gear +1 leather armor, short sword, shortbow with 4 arrows, silk rope (50 ft.), thieves’ tools, 46 gp
SPECIAL ABILITIES
Broken Leg (Ex) Anevia’s leg was broken in the fall, and as a result she moves at half speed and cannot run. She also takes a –4 penalty on all skill checks requiring movement (Acrobatics, Climb, many Stealth checks, and Swim) and a –2 penalty to her AC. If the damage she sustained in the fall is healed, the penalty on skill checks is reduced to –2 and the penalty to AC is removed, but completely healing her leg requires a regenerate spell.

Except for the broken leg, she's a typical rogue. Progressing her in Book two, there are no suggestions. However, Book three lists Anevia as a rogue 7, so it makes sense that the step between these two would be rogue 5.

ANEVIA TIRABADE CR 4
XP 1,200
Female human rogue 5
NG Medium humanoid (human)
Init +8; Senses Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 26 (5d8)
Fort +2, Ref +9, Will +1; +1 vs. traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+1/19–20)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack +3d6
Rogue Spell-Like Abilities (CL 5th, concentration +7)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +12 (+1 when jumping), Climb +9, Diplomacy +9, Disable Device +12, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (planes) +7, Linguistics +10, Perception +7, Sense Motive +7, Sleight of Hand +12, Stealth +12
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic), trapfinding +2
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, shortbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), thieves’ tools, 46 gp

Her leg is mended and the all necessary precise shot feat is taken to aid her in her ranged attacks. The dust of tracelessness and elixir of hiding are provided to aid in her stealthy movement. On to Book three, where she advances to rogue 7.

ANEVIA TIRABADE CR 6
XP 2,400
Female human rogue 7
NG Medium humanoid (human)
Init +8; Senses Perception +9
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 35 (7d8)
Fort +3, Ref +10, Will +2; +2 vs. traps
Defensive Abilities evasion, trap sense +2, uncanny dodge
OFFENSE
Speed 30 ft.
Melee short sword +6 (1d6+1/19–20)
Ranged +1 shortbow +11 (1d6+1/×3)
Special Attacks sneak attack +4d6
Rogue Spell-Like Abilities (CL 7th, concentration +9)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +5; CMB +6; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (shortbow)
Skills Acrobatics +14 (+1 when jumping), Climb +11, Diplomacy +11, Disable Device +14, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (planes) +9, Linguistics +12, Perception +9, Sense Motive +9, Sleight of Hand +14, Stealth +14
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic, surprise attack), trapfinding +3
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, +1 shortbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 196 gp

Anevia is now all the deadlier with her shortbow, represented by her weapon focus feat. Along with this, she has also taken the surprise attack rogue talent, to make better use of he improved initiative. I'm imagining Anevia a switch hitter who begins a combat with a sneak attack from her bow, then moves in to flank. Next up, Book four, where Anevia is a rogue 11.

ANEVIA TIRABADE CR 10
XP 9,600
Female human rogue 11
NG Medium humanoid (human)
Init +8; Senses Perception +13
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 53 (11d8)
Fort +5, Ref +13, Will +4; +3 vs. traps
Defensive Abilities evasion, trap sense +3, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +13/+8 (1d6+2/19–20)
Ranged +1 shortbow +14/+9 (1d6+1/×3)
Special Attacks sneak attack +6d6
Rogue Spell-Like Abilities (CL 11th, concentration +13)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 9, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (shortbow)
Skills Acrobatics +18 (+1 when jumping), Climb +15, Diplomacy +15, Disable Device +18, Knowledge (dungeoneering) +16, Knowledge (local) +16, Knowledge (planes) +13, Linguistics +14, Perception +13, Sense Motive +13, Sleight of Hand +18, Stealth +18
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, minor magic, surprise attack), trapfinding +5
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +2 leather armor, cloak of resistance +2, +1 short sword, +1 shortbow, arrows, ring of feather falling, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 46 gp

To compliment her tactics of starting a combat with a sneak attack, Anevia now has the bleeding attack and crippling strike rogue talents, both very useful for getting the drop on someone. She also has weapon finesse to make fighting with her sword all the easier. Anevia is a rogue 14 in Book five.

ANEVIA TIRABADE CR 13
XP 25,600
Female human rogue 14
NG Medium humanoid (human)
Init +9; Senses Perception +17
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 Dodge, +1 deflection)
hp 66 (14d8)
Fort +6, Ref +16, Will +6; +4 vs. traps
Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +16/+11 (1d6+2/19–20)
Ranged +2 shortbow +18/+13 (1d6+2/×3)
Special Attacks sneak attack +7d6
Rogue Spell-Like Abilities (CL 14th, concentration +16)
3/day—light
STATISTICS
Str 12, Dex 20, Con 10, Int 14, Wis 10, Cha 13
Base Atk +10; CMB +11; CMD 28
Feats Dodge, Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (shortbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +7, crippling strike, fast stealth, improved evasion, minor magic, slippery mind, surprise attack), trapfinding +7
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +3 leather armor, cloak of resistance +2, +1 short sword, +2 shortbow, arrows, belt of incredible dexterity +2,  ring of feather falling, ring of protection +1, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 146 gp

Anevia now has access to the manyshot feat, thus making her initial barrage of arrows all the more deadly. Her armor begins to beef up a bit, as she is more likely to find her self in the midst of melee. Finally, Anevia rounds out Book 6 as a rogue 17.

ANEVIA TIRABADE CR 16
XP 76,800
Female human rogue 17
NG Medium humanoid (human)
Init +10; Senses Perception +17
DEFENSE
AC 25, touch 19, flat-footed 18 (+6 armor, +6 Dex, +1 Dodge, +2 deflection)
hp 80 (17d8)
Fort +8, Ref +19, Will +8; +5 vs. traps
Defensive Abilities improved evasion, trap sense +5, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 short sword +20/+15/+10 (1d6+3/17–20)
Ranged +2 shortbow +21/+16/+11 (1d6+2/×3)
Special Attacks sneak attack +9d6
Rogue Spell-Like Abilities (CL 17th, concentration +19)
3/day—light
STATISTICS
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 13
Base Atk +12; CMB +13; CMD 32
Feats Critical Focus, Dodge, Improved Critical (short sword), Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Sickening Critical, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, feat [improved critical (short sword)] , improved evasion, minor magic, slippery mind, surprise attack), trapfinding +8
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility (2), potion of spider climb, smokestick (3); Other Gear +4 leather armor, cloak of resistance +3, +2 short sword, +2 shortbow, arrows, belt of incredible dexterity +4,  ring of feather falling, ring of protection +2, handy haversack, efficient quiver,  dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 246 gp

Using her last available rogue talent and two feats, Anevia becomes a force to be reckoned with in both melee and at a distance. Her short sword now has improved critical and, with access to sickening critical, is able to quickly cripple opponents if she is able to sneak attack.

Overall, I feel that this approach to her build is able to complement any group that brings Anevia along. Fighting at range and melee are both feasible for her and she does well in rounding out any skills the group may need, such as disable device or sense motive. I have not chosen any languages for Anevia's linguistics skill, as I feel these would come more organically, depending on her enemies. A recommended list would include abyssal, aklo, celestial, draconic, infernal, and undercommon. The purchase of items assumes the expected wealth for NPCs of her level. Later books may make it difficult to purchase appropriate equipment, so feel free to substitute equipment as you feel necessary. Finally, feel free to point out any mistakes in the stat block and leave any feedback you have.

No comments:

Post a Comment