PDA

View Full Version : Pathfinder A Swordsman with a Vendetta (NPC) Suggestions?



Duboris
2014-04-21, 10:04 AM
The first NPC to introduce himself in my campaign, as soon as the players arrive to a lodge full of mercenaries taking missions off of a board, is a Katana-wielding fighter named Cid, who, as soon as he meets the PC's, determines which martial member he's going to be tied with. Cid, first and foremost, joined The Lodge in hopes of mastering his swordsmanship with the katana, and has a dark secret in regards to the players. He will be nice to them, up until the plans for introducing the invasion mark are announced, in which case he fears that the PC is going to go and get himself killed. At this point, he'll offer that PC a duel. Should the PC refuse, he announces that he will see him during the invasion.

When this comes to pass, Cid will single out the martial PC to attack during one of the quieter moments, though most likely he will show up the first moment that PC finds himself alone through the glory of "Fate making them run into each other." Cid will not allow the PC to get away, and will actively try to defeat him, complimenting him the entire fight.

Cid will be an equal level of the PC in fighter levels, though he takes a reserved approach into fights if he can, using a mixture of combat expertise and power attack, Improved vital strike, and spring attack, making it a point to waltz around debris from the nearby wreckage to avoid being charged.

Cid will, as a result of his honor, allow the player, and himself, to prepare with whatever potions they deem necessary, though Cid will use none if the player won't; claiming, "Magic is for men of weak arm, but I will not fight you on uneven ground." Should the player try to stall for his allies, Cid will automatically attack after some dialogue about fate and furthering himself and the pc.

"Fate's coy, isn't she? That doesn't matter though. Think about it friend... Whoever leaves this fight alive leaves stronger, yes? All I ask of you is that you bury me with my sword should I lose."

Cid's Katana is a +1 Keen Katana, and his armor is a +2 Armored Coat. He is a Weapon Master Fighter Archetype. His coat is exquisitely crafted like the Katana, but it is magical. His weapon doesn't read as magical in the slightest, but anyone capable of making craft checks that could make such a sword will notice how perfectly crafted it is. It definitely seems masterwork at even a glance, but there's something "more" there.

Cid has a rather long story explaining his sword and it's heritage throughout his family line, but ultimately claims it was wasted on them because they merely looked at it every day. He actually stole it when he left to begin his adventure.

There are, of course, more NPCs, but Cid is the one I'm currently worried about. Against a solo player of equal level, a fighter no less, or a monk, ranger, barbarian, whatever; He is an epic encounter because of the changes to APL. The player is more than welcome to spare him should he win, but I don't want cid to be a pushover during a straight up martial fight. He's not a fan of dirty tricks, and using them against him actually causes him to ditch his combat expertise and make use of his full power attack with furious focus, which as a weapon master, practically guarantees he hits. With a katana and weapon master, without keen a katan has a critical modifier of 18-20, With it, that increases to 16-20, allowing one in 5 of his attacks to land without fail.

Right now he has no magical enhancements. His strength at level 12 is 20, and his dexterity is 18. Not high stats by that point mind you, but Cid has a grand distaste for magic, and compliments on it frequently. He'll admit it has it's uses, but all the same, he avoids it. His Keen Katana is a specially smithed weapon that has no magic cast upon it, and isn't subject to dispel effects, or anything that could possibly sap it of magic. It's just that sharp. (Not Raw, but a flavorful addition)

Cid's ultimate strategy during fights consists of moving about, making use of Improved Vital Strike, Devastating Strike, Spring Attack, Power Attack, Furious Focus, and Combat Expertise all at once. He prefers to move about, unless the martial fighter is a ranger, in which case he will abandon combat expertise to make sure that his AoOs land, rerolling with his reliant strike ability to ensure that it does. He will also use this on crits, should they land.

Fighter Level 12 BAB = +12
Str Mod = +5 (+5 Dam)
Fighter bonuses = +3 (From Weapon Master) (+3 Dam)
Weapon Focus / Weapon Spec = +2 (+ 1 Dam)
+1 from Weapon (+1 Dam)

AB= 23

Power attack = -4 (+8 Dam)
Two Handed Weapon = (+4 Dam)
Combat Expertise = -4

Final to hit and damage = +15/+10/+5 (First attack is +19 because of Furious Focus)

Damage = 1d8+22 with a X2 Crit multiplier
Improved Vital Strike Damage = 3d8+26 (At +19 to hit) (Including Devastating Strike)

His armor class would, including bracers, probably be around 30 or 28 at that point.

Do you guys have any suggestions?

Duboris
2014-04-21, 12:02 PM
(In Response to a person on the Paizo Forums)

Funny you should mention the disarming thing, actually. He's Human with a Favored class of Fighter, and instead of taking a health point or skill point every level, he took the CMD against Sundering and Disarm for every level. The CMD for it is almost in the 40's now, which is just lovely. He's really specific about keeping the sword in his hand and not having it get damaged.

I'll admit that he's vulnerable to tripping, but his CMD isn't the lowest thing in the world, really. He's very defensive against Disarm and Sunder, but he doesn't have the feats for improved or anything like that.

Primarily he doesn't like making use of his full attack at all, and focuses primarily on inflicting major damage with his vital strike, then moving out of 5 foot step range so as to avoid the enemies full attacks to boot. He's about moving, inflicting a tremendous amount of melee damage, and then moving away. The 4 armor class from mobility makes things even better for him when he decides to move away as well.

He's only 1 particular characters foil, and even then, he's not much of a foil. Particularly, he begins the game at level 7, and continues to aid the players and constantly gives advice for whoever the martial person is, joking about how he'd like to trade blows one day.

Taking the interest that he does, his primary goal is to better his swordplay, and his dark secret is that he's the reason a good number of new members die on their missions; because he kills them during fights, and then claims the reward. A lot of the other NPC's will make mention that they shouldn't go on missions with him because of the rumors about him, but he's far too cheery and happy to give off the aura of a killer. He doesn't dote about when it comes to certain things, but his own personal code is most definitely one of evil.

His code is defined simply as
"You may not kill anyone marginally weaker than you."
"You must announce your intentions and purpose prior to killing."
"You must seek out and nurture potential when you see it."
"You may kill anyone that seeks to stop you from killing your current mark."

So.

"Why is he there." - The lodge is a good location to achieve a living while also constantly testing his blade against others of equal strength.
"Why does he antagonize the party?" - Cid actually enjoys the party's company, but maintains a soft spot in his heart for whoever's the most prominent martial figure. He is encountered on missions that often involve killing lots of enemies as compared to important figures, such as on the first goblin mission where they meet him just outside the borders of the ruined fort.
"How does he interact with the party member in question?" - Cid will constantly use a particular string of feats, but, in the event that the player that he takes an interest in is ranged, he will actually change his Devastating strike feat out for Step up, and claim, upon first using it, that he learned how to do it just to kill the player, and that he thanks him for being strong enough that he had to plan ahead.
"Is the fighter a man with a mysterious past?" - Cid's past consists of joining the lodge after stealing his families prized katana, and then being beaten to a prominent pulp, after which his weapon was stolen by lodge members. He trained with a longsword after that point, and eventually tracked down the thieves on a mission, killed them, and took his weapon back. He was thrilled that something like that forced him to become stronger, and made it a habit ever since to nurture the new blood, and then cut it down whenever he found that person to be almost on equal level with him.
"Does he only fight the player(s) once?" - Cid can actually be fought prior to his fight, as he, along with a few other NPC's, actually join the side that's being invaded. When the PC's arrive to the engine room of the carrier, he will make a bluff check to lie about the fact that he actually did the sabotage. Should the lie be found out, he will defend himself saying that he only wishes to share blades with the martial PC, but claims that if they wish to fight him (A Cr 12 encounter for PC's that will be level 9) then he will not hold back. He then goes on to say that if they waste time that they'll all die in the crash, and that escape is readily available.

If you guys could offer some advice, or opinions, that'd be great :D

mephnick
2014-04-21, 12:14 PM
Well..if this was my group, they'd either complain about me rail-roading them into a one on one duel, as the only way to achieve this is through a 'cutscene', or they'd all jump him as soon as he turned, before he could explain himself, and burn him to ashes.


But if you have the kind of group that will let you set up situations like this, go for it!

Duboris
2014-04-21, 12:30 PM
They're not particularly railroady cutscenes. Honestly they'd only see him if they actually went to the engine room to check out what happened. On another note, after they use the escape ships they end up separated, so that'd be when he showed up. During that fight there are actually random explosions throughout the room that do about 4d6 damage as well.

I've always taken a roleplay heavy approach to pathfinder. I'm typically against "Hey look, he's near that exploding thing. Let's kill him." I've got players that demand reasons for why people do stuff and I love them for it :D


Honorable Cid CR 12
XP 19200
Human (Varisian) Fighter (Weapon Master) 12
N Medium Humanoid (human)
Init +3; Senses Perception +0
--------------------
Defense
--------------------
AC 23, touch 15, flat-footed 19 (+7 armor, +3 Dex, +1 natural, +1 deflection, +1 dodge)
hp 146 (12d10+48)
Fort +12, Ref +7, Will +4; +3 bonus vs. effects targetting a Katana held by you
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 Keen Katana +21/+16/+11 (1d8+14/15-20/x2)
Special Attacks reliable strike: katana (2/day), weapon training +3: katana
--------------------
Statistics
--------------------
Str 18, Dex 16, Con 18, Int 15, Wis 11, Cha 12
Base Atk +12; CMB +16; CMD 31 (46 vs. Disarm, 46 vs. Sunder)
Feats Combat Expertise +/-4, Devastating Strike, Dodge, Exotic Weapon Proficiency (Katana), Furious Focus, Greater Weapon Specialization (Katana), Improved Vital Strike, Mobility, Power Attack -4/+8, Spring Attack, Step Up, Vital Strike, Weapon Focus (Katana), Weapon Specialization (Katana)
Traits Savannah Child (Knowledge [nature])
Skills Acrobatics +0 (-4 jump), Bluff +13, Climb +16, Escape Artist +0, Fly +0, Knowledge (dungeoneering) +15, Knowledge (nature) +15, Ride +0, Stealth +0, Survival +8, Swim +16
Languages Common, Dwarven, Elven, Varisian
SQ weapon guard +3: katana
Combat Gear Potion of barkskin +2, Potion of cure moderate wounds, Potion of displacement, Potion of mage armor; Other Gear +2 Do-maru, +1 Keen Katana, Amulet of natural armor +1, Belt of mighty constitution +2, Ring of protection +1, Fighter's kit, Hip flask, 20 GP
--------------------
Special Abilities
--------------------
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Devastating Strike Deal extra damage when using Vital Strike bonus
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Reliable Strike: Katana (2/day) (Ex) Reroll attack roll, critical confirmation, miss chance or damage roll for your chosen weapon
Spring Attack You can move - attack - move when attacking with a melee weapon.
Step Up When a foe makes a 5 ft step away from you, you can move 5 ft to follow them.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Guard +3: Katana (Ex) +3 CMD vs. Disarm and Sunder or other effects targeting your chosen weapon.
Weapon Training +3: Katana (Ex) +3 to hit and damage with your chosen weapon.

]