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The Guide to Korvosa lists Kroft as an aristocrat 1 / fighter 9 and has her alignment as LN.
If you are running or playing CotCT I would highly recommend purchasing the Guide to Korvosa (I’m not sure if its still available in print, but you should be able to buy the PDF at least), our group has found it a really useful resource.
Be aware that there are some possible campaign spoilers in the book though, if you are a player. The vast majority of them are in the 'Secrets' chapter.

Midnight_Angel |

Be aware that there are some possible campaign spoilers in the book though, if you are a player. The vast majority of them are in the 'Secrets' chapter.
Seconded. The 'Secrets' and the first page of the Appendix (the table showing race, class and alignment for the major NPCs) should be shielded from players' eyes.
If you have the PDF, and access to a PDF editor, you should cut out these sections before handing the remainder to your players.
Note that some of the NPCs might be in need of some overhaul (like the commander of the Hellknights having zero levels in Hellknight, due to the age of the book)

MrVergee |
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Here are the stats that I made for my game:
CRESSIDA KROFT, LN female Human aristocrat 1 / fighter 9 CR 8
Init +0; Senses Perception +13
AC 27, touch 12, flat-footed 27, Combat Expertise
hp 95 (10HD)
Fort +12, Ref +7, Will +9, +2 Will vs. fear
Speed 30 ft. (6 squares)
Melee longsword +2 (flaming) +18/+13 (1d8+9+1d6/17-20)
Ranged masterwork longbow (composite/strength rating+4) +9/+4 (1d8+5/x3)
Base Atk +9; CMB +14; CMD 26
Abilities Str 20, Dex 10, Con 14, Int 13, Wis 10, Cha 14
Feats Blind-Fight, Combat Expertise, Greater Weapon Focus (Longsword), Great Fortitude, Improved Critical (Longsword), Iron Will, Leadership, Lightning Reflexes, Lunge, Weapon Focus (Longsword), Weapon Specialization (Longsword)
Skills Diplomacy +15, Knowledge (Local) +14, Knowledge (Nobility) +6, Perception +13, Ride +10, Sense Motive +13
Possessions belt of physical might (str/con) +2; cloak of resistance +2; full plate +2 (mithral); longsword +2 (flaming); ring of protection +2; potion of bull's strength; potion of cure serious wounds; shield +2 (heavy/steel/mithral); Masterwork Longbow (Comp/Str+5)

Jason S |

Since my group that I'm running for actually has a good chance of fighting her (don't ask), I had to create stats for her.
I changed some things. I made her alignment NG. During the campaign she constantly is doing things to improve Korvosa and fight the status quo if she things it's wrong (somewhat CG). And she cuts corners in unlawful ways. But she definitely has Korvosa's best interests at heart, she's not just following orders. Meh, alignment. :)
I also didn't think it was appropriate for her to be just a fighter, so I made her an Inquisitor of Iomedae. If someone is going to lead people, especially if you're the chief of the police, you should have some leadership skills. I also gave her a background of being trained by Vencarlo in swordsmanship (which accounts for their good relationship) and she was previously a detective before being promoted.
Cressida Kroft CR8
Female human aristocrat 1/inquisitor 9 (Iomedae)
NG Medium humanoid
Init +9; Senses Perception +18
DEFENSE
AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex)
hp 67 (10d8+9+10) (Max=99)
Fort +7, Ref +9, Will +11
OFFENSE
Speed 30 ft.
Melee +1 rapier +11/+6 (1d6+5/18–20)
Special Attacks bane 9 rnds/d, judgment 3/d
Inquisitor Spell-Like Abilities (CL 9th; concentration +14)
1/d—swaying word (dominate for 1 minute)
9 minutes per day—discern lies
At will—detect chaos, detect evil, detect good, detect law
Inquisitor Spells Known (CL 9th; concentration +14)
3rd (4/day)—blood biography, keen edge, seek thoughts (DC 18), speak with dead
2nd (5/day)—acute senses, enthrall (DC 17), hold person (DC 17), honeyed tongue (DC 17)
1st (6/day)—alarm, comprehend languages, cure light wounds, divine favor, expeditious retreat, know the enemy
0 (at will)—brand, detect magic, detect poison, guidance, sift, stabilize
Domain Conversion Inquisition
TACTICS
Before Combat Cressida casts expeditious retreat, acute senses, divine favor, and keen edge if she expects combat to occur.
During Combat Cressida constantly convinces her targets to give up and place themselves under arrest. She opens combat with swaying word and then hold person if there are any martial targets. Using swift actions, she buffs herself with bane and judgments (destruction +4 sacred damage, healing 4 fast healing) as soon as possible.
Morale If Cressida is outnumbered she'll try to retreat and rally more forces against her opponents.
STATISTICS
Str 8, Dex 18, Con 12, Int 14, Wis 20, Cha 12
Base Atk +6; CMB +10 (+14 trip); CMD 19
Feats (5+3) Agile Maneuvers, Escape Route, Improved Trip, Outflank, Greater Trip, Paired Opportunists, Tandem Trip, Weapon Finesse
Skills (4+6*9+20=77) Acrobatics +8, Appraise +6, Bluff +18, Climb +2, Diplomacy +18, Heal +9, Intimidate +22, Knowledge (arcana) +6*, Knowledge (dungeoneering) +6*, Knowledge (engineering) +6, Knowledge (history) +6, Knowledge (local) +15*, Knowledge (nature) +6*, Knowledge (nobility) +6, Knowledge (planes) +6*, Knowledge (Religion) +6*, Linguistics +3, Perception +18, Ride +8, Sense Motive +22, Spellcraft +6, Survival +9, and Swim +2. *+5 to identify creatures
Languages Common, Shoanti, Varisian, Vudrani
SQ charm of wisdom, monster lore, solo tactics, stern gaze, teamwork feats (3), track
Combat Gear (22K) potion of invisibility; Other Gear + 1 mithral full plate, +1 rapier, longbow and 20 arrows, belt of physical might (dex, con) +2, headband of inspired wisdom +2, silver holy symbol, 30 gp
SPECIAL ABILITIES
Bane: Can imbue one of her weapons with the bane weapon special ability (+2 enhancement, +2d6 damage) as a swift action. Once selected, the type can be changed as a swift action.
Monster Lore: Add Wisdom bonus to knowledge checks to identify the abilities of creatures.
Solo Tactics: She may act as if her allies have her teamwork feats, even if they do not.
Track: +4 Survival to track creatures.
Escape Route: Can move through any adjacent squares around an ally without provoking.
Outflank: +4 bonus to attack flanked opponents. Provokes an AoO from your ally if you score a critical hit.
Paired Opportunists: +4 bonus to attack if an ally is adjacent.
Tandem Trip: Roll twice and take best result when tripping an opponent and an ally is adjacent.