Optimizing Iconic Enemies in CotC


Curse of the Crimson Throne


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Has anyone converted and optimized Gray Maidens and the Red Mantis for PF? Also, anyone recommend any good tactics? My PCs are higher level than these iconic enemies in Crown of Fangs, but I don't want them walking over these guys -- especially after I spent the entire campaign building them up.

My PCs are: wizard (conjuration), cleric, dragon disciple, rogue, ranger (archer). They are 20 point buy and pretty optimized.


Well, anything optimized will always have the potential to do serious work on even the nastiest monsters. With that, I'd probably increase the overall party's CR. Especially with a conjuration wizard, as in my CotCT campaign right now I've got one with the Teleportation subschool (it's a nightmare sometimes)and I just treat his involvement in encounters as a bonus to their CR.

Anyways. Spoilers ahead.

I converted the Gray Maidens to teams of Cavaliers. I figured they would necessarily be trained to work together and be crack troops for Ileosa--I also decided a majority of them would just be clones, to explain the swift rise in numbers--and went with that. I also separated them into different groupings (tanks, melee offense, and generalists) with officers of higher level to round out encounters as I saw fit.

The tanks I designed as groups of 4 Strategist Cavaliers (Order of the Lion) with each taking a different teamwork feat to share with their Tactician ability, and each having Shake it Off by default. So they line up, all have four different teamwork feats, and then stagger their Lion's Call. Additionally, they're all built as trip-monkeys (to shield bash and stomp on dirty peasant rabble)with Tandem Trip and Improved Trip. They worked pretty well, gave the PCs a run for their money, but Create Pit is a stupid spell and... Yeah. That happened.

I also made the Red Mantis guys into ninjas, because I felt like that gave them more oomph but retained their intended "spellcasting" abilities. It also made them a lot more deadly and less MAD, and in EfoK their ambush at Vencarlo's almost offed two characters with good opening salvos from invisibility. They also scale easily with level for the later modules, as all I have to really do is add a level or two and then some better gear.

Also, Steev42 has some good conversions to Pathfinder for the AP here that are great for quick references, though I also figured I'd make my own NPCs a bit more ferocious and tightly knit.

Edit: OH! And if you haven't passed them by yet, Vivsectionist Alchemists for the Plague Doctors worked out tremendously well for me. With Concentrate Poison and Drow Poison (used to put "patients" to sleep for kidnapping and/or experimentation)they weren't terribly deadly as far as hit points were concerned as 3rd-level mooks, but when half of the party is unconscious because of bad saves it puts the fear of gods into them.


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I statted up a lot of different types of Grey Maidens, and I went the same route as Puna'chong in many cases, although I admit I am not much of an optimizer. However, my player's characters have been gotten into many conflicts with the Grey Maidens and now they tend to avoid them when they can. I see that as a good thing, the Grey Maidens should not be laughed at as push-overs. My Red Mantis Assassins unfortunately have not had the same impact.

Here are the stat blocks for my Grey Maidens. They are converted to Pathfinder with the Challenge Rating in the books as a guideline.

Typical Grey Maiden:

Female human fighter 3
LE Medium humanoid; CR 2
Init +1; Senses Perception -1
Languages Common
DEFENSE
AC 22, touch 11, flat 21; (+9 armor, +1 Dex, +2 shield)
Fort +5, Ref +2, Will +2 (+1 fear)
Hit Dice 3d10+6; hp 22
OFFENSE
Speed 20 ft.
Melee mwk longsword +8 (19x, 1d8+3); Ranged composite longbow (+2) +4 (x3, 1d8+2)
Special Point Blank Shot (+1 attk, dmg), Precise Shot
STATISTICS
Str 16, Dex 12, Con 15, Int 10, Wis 8, Cha 13
Attack +3; CMB +6, CMD 17
Feats Iron Will, Precise Shot, Quick Draw, Point Blank Shot, Weapon Focus (longsword)
Skills (armor -6); Acrobatics –2, Climb +3, Intimidate +7
Special armor training 1, bravery 1
Gear masterwork full plate, heavy steel shield, masterwork longsword, composite longbow (+2), 20 arrows

However, I wanted some low level Grey Maiden Minions I could send at the party in waves so they could feel like badasses.

Grey Maiden Minion:

Female human fighter 1
LE Medium humanoid; CR 1/2
Init +1; Senses Perception -1
Languages Common
DEFENSE
AC 22, touch 11, flat 21; (+9 armor, +1 Dex, +2 shield)
Fort +4, Ref +1, Will +1
Hit Dice 1d10+2; hp 7
OFFENSE
Speed 20 ft.
Melee mwk longsword +6 (19x, 1d8+3); Ranged composite longbow (+2) +2 (x3, 1d8+2)
STATISTICS
Str 16, Dex 12, Con 15, Int 10, Wis 8, Cha 13
Attack +1; CMB +4, CMD 15
Feats Iron Will, Quick Draw, Weapon Focus (longsword)
Skills (armor -7); Acrobatics –5, Climb +0, Intimidate +5
Gear masterwork full plate, heavy steel shield, masterwork longsword, composite longbow (+2), 20 arrows

I created Cavalier Strategist Grey Maiden Commanders on horseback for their Drill Instructor ability to give the regular Grey Maidens a boost in Armor Class with the Shield Wall feat.

Grey Maiden Commander:

Female human strategist 5
LE Medium humanoid; CR 4
Initiative +1; Senses Perception +4
Languages Common, Varisian
DEFENSE
AC 22; touch 11, flat 21; (+9 armor, +1 Dex, +2 shield)
Fort +6, Ref +2, Will +2
Special challenge (+2 dodge)
Hit Dice 5d10+10+5; hp 59
OFFENSE
Speed 20 ft.
Melee mwk longsword +9 (19x, 1d8+3); Ranged composite longbow (+2) +6 (x3, 1d8+2)
Special cavalier’s charge, challenge (2/day, +5 dmg., +2 dodge)
STATISTICS
Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 13
Attack +5; CMB +18, CMD 19
Feats Iron Will, Mounted Combat, Ride-By-Attack, Shield WallB
Skills (armor -6); Bluff +9, Climb +5, Handle Animal +7 (+4 mount), Intimidate +8, Knowledge (nobility) +5 (+2 arabasti), Perception +4, Ride +9 (+2 saddle)
Special banner (+2 fear, +1 charge), drill instructor (12 min.), order of the lion (+2 nobility), tactician (2/day, 5 rds.)
Gear masterwork full plate, mwk heavy steel shield, masterwork longsword, composite longbow (+2), 20 arrows, banner

These Grey Maidens road specially trained Grey Mares.

Grey Mare:

Female Taldan gennet companion
N Large animal
Initiative +2; Senses low-light vision, scent; Perception +1
DEFENSE
AC 22 (+4); touch 13 (+4), flat 19; (+3 armor, +2 Dex, +1 dodge, +6 natural)
Fort +7, Ref +6 (evasion), Will +2
Special evasion, mobility
Hit Dice 5d8+15; hp 37
OFFENSE
Speed 50 ft.
Melee bite +8 (1d4+5) and 2 hooves +3 (1d6+5)
STATISTICS
Str 20, Dex 14, Con 17, Int 2, Wis 12, Cha 6
Attack +3; CMB +8, CMD 20
Feats Acrobatic, Dodge, Light Armor ProficiencyB, Mobility
Skills (armor -1); Acrobatics +11, Fly +3
Special combat trained, tricks (attack, come, defend, down, guard, heel, performB, stayB)
Gear studded leather armor, military saddle

For back up I made longbow focused Grey Maiden Archers.

Grey Maiden Archer:

Female human fighter 5
LE Medium humanoid; CR 4
Init +3; Senses Perception -1
Languages Common
DEFENSE
AC 23, touch 12, flat 21; (+9 armor, +2 Dex, +2 shield)
Fort +6, Ref +4, Will +2 (+1 fear)
Hit Dice 5d10+10; hp 39
OFFENSE
Speed 20 ft.
Melee mwk longsword +9 (19x, 1d8+2); Ranged composite longbow (+2) +10 (x3, 1d8+2) or composite longbow (+2) +8/+8 (x3, 1d8+2)
Special Point Blank Shot (+1 attk, dmg), Precise Shot, Rapid Shot
STATISTICS
Str 14, Dex 16, Con 15, Int 10, Wis 8, Cha 12
Attack +5; CMB +7, CMD 20
Feats Iron Will, Precise Shot, Quick Draw, Point Blank Shot, Rapid Shot, Weapon Focus (longsword), Weapon Focus (longbow)
Skills (armor -6); Acrobatics +2, Climb +2, Intimidate +9
Special armor training 1, bravery 1, weapon training (bows +1)
Gear masterwork full plate, heavy steel shield, masterwork longsword, composite longbow (+2), 20 arrows

I gave tougher Grey Maidens tower shields and used them as the front line defense for Castle Korvosa.

Grey Maiden Castle Guard:

Female human tower shield specialist 7
LE Medium humanoid; CR 6
Init +1; Senses Perception -1
Languages Common
DEFENSE
AC 26, touch 11, flat 25; (+11 armor, +1 Dex, +4 shield)
Hit Dice 7d10+21+7; hp 66
Fort +8, Ref +4 (+2 spells), Will +4
Special Burst Barrier (+2), quickdraw shield, tower shield (cover)
OFFENSE
Speed 30 ft.
Melee +1 longsword +13/+8 (19x, 1d8+6) or PA +1 longsword +11/+6 (19x, 1d8+10); Ranged composite longbow (+2) +8/+3 (x3, 1d8+2)
Special Cleave, Improved Bull Rush, Point Blank Shot (+1 attk, dmg), Power Attack 2, Precise Shot
STATISTICS
Str 16, Dex 12, Con 16, Int 10, Wis 8, Cha 13
Attack +7; CMB +10 (+2 bull rush), CMD 21 (+2 bull rush)
Feats Cleave, Improved Bull Rush, Iron Will, Precise Shot, Quick Draw, Point Blank Shot, Power Attack, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills (armor -4-7); Acrobatics -46, Climb +15, Intimidate +73
Special armor training 2, tower shield specialist, tower shield training
Gear +2 full plate, tower shield, light steel quickdraw shield, +1 longsword, composite longbow (+2), 20 arrows, cloak of resistance +1
SPECIAL
Burst Barrier (Ex): At 2nd level, a tower shield specialist can use her shield to screen herself from burst spells and effects, gaining a +1 bonus on Reflex saves against them while employing a tower shield. This bonus increases by +1 for every four levels after 2nd (to a maximum of +5 at 18th level).

Next, I created some tougher cavaliers to command the Castle Guard and to escort Sabina around the city.

Grey Maiden Charger:

Female human strategist 7
LE Medium humanoid; CR 6
Initiative +1; Senses Perception +4
Languages Common, Varisian
DEFENSE
AC 22; touch 11, flat 21; (+9 armor, +1 Dex, +2 shield)
Fort +7, Ref +3, Will +3
Special challenge (+2 dodge)
Hit Dice 7d10+14+5 (74); hp
OFFENSE
Speed 20 ft.
Melee m-longsword +11/+6 (19x, 1d8+3) or [SC] m-lance +14 (x3, 3d8+9); Ranged composite longbow (+2) +8/+3 (x3, 1d8+2)
Special cavalier’s charge, challenge (3/day, +5 dmg., +2 dodge), Ride-By-Attack, Spirited Charge
STATISTICS
Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 13
Attack +7; CMB +20, CMD 21
Feats [2] Iron Will, Mounted Combat, Ride-By-Attack, Shield WallB, Spirited ChargeB, Weapon Focus (lance)
Skills (armor -6); Bluff +10, Climb +7, Handle Animal +8 (+4 mount), Intimidate +9, Knowledge (nobility) +7 (+2 arabasti), Perception +6, Ride +10 (+2 saddle)
Special banner (+2 fear, +1 charge), drill instructor (12 min.), order of the lion (+2 nobility), tactician (2/day, 5 rds.)
Gear masterwork full plate, mwk heavy steel shield, masterwork lance, masterwork longsword, composite longbow (+2), 20 arrows, banner

These women ride black Dort Chargers.

Finally, there are the Grey Maiden Queen's Guard found inside Castle Korvosa. Their challenge rating matches that of the Grey Maidens found in Crown of Fangs.

Grey Maiden Queen's Guard:

Female human fighter 9
LE Medium humanoid; CR 8
Init +1; Senses Perception -1
Languages Common
DEFENSE
AC 25, touch 11, flat 24; (+11 armor, +1 Dex, +3 shield)
Hit Dice 9d10+21+9+9; hp 88
Fort +9, Ref +5, Will +5 (+2 fear)
OFFENSE
Speed 30 ft.
Melee +2 longsword +18/+13 (17x, 1d8+9) or PA +2 longsword +16/+11 (17x, 1d8+13); Ranged composite longbow (+2) +11/+6 (x3, 1d8+3)
Special Cleave, Improved Bull Rush, Point Blank Shot (+1 attk, dmg), Power Attack 2, Precise Shot
STATISTICS
Str 17, Dex 12, Con 16, Int 10, Wis 8, Cha 13
Attack +9; CMB +12 (+2 bull rush), CMD 23 (+2 bull rush)
Feats Cleave, Improved Bull Rush, Improved Critical (longsword), Iron Will, Precise Shot, Quick Draw, Point Blank Shot, Power Attack, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills (armor -6); Acrobatics +16, Climb +55, Intimidate +117
Special armor training (2), bravery (+2), weapon training (blades +2, bows +1)
Gear +2 full plate, +1 heavy steel shield, +2 longsword, composite longbow (+2), 20 arrows, cloak of resistance +1

They should give the party a run for their money.


Nice, Lakeside! Glad I'm not the only one who liked Cavaliers as an NPC enemy. I honestly was surprised my builds worked out as well as I wanted them to, but it made me happy to think that for Ileosa foot soldiers trained that way would be a no-brainer. Quelling mobs is pretty darn easy for characters with great saves against low-level fear effects, awesome utility with their bonus Teamwork feats, and a (relatively) nonlethal way of quelling mobs.

Here's what I ended up with for my Gray Maiden "Hoplites":

Spoiler:
Gray Maiden Hoplite CR 2
XP 600
Human Cavalier (Honor Guard) 3 (Pathfinder RPG Advanced Player's Guide 32; Pathfinder RPG Ultimate Combat 0)
LE Medium humanoid (human)
Init +2; Senses Perception +3
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 21 (+9 armor, +2 shield, +1 Dex)
hp 33 (3d10+6)
Fort +4, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +6 (1d4+4/19-20) and
. . masterwork longsword +8 (1d8+4/19-20)
Ranged light crossbow +5 (1d8/19-20)
Special Attacks challenge
--------------------
TACTICS
--------------------
During Combat During combat a Gray Maiden Hoplite moves into a formation adjacent to the three other Gray Maiden Hoplites assigned to her squad, typically in a line. Each spends their first standard action during the encounter using their Tactician ability to grant each other member of their squad their unique Teamwork feat.

After this, Gray Maiden Hoplites will stay adjacent to another Gray Maiden to utilize her Teamwork feats unless commanded otherwise or unable to. Gray Maidens prefer to trip their opponents in melee, taking advantage of their bonuses to trip and their extra attacks of opportunity as opponents attempt to stand up. If a Gray Maiden is attacked they use their Bodyguard ability to shield one another, typically saving attacks of opportunity from Combat Reflexes only if they suspect a strong melee combatant can strike past their thick armor. They challenge the first foe that approaches them in melee.

Morale Gray Maidens fight to the death.
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 12, Int 8, Wis 10, Cha 6
Base Atk +3; CMB +7 (+9 trip); CMD 19 (21 vs. trip)
Feats Bodyguard[APG], Combat Reflexes, Improved Trip, Shield Wall[APG], - Unique Teamwork Feat: [Tandem Trip/Shake It Off/Paired Opportunists/Coordinated Maneuvers] -
Skills Handle Animal +2, Intimidate +4, Knowledge (local) +3, Knowledge (nobility) -1 (+0 on checks involving your sovereign), Perception +3, Ride +0, Sense Motive +6; Racial Modifiers ride mount, lion's skills
Languages Common
SQ intercept, lion's call, orders (order of the lion), sworn defense, tactician
Other Gear masterwork full plate, masterwork heavy steel shield, dagger, light crossbow, masterwork longsword
--------------------
TRACKED RESOURCES
--------------------
Dagger - 0/1
Lion's Challenge +3 (1/day) (Ex) - 0/1
Tactician (Shield Wall, 4 rds, 1/day) (Ex) - 0/1
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Trip You don't provoke attacks of opportunity when tripping.
Intercept Increase AC bonus granted to ally from aid another by +1.
Lion's Call +-2/+1 (Ex) Grant allies +-2 save vs. Fear, +1 to attack, new save vs. fear.
Lion's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 Dodge AC vs. the target of your challenge.
Lion's Skills +1 (Ex) +1 to Knowledge (Nobility) checks relating to sovereign.
Shield Wall +2 to shield bonus if adj ally with same feat has a tower/heavy shield or +1 for smaller shields.
Sworn Defense (Ex) Select a ward during a challange, sacrificing AC to grant bonus to ward's AC.
Tactician (Shield Wall, 4 rds, 1/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

They've got wicked AC (I think 26 with someone using Bodyguard on them), decent saves, and knocking down melee guys and getting 2-3 free attacks on them as they stand up isn't too shabby. They made the party's Inquisitor and Fighter stop for a minute as the Maidens were essentially a steel wall, but once the wizard caught up to the party (he was unconscious from my adjusted Doctors' poison)create pit did them in. Still, it was awesome seeing how brutally effective they were at keeping two melee big-hitters tied down, and since I imagined them as basically a brute squad for breaking up mobs of commoners they far exceeded my expectations.

My "Legionary" commanders are statted as such:

Spoiler:
Gray Maiden Legionary CR 4
XP 1,200
Human Cavalier (Strategist) 5 (Pathfinder RPG Advanced Player's Guide 32; Pathfinder RPG Ultimate Combat 0)
LE Medium humanoid (human)
Init +0; Senses Perception +6
--------------------
Defense
--------------------
AC 21, touch 10, flat-footed 21 (+9 armor, +2 shield)
hp 53 (5d10+10)
Fort +6, Ref +1, Will +4; +2 Morale bonus vs. fear when beneath banner
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +10 (1d8+5/19-20)
Ranged masterwork composite longbow +6 (1d8+2/×3)
Special Attacks cavalier's charge, challenge
--------------------
Statistics
--------------------
Str 18, Dex 10, Con 14, Int 8, Wis 13, Cha 12
Base Atk +5; CMB +9 (+11 trip); CMD 19 (21 vs. trip)
Feats Coordinated Defense[APG], Duck and Cover[APG], Improved Trip, Iron Will, Power Attack
Skills Climb +2, Diplomacy +5, Heal +3, Intimidate +9, Knowledge (local) +4, Knowledge (nobility) +4 (+6 on checks involving your sovereign), Perception +6, Ride -1, Sense Motive +9; Racial Modifiers ride mount, lion's skills
Languages Common
SQ banner, drill instructor, lion's call, orders (order of the lion), tactician
Other Gear masterwork full plate, masterwork heavy steel shield, +1 longsword, masterwork composite longbow
--------------------
TRACKED RESOURCES
--------------------
Lion's Challenge +5 (2/day) (Ex) - 0/2
Tactician (Duck and Cover, 5 rds, 2/day) (Ex) - 0/2
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Banner +2/+1 (Ex) Allies who can see your banner gain +2 save vs. fear & +1 to hit while charging.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Coordinated Defense +2 to CMD if adj ally with same feat. More if foe is larger.
Drill Instructor (12 minutes) (Ex) Spend 10 minutes and 1 use of challenge, to grant teamwork feat to four allies for 12 minutes.
Duck and Cover Take adj ally's roll for Ref (but drop prone). +2 cover vs. ranged att if they have a shield.
Improved Trip You don't provoke attacks of opportunity when tripping.
Lion's Call +1/+1 (Ex) Grant allies +1 save vs. Fear, +1 to attack, new save vs. fear.
Lion's Challenge +5 (2/day) (Ex) +5 to damage target, -2 AC vs. others when used, +2 Dodge AC vs. the target of your challenge.
Lion's Skills +2 (Ex) +2 to Knowledge (Nobility) checks relating to sovereign.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Tactician (Duck and Cover, 5 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

Mostly made to work well with two other squads of the hoplites build, they're built to help squads withstand magic users better. In a world where magic is very prevalent, I figured having your sergeants support the grunts with basic anti-magic teamwork feats was appropriate. These guys also can help out against Bull Rush, Trip, Reposition, etc. that would break up a phalanx by throwing out Coordinated Defense as well. I also wasn't concerned about the +1 Longsword 1) because nobody in the party would've used it and, because of this, 2) because nobody in their right mind would buy a Gray Maiden's sword and risk being imprisoned and tortured for the rest of forever.

For my Doctors I had a level 3 and a level 5 build ready for the party and just decided to go with them all being level 5. I purposely de-optimized them because of this, and went more with them being flavorful. Their choice of extracts also reflects the fact that in 7DttG the players (at least in my campaign) caught them pretty much unawares while assaulting the Hospice:

Spoiler:
Unnamed Hero CR 4
XP 1,200
Human Alchemist (Vivisectionist) 5 (Pathfinder RPG Advanced Player's Guide 26; Pathfinder RPG Ultimate Magic 0)
NE Medium humanoid (human)
Init +6; Senses Perception +9
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +2 Dex, +1 dodge)
hp 40 (5d8)
Fort +4, Ref +6, Will +2; +4 bonus vs. poison, +2 vs. nauseating scents
Resist poison resistance
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 wand of misery +4 (1d6+1)
Ranged dart, jolting +5 (1d4+2) and
. . light crossbow +5 (1d8/19-20)
Special Attacks sneak attack +3d6
Alchemist (Vivisectionist) Spells Prepared (CL 5th; concentration +9):
. . 2nd—blood transcription{super}UM{/super}, see invisibility, sickening strikes{super}ARG{/super} (DC 16)
. . 1st—cure light wounds, deathwatch, disguise self, negate aroma{super}APG{/super} (DC 15), polypurpose panacea{super}UM{/super}
--------------------
Statistics
--------------------
Str 10, Dex 14, Con 10, Int 18, Wis 12, Cha 12
Base Atk +3; CMB +3; CMD 16
Feats Brew Potion, Dodge, Extra Discovery[APG], Improved Initiative, Throw Anything, Weapon Finesse[ISWG]
Skills Appraise +9, Bluff +6, Craft (alchemy) +14 (+19 to create alchemical items), Disable Device +10, Knowledge (arcana) +12, Knowledge (nature) +12, Perception +9, Sleight of Hand +10, Spellcraft +12, Use Magic Device +8
Languages Common, Jistka, Shoanti, Varisian, Vudrani
SQ human alchemist, alchemy, discoveries (bleeding attack, concentrate poison, spontaneous healing), fast poisoning, mutagen, poison use, swift alchemy
Combat Gear potion of blur, potion of death knell, acid, drow poison (4), large scorpion venom (2), oil of taggit, sneezing powder; Other Gear +1 leather armor, +1 wand of misery, dart, jolting, light crossbow, plaguebringer's mask, alchemist's lab, alchemy crafting kit, crowbar, surgeon's tools, thieves' tools
--------------------
TRACKED RESOURCES
--------------------
+1 wand of misery - 0/1
Acid - 0/1
dart, jolting - 0/1
Drow poison - 0/4
Large scorpion venom - 0/2
Oil of taggit - 0/1
Potion of blur - 0/1
Potion of death knell - 0/1
Sneezing powder - 0/1
Spontaneous Healing (10 HP/day) - 0/10
--------------------
Special Abilities
--------------------
+4 Extracts in Formula Book. Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Alchemy +5 (Su) +5 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bleeding Attack +3 (Ex) Sneak attacks also deal 3 bleed damage/round.
Concentrate Poison (Su) The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison's frequency is extended by 50% and
Fast Poisoning (Move Action) (Ex) Apply poison to a weapon as a move action.
Mutagen (DC 16) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 50 min.
Poison Resistance +2 (Ex) +4 to save vs. Poison.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Potion of blur Add this item to create a potion of a chosen spell.
Potion of death knell Add this item to create a potion of a chosen spell.
Sneak Attack +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spontaneous Healing (10 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Weapon Finesse Use Dex modifier instead of Str modifier with light weapons.

Again, the +1 Wands of Misery follow the same pattern as the Legionary's +1 Longsword. Also, the extracts prepared are almost purely for flavor to reduce CR a bit and, again, to reflect that these guys aren't exactly expecting to get into a brawl with the PCs. Blood transcription is a spell they've been using to try to figure out how certain Varisians are immune to the plague, while disguise self allows them to walk the streets unmolested while retaining the benefits of their plaguebringer's masks' immunity to the Blood Veil.

The Red Mantis (for EfoK) I made at 8th level, but it seems I overwrote that stat block with my current level 9 one for HoA. In my home campaigns, I give every PC the benefits of Weapon Finesse automatically and make Weapon Finesse just add Dex to damage for weapons that would normally benefit from the feat. This also precludes the use of other feats (like Power Attack; one or the other) and requires a swift action to activate, so it's been surprisingly balanced and my players have loved the change. That said, these guys use the same houserule for their Sawtooth Sabers, despite the ruling that they only count as light for the purposes of two-weapon fighting. I said, "Eh," and just went with having deadly assassins be, y'know, deadly assassins.

Spoiler:
Red Mantis Assassin CR 8
XP 4,800
Human (Chelaxian) Ninja 9 (Pathfinder RPG Ultimate Combat 13)
LE Medium humanoid (human)
Init +11; Senses Perception +11
--------------------
Defense
--------------------
AC 21, touch 16, flat-footed 18 (+5 armor, +3 Dex, +3 deflection)
hp 81 (9d8+9)
Fort +5, Ref +14, Will +3
Defensive Abilities improved uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft., light steps
Melee +1 sawtooth sabre +13/+8 (1d8+8/19-20) and
. . +1 sawtooth sabre +13/+8 (1d8+8/19-20)
Ranged masterwork shuriken +14/+9 (1d2)
Special Attacks ki attack speed, sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +12)
. . —shadow clone
. . —vanishing trick
--------------------
Statistics
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Str 10, Dex 24, Con 12, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +6; CMD 26
Feats Exotic Weapon Proficiency (sawtooth sabre), Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse[ISWG], Weapon Focus (sawtooth sabre)
Skills Acrobatics +18, Bluff +15, Climb +11, Disable Device +18, Disguise +10, Escape Artist +18, Intimidate +15, Knowledge (local) +8, Perception +11, Sense Motive +4, Sleight of Hand +10, Stealth +21, Swim +3, Use Magic Device +8; Racial Modifiers ki jump (running start), no trace
Languages Common
SQ ki movement, ki pool, ki stealth, ninja tricks (combat trick, flurry of stars, shadow clone, smoke bombs, vanishing trick), poison use
Combat Gear mask of the mantis, potion of cat's grace, potion of resist fire 20, potion of shield of faith +3, drow poison (4); Other Gear +1 lamellar (leather) armor, +1 sawtooth sabre, +1 sawtooth sabre, masterwork shuriken (50), cloak of resistance +1
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TRACKED RESOURCES
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Drow poison - 0/4
Ki Pool (Su) - 0/7
Masterwork shuriken - 0/50
Potion of cat's grace - 0/1
Potion of resist fire 20 - 0/1
Potion of shield of faith +3 - 0/1
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Special Abilities
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Flurry of Stars (Ex) A ninja with this ability can expend 1 ki point from her ki pool as a swift action before she makes a full-attack attack with shuriken. During that attack, she can throw two additional shuriken at her highest attack bonus, but all of he
Improved Uncanny Dodge (Lv >=13) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 13+.
Ki Attack Speed (Su) By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack.
Ki Jump (Running Start) (Su) Jumping is always counted as being at a running start.
Ki Movement A Ninja can spend 1 point to increase her speed by 20 feet for 1 round.
Ki Pool (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
Ki Stealth A ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth skill checks for 1 round.
Light Steps (Ex) When moving up to twice your normal movement, you may ignore difficult terrain and can move over any surface.
Mask of the mantis A mask of the mantis is the traditional headgear of the Red Mantis assassin. Designed both to mask the wearer's identity while on a job and to enhance the wearer's ferocious appearance, a mask of the mantis has 3 daily charges that can be used to gain additional bonuses. The wearer can spend a charge to gain darkvision to a range of 60 feet, the effects of see invisibility, the effects of deathwatch, or a +5 competence bonus on Perception checks. Once a charge is spent, the effect granted persists for 30 minutes before fading. Multiple effects can be active simultaneously. Charges replenish automatically in 24 hours.

Construction
Requirements Craft Wondrous Item, darkvision, see invisibility, deathwatch; Cost 3,000 gp
No Trace +3 (Ex) Survival DCs to track you are at +3, gain +3 to Stealth when you are stationary and not acting.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Shadow Clone (Su) The ninja can create 1d4 shadowy duplicates of herself that conceal her true location. This ability functions as mirror image, using the ninja's level as her caster level. Using this ability is a standard action that uses up 1 ki point.
Smoke Bombs (Ex) This ability allows a ninja to throw a smoke bomb that creates a cloud of smoke with a 15-foot radius. This acts like the smoke from a smokestick. The ninja can center this smoke on herself, or throw the bomb as a ranged touch attack with a range of
Sneak Attack +5d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Vanishing Trick (Su) As a swift action, the ninja can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.
Weapon Finesse Use Dex modifier instead of Str modifier with light weapons.

They did some serious work on the PCs when ambushing Vencarlo, and later on here in HoA so far, so the players have a healthy respect for them. I figured that using ninja as their class instead of doing the messy prestige class had very similar results (this is my third time running the AP) and still maintained that "magic assassin" feeling. It was pretty great having the party's witch and wizard get clocked right out the gate at Vencarlo's, the witch dropping and nearly dying with the wizard being saved by a lucky critical threat that didn't confirm. He then cast invisibility, used his Shift special ability (totally broken!) and then again managed to avoid a critical. He was pretty surprised that the Red Mantis guy could see him, and this whole encounter really made the players afraid of these dudes.

Anyways, I have more builds for enemies if you want them. Having to convert to Pathfinder is always a little rough for the APs, and even then Paizo tends to lowball their NPC stats in order to make it so that the modules don't TPK players that are fairly new to the system. Having fairly experienced players with good builds (flavor >= optimization)but nothing stupid, I've had to adjust a bit to make sure the enemies are deadly but not overpowering. That, and I've been enjoying using the classes and archetypes and abilities that have been released by Paizo since the AP was published. Testing out builds is a lot of fun for me, especially since I pretty much exclusively DM.

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