Field Marshal Cressida Kroft

(Generated 78 times)
Namelist None
Rank Veteran
Race Human
Cult rank None
Notes an attractive, dark-haired human woman dressed in red armour. Originally a ranking member of the Guard who moonlighted as an adventurer, Cressida Kroft foiled a deadly plot during the weeks-long festivities celebrating the city’s third centennial in 4707 ar. When she stopped a small group of Norgorber cultists poisoning the food of a grand feast to be held in Eodred’s Square, she not only saved the lives of hundreds, but drove the cult of Norgorber from Korvosa entirely. Cressida’s star rose high among Korvosa’s common folk and elite alike, and she was swiftly appointed to the position of Field Marshal—leader of the Korvosan Guard—by King Eodred. Ever since her promotion, Cressida has had little time for adventuring, and she increasingly misses the lifestyle. As she can’t imagine abandoning her duties, she mollifies her desire for action by hiring adventurers to take care of problems and dangers that the Korvosan Guard simply cannot handle efficiently. Such problems often require stealth, subtlety, magical knowledge, or even more frequently, a willingness to bend the law in order to aid the common good. Cressida has earned a reputation for being fair and supportive of those she brings on to augment the Korvosan Guard to protect her beloved city from threats within and without. During Combat Cressida prefers to fight in melee if possible, saving her arrows for foes who avoid hand-to-hand combat. Morale Cressida prefers to save her potion of cure moderate wounds to aid allies, but if she’s reduced to fewer than less then 0 hit points on a location and escape isn’t an option, she drinks the potion and fights defensively until the odds change in her favor or she sees an opportunity to escape. She won’t abandon friends or her subordinates to certain death; if presented with overwhelming odds, she works with allies to make a fighting retreat to safety, but brings up the rear herself, and is willing to give up her life to buy her allies a chance to flee. Combat Gear Combat Gear potion of cure moderate wounds; Other Gear +2 chainmail, +1 heavy steel shield, +1 longsword, mwk composite longbow (+2 Str) with 20 arrows, belt of mighty constitution +2, 64 gp Armour Proficiency: Light armours receive 1 extra armour point, and heavy armours 2, if you have to know the attack is coming. Weapon Specialisation: Longsword: 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only.+1 step parry size and damage. Luck:7
STR 15
CON 15
SIZ 14
DEX 13
INT 12
POW 12
CHA 16
D20Hit locationArmor
01-03 Right leg 7
04-06 Left leg 7
07-09 Abdomen 7
10-12 Chest 7
13-15 Right arm 7
16-18 Left arm 7
19-20 Head 7
Movement 6
Natural armor No

Standard skills

Athletics STR+DEX+65 Brawn STR+SIZ+35 Deceit INT+CHA+35
Endurance CON+CON+60 Evade DEX+DEX+45 Influence CHA+CHA+55
Insight INT+POW+50 Perception INT+POW+40 Ride DEX+POW+35
Stealth DEX+INT+45 Unarmed STR+DEX+63 Willpower POW+POW+45

Professional skills

Bureaucracy INT+INT+40 Commerce INT+CHA+35 Courtesy INT+CHA+30
Gambling INT+POW+40 Streetwise POW+CHA+55

Custom skills

Drive DEX+POW+50

Combat styles

knockout blow (+10 with longsword)STR+DEX+65

Weapon options

1-handed weapons

Amount: 1
Longsword +1 (1)

2-handed weapons

Amount: 1
Longsword +1 (1)

Ranged weapons

Amount: 1
Recurve bow (1)


Amount: 1
Heater Shield (1)

Custom weapons

Name Type Damage Size Reach Range SpecialFX Dam.
Longsword +1 1h-melee 1d8+1+1d4 M L - Bleed, Impale, L parry N N 10 14
Longsword +1 2h-melee 1d10+1+1d4 L L - Bleed, Impale, Sunder. H parry N N 10 14