RichGreen
Adventurer
Hi,
What would the most effective combat tactics be for this guy? I know the spiked chain is meant to be a very tough weapon, but I don't know how best to run this NPC. Any help gratefully received!
Rogue 8/Fiendblade 3
Medium-size Humanoid (Human)
Hit Dice: 11d6+11 (51 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19 (+4 Dex, +5 +2 studded leather)
Attacks: +2 shocking spiked chain +12/+7 melee; or masterwork composite shortbow +13/+8 ranged
Damage: +2 shocking spiked chain 2d4+3(+1d6); or mighty composite shortbow 1d6+1/x3
Face/Reach: 5 ft. by 5 ft./10 ft. (spiked chain)
Special Attacks: Sneak attack +6d6
Special Qualities: Evasion, uncanny dodge, detect magic
Saves: Fort +4, Ref +13, Will +3
Abilities: Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 14
Skills: Bluff +16, Climb +11, Diplomacy +9, Disable Device +14, Escape Artist +14, Gather Information +16, Hide +18, Knowledge (the planes) +8, Listen +10, Move Silently +18, Open Locks +18, Read Lips +11, Search +18, Sense Motive +14, Spot +8, Use Magical Device +9, Use Rope +11
Feats: Dodge, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Weapon Focus (spiked chain)
Challenge Rating: 11
Alignment: Neutral good
Detect Magic (Sp): At will, a fiendblade can use detect magic, as the spell.
Sneak Attack (Ex): Whenever the character’s target is denied his Dexterity bonus to AC, or if the character is flanking his target, he deals +6d6 extra damage.
Uncanny Dodge (Ex): The character retains his Dexterity bonus to AC even when flat-footed, and can’t be flanked except by a rogue of 12th-level or higher.
Possessions: +2 shocking spiked chain, +2 studded leather, masterwork thieves’ tools, masterwork mighty composite shortbow (+1 Str).
Cheers
Richard
What would the most effective combat tactics be for this guy? I know the spiked chain is meant to be a very tough weapon, but I don't know how best to run this NPC. Any help gratefully received!
Rogue 8/Fiendblade 3
Medium-size Humanoid (Human)
Hit Dice: 11d6+11 (51 hp)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 30 ft.
AC: 19 (+4 Dex, +5 +2 studded leather)
Attacks: +2 shocking spiked chain +12/+7 melee; or masterwork composite shortbow +13/+8 ranged
Damage: +2 shocking spiked chain 2d4+3(+1d6); or mighty composite shortbow 1d6+1/x3
Face/Reach: 5 ft. by 5 ft./10 ft. (spiked chain)
Special Attacks: Sneak attack +6d6
Special Qualities: Evasion, uncanny dodge, detect magic
Saves: Fort +4, Ref +13, Will +3
Abilities: Str 12, Dex 18, Con 12, Int 18, Wis 10, Cha 14
Skills: Bluff +16, Climb +11, Diplomacy +9, Disable Device +14, Escape Artist +14, Gather Information +16, Hide +18, Knowledge (the planes) +8, Listen +10, Move Silently +18, Open Locks +18, Read Lips +11, Search +18, Sense Motive +14, Spot +8, Use Magical Device +9, Use Rope +11
Feats: Dodge, Expertise, Improved Disarm, Improved Initiative, Improved Trip, Weapon Focus (spiked chain)
Challenge Rating: 11
Alignment: Neutral good
Detect Magic (Sp): At will, a fiendblade can use detect magic, as the spell.
Sneak Attack (Ex): Whenever the character’s target is denied his Dexterity bonus to AC, or if the character is flanking his target, he deals +6d6 extra damage.
Uncanny Dodge (Ex): The character retains his Dexterity bonus to AC even when flat-footed, and can’t be flanked except by a rogue of 12th-level or higher.
Possessions: +2 shocking spiked chain, +2 studded leather, masterwork thieves’ tools, masterwork mighty composite shortbow (+1 Str).
Cheers
Richard