Darkness
Hand and Eye of Piratecat [Moderator]
The PCs he fights will probably be a few levels below him. They will have action points and likely also higher stats than him, though.
He's kinda optimized for single combat and, if he can, will likely only face one PC at a time while his guards deal with the rest. At least initially.
human Rog4/Swashbucker3/Duelist5
Feats: Combat Expertise, Dodge, Improved Feint, Iron Will, Mobility, Staggering Strike, Weapon Finesse.
Iron Will fits him conceptually very well and is also a safeguard against mind control and such. I might give him Improved Critical, Improved Initiative, or some other more useful feat instead, though.
His favorite tactic is:
Move action - Feint.
Standard Action - Attack. If the feint was successful, he gets Sneak Attack damage and can use his Staggering Strike feat (which staggers the target if it fails a Fort save with a DC equal to damage taken, limiting it to a single standard or move action on its next turn).
Sneak attack damage (with a rapier or the like) is:
1d6+2 (assumed base weapon damage including magic)
+2 (assumed StrMod)
+3 (Insightful Strike; assumed IntMod)
+1d6 (Precise Strike)
+2d6 (Sneak Attack)
= ca. 1d6+7+3d6, or 21 points average (31.5 on a crit).
Attack: +11 (BAB) +3 (assumed DexMod) +2 (assumed magic bonus) = ca. +16/+11/+6
AC:
10 (base)
+3 (assumed DexMod)
+3 (Canny Defense; assumed IntMod)
+4 (assumed bonus from magic items)
+1 (Dodge feat, only against one foe)
= ca. 20, or 21 against one foe. I think he'll need to use some Combat Expertise to increase that if he doesn't want to get hit very often. Which is bad for his iterative attacks. Good thing he doesn't usually need them anyway.
Hm. His magic gear will probably be a bit better; the above are conservative estimates.
Effective for intended purpose?
He's kinda optimized for single combat and, if he can, will likely only face one PC at a time while his guards deal with the rest. At least initially.
human Rog4/Swashbucker3/Duelist5
Feats: Combat Expertise, Dodge, Improved Feint, Iron Will, Mobility, Staggering Strike, Weapon Finesse.
Iron Will fits him conceptually very well and is also a safeguard against mind control and such. I might give him Improved Critical, Improved Initiative, or some other more useful feat instead, though.
His favorite tactic is:
Move action - Feint.
Standard Action - Attack. If the feint was successful, he gets Sneak Attack damage and can use his Staggering Strike feat (which staggers the target if it fails a Fort save with a DC equal to damage taken, limiting it to a single standard or move action on its next turn).
Sneak attack damage (with a rapier or the like) is:
1d6+2 (assumed base weapon damage including magic)
+2 (assumed StrMod)
+3 (Insightful Strike; assumed IntMod)
+1d6 (Precise Strike)
+2d6 (Sneak Attack)
= ca. 1d6+7+3d6, or 21 points average (31.5 on a crit).
Attack: +11 (BAB) +3 (assumed DexMod) +2 (assumed magic bonus) = ca. +16/+11/+6
AC:
10 (base)
+3 (assumed DexMod)
+3 (Canny Defense; assumed IntMod)
+4 (assumed bonus from magic items)
+1 (Dodge feat, only against one foe)
= ca. 20, or 21 against one foe. I think he'll need to use some Combat Expertise to increase that if he doesn't want to get hit very often. Which is bad for his iterative attacks. Good thing he doesn't usually need them anyway.

Hm. His magic gear will probably be a bit better; the above are conservative estimates.
Effective for intended purpose?
