Cressida Croft


Cressida Kroft is the leader of the Korvosan Guard. Her position grows increasingly complex and untenable, as it puts her civic patriotism at increasing odds with her intolerance for the queen’s growing cruelty.

Cressida Kroft    CR 9
XP 6,400
Female human (Chelaxian) aristocrat 1/fighter 9
LN Medium humanoid (human)
Init +0; Senses Perception +14


AC 23, touch 10, flat-footed 23 (+8 armor, +5 shield)
hp 97 (10 HD; 1d8+9d10+39)
Fort +8, Ref +3, Will +8 (+2 vs. fear, +2 bonus vs. mind-affecting effects)


Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +16/+11 (1d8+7/17-20)
Ranged mwk composite longbow +11/+6 (1d8+3/×3)
Special Attacks weapon trainings (heavy blades +2, bows +1)


During Combat Cressida prefers to fight in melee if possible, saving her arrows for foes who avoid hand-to-hand combat. In a fight, Cressida uses Power Attack (taking a – 3 penalty on attack rolls but gaining a +6 bonus on damage rolls); if she misses a foe entirely for 2 rounds of combat, though, she switches back to regular attacks.
Morale Cressida prefers to save her potion of cure moderate wounds to aid allies, but if she’s reduced to fewer than 20 hit points 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.


Str 15, Dex 10, Con 15, Int 10, Wis 12, Cha 16
Base Atk +9; CMB +11; CMD 21
Feats Greater Shield Focus, Greater Weapon Focus (longsword), Improved Critical (longsword), Iron Will, Persuasive, Power Attack, Shield Focus, Steadfast PersonalityACG, Toughness, Weapon Focus (longsword), Weapon Specialization (longsword)
Skills Acrobatics -3 (-7 to jump), Diplomacy +16, Intimidate +16, Perception +14, Sense Motive +10
Languages Common
SQ armor training 2
Combat Gear potion of cure moderate wounds; Other Gear +2 chainmail, +1 heavy steel shield, +1 longsword, arrows (20), mwk composite longbow (+2 Str), belt of mighty constitution +2, 64 gp

Special Abilities

Armor Training 2 (Ex) Worn armor -2 check penalty, +2 max DEX.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Weapon Training (Blades, Heavy) +2 (Ex) +2 Attack, Damage, CMB, CMD with Heavy Blades
Weapon Training (Bows) +1 (Ex) +1 Attack, Damage, CMB, CMD with Bows


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.

Cressida Croft

Curse of the Crimson Throne ethanism ethanism