Woljif

Woljif is one of the potential companions available for recruitment in Pathfinder: Wrath of the Righteous. he is also the first companion to not automatically join the party - the player must complete a quest before he will join them.

## Availibility

Woljif does not join the party automatically. He is first encountered in the prison of Defender's Heart, at the beginning of Chapter One. The player will receive an Errand called Out of Parole. Then, they must speak to Woljif, and then to Irabeth, vouching for him. Irabeth will give her consent to release him into the player's party, and the player will then be able to complete his Chapter One quest, Stolen Moon, after which he will be a permanent member of the party. *Out of Parole must be done before the attack on Defender's Heart during Stay of Execution, or else Woljif will escape from the cell on his own and will no longer be recruitable.*

Woljif will temporarily leave the party during Chapter Two quest A Strike from the Sky. If you attacked Kerismei during the Stolen Moon quest, his departure will be permanent. If you did not, you will have the option of re-recruiting him during Chapter Three following two encounters on the world map. The first, triggering when travelling south from Lost Chapel, sees the party fighting some Baphomet cultists, one of whom runs off to warn "The Crescent of the Abyss". The second, triggered either heading west from Lost Chapel to Greengates, or south from Lost Chapel to Wintersun, will reunite the group with Woljif, who can be re-recruited after solving his predicament with the cultists.

### Feats

Weapon Finesse, Scribe Scroll, Two-Weapon Fighting, Double Slice

### Skills

Mobility 3, Stealth 3, Trickery 3, Perception 3, Use Magic Device 3

## Basics

Woljif is the first of the companions to join the party at a level higher than 1. He is a level 3 Rogue with the Eldritch Scoundrel archetype. This archetype turns the Rogue into a spellcaster, giving them access to the Wizard spell list of spells up to 6th level. Like a Wizard, Woljif can learn spells by copying scrolls into his spellbook, so he is not limited to only the spells he starts with/learns from level ups.

He also comes with a very high melee damage potential, starting play with Sneak Attack and dex-to-damage with daggers from Finesse Training. Combined with buffs from his spells, he can become a very powerful damage dealer, and he can use ranged touch spells with Sneak Attack to target the typically-low Touch AC of enemies.

Starting at level 3 somewhat reduces the directions a player can take his build in, but it's not unworkable to treat it as a dip for dex-to-damage before moving him on to a different class - a popular alternative is Vivisectionist Alchemist.

## Quests

Woljif is recruited after completing the Errand Out of Parole. Throughout the game, he has the following quests for the player:

* Stolen Moon (Chapter One)
* Crescent of the Abyss (Chapter Three)
* A Conversation with Woljif (Chapter Four)
* Dark Moon Rising (Chapter Four)

## Personality

Woljif is mischievious and fickle. In his own words, he likes to "be on the winning side", and this comes across in his fast-talking tendencies which seem to land him in more trouble than they get him out of. He is slow to trust and has little true loyalty to anyone, and his flippant, joking nature hides a somewhat bitter, cynical view of the world, informed largely by the numerous traumas experienced living as a tiefling in Kenabres. Should the player manage to earn his trust, however, he becomes a steadfast ally, and comes to see the party as the family he never had.

## Background

Woljif was born to a human family in Kenabres. His demon heritage was the result of his grandmother's trysts with a demon - upon seeing how this had affected her child, his mother dumped him on said grandmother and vanished. His grandmother was an alcoholic, and soon had little Woljif stealing both to support her habits, and to provide for himself. As he grew older, he bounced around from gang to gang, switching sides the instant the balance of a conflict would shift and vanishing if things got too out of hand.