Attribute Modifiers
Next, figure out your creature's attribute modifiers since these will suggest what their other statistics should be. You don't have to determine the …
Next, figure out your creature's attribute modifiers since these will suggest what their other statistics should be. You don't have to determine the exact numbers, but it's good to avoid creating creatures whose attribute modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and a very high Perception. Most of the time, you'll just be using attribute modifiers for untrained skills, so they're useful as a guide but not crucial. The Attribute Modifier Scales table shows some benchmarks for your creatures. Use high for the creature's best attribute modifiers, moderate for ones they're okay at, and low for the rest. If a creature has a truly bad ability, you can go as low as –5. That's the terrible range for attribute modifiers, and doesn't really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for khefaks, laser wolves, rats, and such) or –5 (for more instinctual animals like insects), and for mindless creatures, which have a –5 Intelligence modifier. Few creatures use the extreme column. A powerful, dedicated spellcaster might use an extreme spellcasting statistic, or a preternaturally charming creature like a nymph might have an extreme Charisma modifier. However, the most common way extreme numbers are used is for really big, really strong creatures. This happens with only Large or bigger creatures from 1st to 5th level, Huge or larger creatures from 6th to 9th level, and Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn't gain an extreme Strength modifier from size alone. ### Attribute Modifier Scales Level Extreme High Moderate Low –1 — +3 +2 +0 0 — +3 +2 +0 1 +5 +4 +3 +1 2 +5 +4 +3 +1 3 +5 +4 +3 +1 4 +6 +5 +3 +2 5 +6 +5 +4 +2 6 +7 +5 +4 +2 7 +7 +6 +4 +2 8 +7 +6 +4 +3 9 +7 +6 +4 +3 10 +8 +7 +5 +3 11 +8 +7 +5 +3 12 +8 +7 +5 +4 13 +9 +8 +5 +4 14 +9 +8 +5 +4 15 +9 +8 +6 +4 16 +10 +9 +6 +5 17 +10 +9 +6 +5 18 +10 +9 +6 +5 19 +11 +10 +6 +5 20 +11 +10 +7 +6 21 +11 +10 +7 +6 22 +12 +10 +8 +6 23 +12 +10 +8 +6 24 +13 +12 +9 +7 Base Road Maps You can use the following suggestions to set the baseline when creating your road map. For example, use the brute for a big, tough creature like an ogre, and the skirmisher for a darting enemy. Each entry is a starting point you can customize as you see fit. Any core statistic that isn't listed should typically use moderate numbers. You can set attribute modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road Maps on the PC-Style Build page. Brute low Perception; high or extreme Str modifier, high to moderate Con modifier, low or lower Dex and mental modifiers; moderate or low AC; high Fortitude, low Reflex or Will or both; high HP; high attack bonus and high damage or moderate attack bonus and extreme damage Magical Striker high attack and high damage; moderate to high spell DCs; either a scattering of innate spells, or prepared or spontaneous spells with a rank up to half the creature's level (rounded up) minus 1 Skill Paragon high or extreme attribute modifier matching its best skills; typically high Reflex or Will and low Fortitude; many skills at moderate or high and potentially one or two extreme skills; at least one special ability to use the creature's skills in combat Skirmisher high Dex modifier; low Fortitude, high Reflex; higher Speed than typical Sniper high Perception; high Dex modifier; low Fortitude, high Reflex; moderate to low HP; ranged Strikes have high attack bonus and damage or moderate attack bonus and extreme damage (melee Strikes are weaker) Soldier high Str modifier; high to extreme AC; high Fortitude; high attack bonus and high damage; Reactive Strike or other tactical abilities Spellcaster high or extreme modifier for the spellcasting attribute; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells with a rank of up to half the creature's level (rounded up)