Showing0entries
Sorted A-Z
Rules

PC-Style Build

If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their …

If you do choose to build an NPC fully using the PC rules, your NPC should generally end up being an appropriate challenge as a creature of their level. They will likely have lower statistics in some areas than if you'd built them using the creature rules but more options due to their full complement of feats and class features. This is best saved for important, recurring NPCs, especially if they're meant to engage in social or exploration endeavors rather than just battles. There are still some considerations and shortcuts that can expedite the process while ensuring the NPC works as intended. The creature's treasure should follow the Treasure for New Characters rules. You'll need to account for this in your campaign's overall treasure. You might even want to give the NPC a higher-level item appropriate as a treasure allotment for the level. You can expedite attribute modifier generation by making the starting attribute modifiers add up to +9, with no more than one modifier at +4 (and typically no more than one negative modifier). You can skip adding a background if you do this, but you might want to give the creature two skills, which includes one Lore skill, to represent the skills granted by a background. It's not necessary to assign every skill feat, particularly for a higher-level NPC. You can just pick the most emblematic ones and gloss over the rest. For general feats, Incredible Initiative and Toughness make good choices. Most of the guidelines about choosing spells still apply, though you might want a few more utility spells that deal with non-combat challenges, particularly in low-rank slots. Class Road Maps You can use these suggestions when creating your road map to emulate a PC class, customizing as you see fit. You'll still need to look through the class to pick feats, weapons, and the like. Any statistic that isn't specifically listed can use moderate numbers. You don't need to give an NPC all the abilities from its class-especially those that just alter numbers. Each class's entry lists several abilities that are good quick choices and make for more interesting encounters. This section includes the Player Core classes. Envoy High Perception; high Charisma-based skills; high Cha; low Fortitude, moderate to high Will; low to moderate HP; moderate attack and damage. Abilities envoy directive (Get 'Em!), leadership style and related feats (especially reactions) Mystic High Perception; moderate to high spellcasting skill, high connection skill; high Wis; low Fortitude, high Will; low to moderate HP; low accuracy; high to extreme spell DC. Abilities spontaneous spellcasting of a tradition based on their connection as a mystic of their level, connection spells, vitality network (5 HP per level) Operative High Perception; high Dex-based skills, plus specialization skill; high Dex; moderate AC; low Fortitude, high Reflex; low to moderate HP; moderate to high attack and moderate damage before Aim plus high or extreme damage with Aim. Abilities Aim, on the move, specialization exploit and related feats Solarian High Perception; high Athletics; high Str; high AC; high Reflex and Will; moderate attack and high damage. Abilities stellar attunement, solar manifestations (usually weapon) Soldier High Athletics and Intimidation; high Con; moderate AC; high Fortitude and Will; high HP; moderate attack and moderate to high damage (including area attack with high to extreme DC). Abilities Primary target, suppressing fire, soldier fighting style and related feats Witchwarper Low Perception; moderate paradox skill and high Intelligence-based skills; high Int; low AC; low Fortitude, high Will; low HP; low accuracy; high to extreme spell DC. Abilities spontaneous spellcasting of a tradition based on their paradox as a witchwarper of their level, quantum field, paradox and related feats and spells