Ability Modifiers
Pathfinder Gamemastery Guide (Second Edition), page 59
Next, figure out your creature’s ability 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 ability modifiers are at odds with their abilities, like creatures with a terrible Wisdom modifier and very high Perception. Most of the time, you’ll just be using ability modifiers for untrained skills, so they’re useful as a guide but not crucial.
Table 2–1 shows some benchmarks for your creatures. Use high for the creature’s best ability 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 ability modifiers, and doesn’t really change by level. This is most common with animals, which have an Intelligence modifier of –4 (for dogs, dolphins, and such) or –5 (for more instinctual animals like spiders), 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 succubus or 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 larger creatures from 1st to 5th level, only Huge or larger creatures from 6th to 9th level, and only Gargantuan creatures from 10th to 15th level. Beyond that level, a creature doesn’t gain an extreme Strength modifier from size alone.
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 |
BASE ROAD MAPS
You can use the following suggestions to set the baseline when creating your road map. For example, use brute for a big, tough creature like an ogre, and 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 ability modifiers and add additional abilities as needed. To make a creature that resembles a character of a certain class, see Class Road maps on page 73. 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 up to half the creature’s level (rounded up) minus 1
Skill Paragon high or extreme ability 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; Attack of Opportunity or other tactical abilities
Spellcaster high or extreme modifier for the corresponding mental ability; low Fortitude, high Will; low HP; low attack bonus and moderate or low damage; high or extreme spell DCs; prepared or spontaneous spells up to half the creature’s level (rounded up)
| 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 | +11 | +10 | +8 | +6 |
| 23 | +11 | +10 | +8 | +6 |
| 24 | +13 | +12 | +9 | +7 |
CONVERTING FIRST EDITION CREATURES
If you’re converting creatures from First Edition, you won’t find a direct numerical conversion. Instead, use the original statistics to create your road map, giving a better AC to a creature that had a good AC in First Edition, and so on. Here are the main areas of difference that you’ll want to keep in mind for your conversion.
• Ability modifiers scale differently, so don’t copy them over exactly. The highest modifiers tend not to get as high in Second Edition. You’ll rarely see a +10 Strength modifier, for example. Creatures also tend to get better low statistics at higher levels than they used to, particularly for Dexterity and Wisdom. This is most evident in high-level First Edition creatures with awful Dexterity. • Low-Intelligence creatures, particularly animals, tend to have more special actions than they would have in First Edition. This is to make encounters with them more dynamic and distinct. Compare dinosaurs between the editions for good examples.
• When converting spell-like abilities to innate spells, you might need to make some substitutions. Some spells will appear as heightened versions of spells (such as greater dispel magic now being heightened dispel magic), but others will require you to find something different. Also, don’t feel like you need to keep every spell; focus on the most thematic and potent ones. The Spells section on page 65 has more advice on this subject.
• Damage reduction has been replaced with two options: resistance to all damage (possibly with exceptions), or more HP and a weakness. Immunities, Weaknesses, and Resistances on page 63 describes the distinction. • If you want to convert spell resistance, you can give the creature a +1 status bonus to all saves against magic, or +2 if it had abnormally high spell resistance for its level.
