Design Abilities
Pathfinder Gamemastery Guide (Second Edition), page 67
In this step, you’ll take the ideas for abilities you noted when you developed your concept and design these abilities for your creature. You can look at existing creature abilities from the Bestiary and feats from the Core Rulebook and use them as is or modify them to fit your needs.
When choosing abilities, think about both the number of abilities and the diversity of abilities. Having a large number of similar abilities can make the creature tougher to run, and it probably can’t use them all anyway. Diversity of abilities gives the creature different ways to act in different situations, and helps guide you as the GM. For instance, a combat creature might have one ability it uses to get into position, another to use when it wants to focus damage on a single enemy, and a third that’s more defensive.
Defensive Abilities
Active offensive abilities usually fit creatures better than defensive abilities do. Save defense increases for creatures that are strongly defense-themed. For martial creatures, something as simple as a shield and Shield Block is usually plenty. Defensive abilities often run the risk of being invisible abilities. For examples of good defensive abilities, look at spells like sanctuary for ideas, or other spells that create interesting protective effects instead of just granting a bonus. If you do want to make a creature defensive, pick one defensive ability rather than several, since stacking up multiple defenses can make for a frustrating fight. One solid style of defensive ability is a mode switch, which causes the creature to get stronger defenses, but limits its attacks, spells, or other offensive options.
Constant and Automatic Abilities
Certain abilities shouldn’t use any actions. Auras are a common constant ability, with frightful presence, an adult red dragon’s dragon heat, and a xulgath’s stench as notable examples. An aura needs a range, and if it needs a DC, you’ll usually set it to the moderate spell DC unless the aura is one of the creature’s defining concepts. For example, the xulgath’s stench DC is significantly higher because the aura is such an iconic part of the creature.
Abilities the creature has no control over should be automatic. For example, the living wildfire fire elemental explodes into flame when it dies. It has no option not to, so this wouldn’t make sense as a reaction or free action. Conversely, the Ferocity ability is a reaction because it requires the creature to give itself a last push to stay at 1 HP.
Constant and Automatic Damage
Much like for reactions, damage for a constant ability should be pretty low. Usually this value is just below low Strike damage. Automatic abilities like the living wildfire’s explosion ability tend to deal moderate Strike damage or unlimited-use area damage, and can deal even more if they happen only after the creature is dead or otherwise no longer presents a threat.
Skill Abilities
A skilled creature might have abilities related to its skills. The skill feats in the Core Rulebook make for a good baseline. Avoid giving your creature skill abilities that won’t matter in its interactions with PCs.
In this section
- Basics of Ability Design There are a few principles of ability construction that you’ll want to keep in mind. Some guidance for specific types of abilities will come later, but these apply to everything.
- Active Abilities Abilities a creature uses on its turn have the most flexibility and scope. You can use Table 2–11 to determine active ability DCs as well as spell DCs.
- Reactive Abilities Reactions and free actions with triggers can give a creature an impact outside its turn. This can make the fight more interesting, but may also be risky.
