PC-Style Build
Pathfinder Gamemastery Guide (Second Edition), page 72
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 had 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 you intend.
- The creature’s treasure should follow the Treasure for New Characters rules on page 510 of the Core Rulebook. 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 ability score generation by making the starting ability 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-level 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.
Alchemist low Perception; high Crafting; high Int, moderate or
better Dex or Str; low to moderate HP; moderate attack with bombs;
infused alchemical items, Quick Bomber if a bomber alchemist, a few
other alchemist abilities; it’s usually easier to give the alchemist its
bomb items rather than use Quick Alchemy on the spot.
Barbarian high Athletics; high Str, high to moderate Con; high
AC; high Fortitude; high HP; moderate attack and extreme damage
(when raging); Rage and a few barbarian abilities
Bard moderate Occultism, high Performance, high Charisma-based
skills; high Cha; low Fortitude, moderate to high Will; low to moderate
HP; low accuracy; high to extreme spell DC; spontaneous occult
spellcasting as a bard of their level; composition spells
Champion low Perception; moderate Religion; high Str or Dex,
moderate Cha; extreme AC; low Reflex; moderate attack and high
damage; champion’s reaction, devotion spells, Shield Block
Cleric (Cloistered Cleric) high Perception; high Religion, moderate
or high skill themed to deity; low AC; high Wis; low Fortitude, high
Will; low to moderate HP; low accuracy; high to extreme spell DC;
prepared divine spellcasting as a cleric of their level; divine font;
domain spells
Cleric (Warpriest) moderate Perception; moderate Religion,
moderate or high skill themed to deity; high Str, moderate Wis; high
AC; low Reflex, high Will; high spell DC; prepared divine spellcasting
as a cleric of their level; divine font, Shield Block
Druid high Perception; high Nature, moderate or high skill from
order; high Wis; high Will; low to moderate HP; low accuracy; high
to extreme spell DC; prepared primal spellcasting as a druid of their
level; order ability and order spell for their order; Shield Block; add
an animal to the encounter for animal order
Fighter high Acrobatics or Athletics; high Str or Dex; high AC;
low Will; high attack and high damage; Attack of Opportunity,
Shield Block, a few fighter abilities
Monk high Acrobatics, Athletics, or both; high Str or Dex, moderate
Wis; high or extreme AC; moderate attack and high damage; Flurry of
Blows, a few monk abilities (possibly including ki spells)
Ranger high Perception; moderate Nature and moderate to
high Survival; high Str or Dex; high AC; moderate attack and high
damage (or for a simpler ranger, remove Hunt Prey and just use
high attack and high damage); a few ranger abilities
Rogue high Perception; high Dex (or key ability score for a
specific rogue’s racket); high Stealth and Thievery, plus more skills
than usual; high AC; low Fortitude, high Reflex; low to moderate HP;
moderate attack and low to moderate damage before sneak attack
plus high or extreme damage with sneak attack; sneak attack, a
few rogue abilities
Sorcerer low Perception; moderate bloodline skills and high
Charisma-based bloodline skills; high Cha; low AC; low Fortitude;
low HP; low accuracy; high to extreme spell DC; spontaneous
spellcasting of a tradition based on bloodline as a sorcerer of their
level; bloodline spells
Wizard low Perception; high Arcana; high Int; low AC; low
Fortitude; low HP; low accuracy; high to extreme spell DC; prepared
arcane spellcasting as a wizard of their level; Drain Bonded Item,
school spells and additional slots for a specialist (or additional uses
You don’t need to give an NPC all the abilities from its class— especially those that just alter numbers. The following abilities are good quick choices that make for more interesting encounters. Alchemist Feats 1st: Quick Bomber; 6th: Debilitating Bomb; 8th: Sticky Bomb; 10th: Expanded Splash, Greater Debilitating Bomb; 14th: True Debilitating Bomb; 18th: Miracle Worker Barbarian instinct ability and related feats, raging resistance; Feats 1st: Raging Intimidation; 2nd: No Escape, Shake it Off; 4th: Fast Movement, Swipe; 6th: Attack of Opportunity, Cleave; 8th: Sudden Leap; 10th: Come and Get Me, Knockback, Terrifying Howl; 14th: Awesome Blow, Whirlwind Strike; 18th: Vicious Evisceration Bard muse feats; Feats 4th: Melodious Spell; 6th: Dirge of Doom, Steady Spellcasting; 10th: Quickened Casting; 14th: Allegro, Soothing Ballad; 16th: Effortless Concentration; 20th: Fatal Aria Champion divine ally and related feats, divine smite, exalt, feats based on cause; Feats 1st: Deity’s Domain; 2nd: Divine Grace; 4th: Aura of Courage, Mercy; 6th: Attack of Opportunity; 8th: Greater Mercy; 12th: Aura of Faith; 14th: Aura of Righteousness, Divine Reflexes; 18th: Celestial Form, Ultimate Mercy
Cleric Feats 1st: Harming Hands, Healing Hands; 2nd: Sap Life, Turn Undead; 4th: Command Undead, Necrotic Infusion; 6th: Divine Weapon, Selective Energy; 8th: Channeled Succor; 12th: Defensive Recovery; 14th: Fast Channel; 16th: Eternal Bane, Eternal Blessing Druid order feats; Feats 6th: Steady Spellcasting; 8th: Fey Caller (only the added spells); 10th: Overwhelming Energy; 12th: Primal Summons; 16th: Effortless Concentration, 20th: Leyline Conduit Fighter bravery, feats associated with a combat style; Feats 1st: Power Attack, Sudden Charge; 2nd: Intimidating Strike, Lunge; 4th: Knockdown, Swipe; 6th: Shatter Defenses; 8th: Blind-Fight, Felling Strike, Sudden Leap; 10th: Certain Strike, Combat Reflexes, Disruptive Stance, Fearsome Brute; 12th: Spring Attack; 14th: Determination, Whirlwind Strike; 20th: Weapon Supremacy Monk metal strikes, mystic strikes, perfected form, stance and related feats; Feats 1st: Ki Rush, Ki Strike; 2nd: Crushing Grab, Stunning Fist; 4th: Deflect Arrow, Flying Kick; 6th: Abundant Step, Ki Blast, Whirling Throw; 8th: Wall Run; 10th: Winding Flow; 16th: Quivering Palm, Shattering Strike; 18th: Diamond Fists, Swift River; 20th: Enduring Quickness, Impossible Techniques Ranger Hunt Prey, hunter’s edge, nature’s edge, masterful hunter, swift prey, companion or combat style and related feats; Feats 2nd: Quick Draw, Wild Empathy; 4th: Scout’s Warning; 6th: Skirmish Strike; 8th: Blind-Fight, Warden’s Boon; 10th: Camouflage; 14th: Sense the Unsee; 18th: Shadow Hunter; 20th: Ultimate Skirmisher Rogue surprise attack, deny advantage, debilitating strike, master strike, rogue’s racket and related feats; Feats 1st: Nimble Dodge; 2nd: Mobility, Quick Draw; 4th: Scout’s Warning; 6th: Gang Up, Skirmish Strike, Twist the Knife; 8th: Blind-Fight, Opportune Backstab; 10th: Sneak Savant; 12th: Fantastic Leap, Spring from the Shadows; 14th: Sense the Unseen; 16th: Dispelling Slice, Perfect Distraction; 20th: Hidden Paragon, Reactive Distraction Sorcerer bloodline and related feats; Feats 1st: Counterspell, Dangerous Sorcery; 4th: Bespell Weapon; 6th: Steady Spellcasting; 10th: Overwhelming Energy, Quickened Casting; 16th: Effortless Concentration; 20th: Metamagic Mastery
Wizard school and related feats; Feats 1st: Counterspell; 4th: Bespell Weapon; 6th: Steady Spellcasting; 10th: Overwhelming Energy, Quickened Casting; 12th: Clever Counterspell; 14th: Reflect Spell; 16th: Effortless Concentration; 18th: Infinite Possibilities;
