Non-Player Characters

Aside from the players, everyone else in the game world is a non-player character (NPC). These characters are designed and controlled by the GM to fill every role from noble king to simple baker. While some of these characters use player classes, most rely upon simple NPC classes, allowing them to be easily generated. The following rules govern all of the NPC classes and include information on generating quick NPCs for an evening’s game.

Creating NPCs

The world that the player characters inhabit should be full of rich and vibrant characters for them to interact with. While most need little more than a name and general description of their personality and abilities, some require complete statistics, such as town guards, local clerics, and wizened sages. The PCs might find themselves in combat with these characters, either against them or with them as allies. In either case, the process for creating these NPCs can be performed in seven simple steps.

Step 1: The Basics

The first step in making an NPC is to determine its basic role in your campaign. This includes its race, class, and basic concept. If the NPC possesses levels in a PC class, it uses the heroic columns on the charts below. Otherwise it uses the basic columns.

Step 2: Determine Ability Scores

Table 14–6: NPC Ability Scores

Melee NPC Ranged NPC Divine NPC Arcane NPC Skill NPC
Ability Score Basic Heroic Basic Heroic Basic Heroic Basic Heroic Basic Heroic
Strength 13 15 11 13 10 12 8 8 10 12
Dexterity 11 13 13 15 8 8 12 14 12 14
Constitution 12 14 12 14 12 14 10 12 11 13
Intelligence 9 10 10 12 9 10 131 151 13 15
Wisdom 10 12 9 10 13 15 9 10 8 8
Charisma 8 8 8 8 11 13 111 131 9 10
1 If the arcane caster’s spellcasting relies on Charisma, exchange these scores with one another.

Table 14–7: Racial Ability Adjustments

Ability Score Dwarf Elf Gnome Half-Elf1 Half-Orc Halfling Human1
Strength –2 +2 –2
Dexterity +2 +2
Constitution +2 –2 +2
Intelligence +2 –2 +2
Wisdom +2 +2
Charisma –2 +2
1 Half-elves and humans receive a +2 bonus to one ability score of your choice.

Once the character’s basic concept has been determined, its ability scores must be assigned. Heroic NPCs receive better scores than basic NPCs. These scores can be assigned in any order. Apply the NPC’s racial modifiers after the scores have been assigned. For every four levels the NPC has attained, increase one of its scores by 1.

Basic NPCs: The ability scores for a basic NPC are: 13, 12, 11, 10, 9, and 8.

Heroic NPCs: The ability scores for a heroic NPC are: 15, 14, 13, 12, 10, and 8.

Preset Ability Scores: Instead of assigning the scores, you can use Table 14–6 to determine the NPC’s ability scores, adjusting them as necessary to fit. Use the Melee NPC ability scores for a character whose primary role involves melee combat, such as barbarians, fighters, monks, paladins, rangers, and warriors. The Ranged NPC ability scores are for characters that fight with ranged weapons or use their Dexterity to hit, such as fighters, rangers, and rogues. Use the Divine NPC ability scores for characters with divine spellcasting capabilities, such as adepts, clerics, and druids. The Arcane NPC ability scores should be used by characters with arcane spellcasting capabilities, such as bards, sorcerers, and wizards. Finally, the Skill NPC ability scores should be used for characters that focus on skill use, such as aristocrats, bards, commoners, experts, and rogues. Some NPCs might not fit into one of these categories and should have custom ability scores.

Step 3: Skills

Table 14–8: NPC Skill Selections

PC|Class Skill Selections1 NPC Class Skill Selections1
Barbarian 4 + Int Mod Adept 2 + Int Mod
Bard 6 + Int Mod Aristocrat 4 + Int Mod
Cleric 2 + Int Mod Commoner 2 + Int Mod
Druid 4 + Int Mod Expert 6 + Int Mod
Fighter 2 + Int Mod Warrior 2 + Int Mod
Monk 4 + Int Mod
Paladin 2 + Int Mod
Ranger 6 + Int Mod
Rogue 8 + Int Mod
Sorcerer 2 + Int Mod
Wizard 2 + Int Mod
1 Humans receive one additional skill selection.

Total up the number of skills ranks possessed by the character and assign them normally. For simple skill generation, refer to Table 14–8 to determine the total number of skill selections the NPC possesses. After selecting that number of skills, mostly from the class skills lists of the NPC’s class, the NPC receives a number of ranks in each skill equal to his level.

If the NPC has two classes, start by selecting skills for the class with the fewest number of skill selections.

The NPC receives a number of ranks in those skills equal to his total character level. Next, find the difference in the number of selections between the first class and the other class possessed by the NPC. Select that number of skills and give the NPC a number of ranks in those skills equal to his level in the second class. For example, a human fighter 3/monk 4 with a +1 Intelligence modifier can select four skills for his fighter class (since it receives fewer selections). These four skills each have seven ranks (equal to his total level). Next, he selects a number of skills equal to the difference between the fighter and the monk classes, in this case two skills. These two skills each have four ranks (his monk level).

If the NPC has three or more classes, you must use the standard method for determining his skills.

Once all of the NPC’s ranks have been determined, assign class skill bonuses and apply the bonus or penalty from the NPC’s relevant ability score.

Step 4: Feats

After skills have been determined, the next step is to assign the NPC’s feats. Start by assigning all of the feats granted through class abilities. Next, assign the feats garnered from the NPC’s total character level. Remember that humans receive an additional feat at 1st level. For simplified feat choices, refer to the lists provided for the following character types.

Arcane Caster: Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Spell Focus, Spell Mastery, Spell Penetration, and Toughness.

Divine Caster (With Channeling): Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Iron Will, item creation feats (all), metamagic feats (all),
Power Attack, Selective Channeling, Spell Focus, Spell Penetration, Toughness, Turn Elemental, Turn Outsider, and Turning Smite.

Divine Caster (Without Channeling): Cleave, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Natural Spell, Power Attack, Spell Focus, Spell Penetration, Toughness, and Weapon Focus.

Melee (Finesse Fighter): Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Dodge, Improved Disarm, Improved Feint, Improved Trip, Improved Vital Strike, Mobility, Spring Attack, Stunned Defense, Vital Strike, Weapon Finesse, and Whirlwind Attack.

Melee (Unarmed Fighter): Combat Reflexes, Deflect Arrows, Dodge, Gorgon’s Fist, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Medusa’s Wrath, Mobility, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, and Weapon Focus.

Melee (Mounted): Improved Critical, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Toughness, Trample, and Weapon Focus.

Melee (Sword and Shield Fighter): Cleave, Deft Shield, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Vital Strike, Power Attack, Shield Master, Shield Slam, Two-Weapon Fighting, Vital Strike, and Weapon Focus.

Melee (Two-Handed Fighter): Backswing, Cleave, Devastating Blow, Great Cleave, Great Fortitude, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Sunder, Improved Vital Strike, Overhand Chop, Power Attack, Vital Strike, and Weapon Focus.

Melee (Two-Weapon Fighter): Combat Reflexes, Dodge, Double Slice, Greater Two-Weapon Fighting, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, and Weapon Focus.

Ranged: Careful Targeting, Deadly Aim, Exact Targeting, Far Shot, Improved Initiative, Improved Vital Strike, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Vital Strike, and Weapon Focus.

Skill (most NPC classes): Armor Proficiency (all), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Run, Shield Proficiency, Skill Focus, and Toughness.

Step 5: Class Features

After determining feats, the next step is to fill in all the class features possessed by the NPC. This is the time to make decisions about the NPC’s spell selection, rage powers, rogue talents, and other class-based abilities. When it comes to spells, determine how many spell selections you need to make for each level. Choose a variety of spells for the highest two levels of spells possessed by the NPC. For all other levels, stick to a few basic spells, prepared multiple times (if possible). If this NPC is slated to appear in only one encounter (such as a combat), leaving off lower level spells entirely is an acceptable way to speed up generation, especially if the NPC is unlikely to cast these spells. You can always choose a few during play if they are needed.

Step 6: Gear

After recording all of the NPC’s class features, the next step is to outf it the character with gear appropriate to his level. Note that NPCs receive less gear than PCs of an equal level. If an NPC is a recurring character, his gear should be carefully selected. Use the overall gp values found on Table 14–9 to determine how much gear he should carry. NPCs that are only scheduled to appear once can have a simpler gear selection. Table

14–9 includes a number of categories to make it easier to select an NPC’s gear. When outfitting the character, spend the listed amount on each category by purchasing as few items as possible. Any leftover gp can be spent on the remaining categories. GP left over represents coins and jewelry carried by the character.

Note that these values are approximate and are based off the values for a campaign using the fast experience progression and a normal treasure allotment. If your campaign is using the medium experience progression, treat the NPCs as one level lower when determining their gear. If your campaign is using the slow experience progression, treat the NPCs as two levels lower when determining their gear. If your campaign is high fantasy, double these values, and reduce them by half if your campaign is low fantasy. If the final price of an NPC’s gear is a little over or under these amounts, that’s okay.

Weapons: This includes normal, masterwork, and magic weapons, as well as magic staves and wands used by spellcasters to harm their enemies. For example, a wand of scorching ray would count as a weapon, but a staff oflife would count as a piece of magic gear.

Protection: This category includes armor and shields, as well as any magic item that augments a character’s Armor Class or saving throws.

Magic: This category includes all other permanent magic items. Most rings, rods, and wondrous items fit into this category.

Limited Use: Items that fall into this category include alchemical items, potions, scrolls, and wands with few charges. Charged wondrous items fall into this grouping as well.

Gear: Use the gp in this category to purchase standard nonmagical gear for the character. In most cases, this equipment can be omitted during creation and filled in as needed during play. You can assume that the character has whatever gear is needed for him to properly use his skills and class abilities.

Step 7: Details

Once you have assigned all of the NPC’s gear, all that remains is to fill out the details. Determine the character’s attack and damage bonuses, initiative modifier, and Armor Class. If the character’s magic items affected his skills or ability scores, make sure to take those changes into account. Determine the character’s total hit points by assuming the average result. Finally, fill out any other important details, such as name, alignment, religion, and a few personality traits to round him out.