Rules Index | GM Screen


Gamemastering

Creating NPCs

Source PRPG Core Rulebook pg. 448
Aside from the players, every other person encountered in the game world is a nonplayer 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 basic 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.

The world that the player characters inhabit should be full of rich and vibrant characters with whom they can interact. While most need little more than names and general descriptions, 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 as allies. Alternatively the PCs might find themselves relying on the skills and abilities of the NPCs. In either case, the process for creating these NPCs can be performed in seven simple steps.

Step 1: The Basics

Source PRPG Core Rulebook pg. 450
The first step in making an NPC is to determine its basic role in your campaign. This includes its race, class, and basic concept.

Step 2: Determine Ability Scores

Source PRPG Core Rulebook pg. 450
Once the character’s basic concept has been determined, its ability scores must be assigned. 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. If the NPC possesses levels in a PC class, it is considered a heroic NPC and receives better ability scores. These scores can be assigned in any order.

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 characters 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.

Table 14-6: NPC Ability Scores

Melee NPCRanged NPCDivine NPCArcane NPCSkill NPC
Ability ScoreBasicHeroicBasicHeroicBasicHeroicBasicHeroicBasicHeroic
Strength131511131012881012
Dexterity111313158812141214
Constitution12141214121410121113
Intelligence910101291013*15*1315
Wisdom1012910131591088
Charisma8888111311*13*910
*If the arcane caster’s spellcasting relies on Charisma, exchange these scores with one another.

Table 14-7: Racial Ability Adjustments

Ability ScoreDwarfElfGnomeHalf-Elf*Half-Orc*HalflingHuman*
Strength—2—2
Dexterity+2+2
Constitution+2—2+2
Intelligence+2
Wisdom+2
Charisma—2+2+2
* Half-elves, half-orcs, and humans receive a +2 bonus to one ability score of your choice.

Step 3: Skills

Source PRPG Core Rulebook pg. 451
To assign skills precisely, total up the number of skill ranks possessed by the character and assign them normally.

Remember that the number of ranks in an individual skill that a character can possess is limited by his total HD. For simpler 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 new 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 precise 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.
PC ClassSkill Selections*NPC ClassSkill Selections*
Barbarian4 + Int ModAdept2 + Int Mod
Bard6 + Int ModAristocrat4 + Int Mod
Cleric2 + Int ModCommoner2 + Int Mod
Druid4 + Int ModExpert6 + Int Mod
Fighter2 + Int ModWarrior2 + Int Mod
Monk4 + Int Mod
Paladin2 + Int Mod
Ranger6 + Int Mod
Rogue8 + Int Mod
Sorcerer2 + Int Mod
Wizard2 + Int Mod
* Humans receive one additional skill selection.

Step 4: Feats

Source PRPG Core Rulebook pg. 452
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 (one feat for every two levels beyond 1st). Remember that humans receive an additional feat at 1st level. For simplified feat choices, select feats from 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): Alignment Channel, Channel Smite, Combat Casting, Command Undead, Elemental Channel, Extra Channel, Improved Initiative, Improved Channel, Iron Will, item creation feats (all), metamagic feats (all), Power Attack, Selective Channeling, Spell Focus, Spell Penetration, Toughness, and Turn Undead.

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, Greater Vital Strike, Improved Disarm, Improved Feint, Improved Trip, Improved Vital Strike, Mobility, Spring Attack, Shatter Defenses, 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, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Vital Strike, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-Weapon Fighting, Vital Strike, and Weapon Focus.

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

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

Ranged: Deadly Aim, Far Shot, Greater Vital Strike, 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

Source PRPG Core Rulebook pg. 453
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 those spells. You can always choose a few during play if they are needed.

Step 6: Gear

Source PRPG Core Rulebook pg. 453
After recording all of the NPC’s class features, the next step is to outfit 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 selected carefully. Use the total gp value 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. Leftover gold from any category can be spent on any other category. Funds left over at the end represent coins and jewelry carried by the character.

Note that these values are approximate and based on the values for a campaign using the medium experience progression and a normal treasure allotment. If your campaign is using the fast experience progression, treat your NPCs as one level higher when determining their gear. If your campaign is using the slow experience progression, treat the NPCs as one level lower when determining their gear. If your campaign is high fantasy, double these values. Reduce them by half if your campaign is low fantasy. If the final value 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 of life 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 amount 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. This category can also include jewelry, gems, or loose coins that the NPC might have on his person.

Table 14-9: NPC Gear

Basic LevelHeroic LevelTotal gp ValueWeaponsProtectionMagicLimited UseGear
1260 gp50 gp130 gp40 gp40 gp
21390 gp100 gp150 gp40 gp100 gp
32780 gp350 gp200 gp80 gp150 gp
431,650 gp650 gp800 gp100 gp200 gp
542,400 gp900 gp1,000 gp300 gp200 gp
653,450 gp1,400 gp1,400 gp450 gp200 gp
764,650 gp2,350 gp1,650 gp450 gp200 gp
876,000 gp2,700 gp2,000 gp500 gp600 gp200 gp
987,800 gp3,000 gp2,500 gp1,000 gp800 gp500 gp
10910,050 gp3,500 gp3,000 gp2,000 gp1,050 gp500 gp
111012,750 gp4,000 gp4,000 gp3,000 gp1,250 gp500 gp
121116,350 gp6,000 gp4,500 gp4,000 gp1,350 gp500 gp
131221,000 gp8,500 gp5,500 gp5,000 gp1,500 gp500 gp
141327,000 gp9,000 gp8,000 gp7,000 gp2,500 gp500 gp
151434,800 gp12,000 gp10,500 gp9,000 gp2,800 gp500 gp
161545,000 gp17,000 gp13,500 gp11,000 gp3,000 gp500 gp
171658,500 gp19,000 gp18,000 gp16,000 gp4,000 gp1,500 gp
181775,000 gp24,000 gp23,000 gp20,000 gp6,500 gp1,500 gp
191896,000 gp30,000 gp28,000 gp28,000 gp8,000 gp2,000 gp
2019123,000 gp40,000 gp35,000 gp35,000 gp11,000 gp2,000 gp
20159,000 gp55,000 gp40,000 gp44,000 gp18,000 gp2,000 gp

Step 7: Details

Source PRPG Core Rulebook pg. 454
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, CMB, CMD, initiative modifier, and Armor Class. If the character’s magic items affect 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.

Example: Kiramor, the Forest Shadow

Source PRPG Core Rulebook pg. 454
Looking over your notes for the evening's game, you discover that you need a mysterious forest character for the PCs to interact with on their way to town. If things go poorly, they might have to f ight him. Since your party consists of 4th-level characters, you decide to make this forest guardian an elven ranger 4/rogue 2. You want him to be skilled at f ighting with ranged weapons, but you also want him to be competent with a rapier. Taking this into account, you use the heroic ability scores for a ranged NPC found on Table 14–6. Since he is an elf, you apply the racial modifiers to Dexterity, Constitution, and Intelligence. Since he is 6th level, you put his bonus attribute point gained at 4th level into his Dexterity, raising it up to 18. Moving on to skills, you see that rangers receive fewer skill selections than rogues, so you start by selecting skills for the ranger. You add two for his Intelligence modifier for a total of eight skills at six ranks each. After selecting these eight skills, you move on to the rogue skills. The difference between the ranger and the rogue is two, meaning that you can select two more skills, with two ranks in each. After selecting his skills, you move on to his feats. Starting with his class feats, you select Rapid Shot as his ranger combat style feat. In addition, the forest guardian receives three additional feats for his class levels. Since you want him to be skilled at archery, most of these feats come from the ranged list, including Deadly Aim and Point Blank Shot. To ensure that he is good with a rapier, you spend his final feat selection on Weapon Finesse. Next you note all of his class and racial features, making whatever selections are necessary, such as favored enemy, favored terrain, hunter's bond, and rogue talents. Moving on to gear, you assign gear using the line for a 6th-level heroic NPC, giving him a +1 longbow, a masterwork rapier, +1 studded leather armor, a potion of invisibility, a potion of cure moderate wounds, and a pack full of nonmagic gear. Although he has a bit more gp in weapons than the chart allows, he has spent a bit less in armor, roughly balancing him out. With your task nearly completed, you add all of his statistics and details, naming him Kiramor. Your forest shadow is then ready to face off against the PCs.

Kiramor, The Forest Shadow

Male elf ranger 4/rogue 2
N Medium humanoid (elf)
Init +4 (+6 in forests); Senses low-light vision; Perception +11 (+13 in forests)

Defense

AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 39 (4d10+2d8+6)
Fort +6, Ref +12, Will +2; +2 against enchantment
Defensive Abilities evasion; Immune sleep

Offense

Speed 30 ft.
Melee mwk rapier +10 (1d6+1/18-20)
Ranged +1 longbow +10 (1d8+1/x3)
Ranged +1 longbow +8+8 (1d8+1/x3)
Special Attacks favored enemy (humanoid [orc]), favored terrain (forest), rogue talents (bleeding attack), sneak attack (1d6)

Statistics

Str 13, Dex 18, Con 12, Int 14, Wis 10, Cha 8
Base Atk +5; CMB +6; CMD 20
Feats Deadly Aim, Endurance, Point Blank Shot, Rapid Shot, Weapon Finesse
Skills Acrobatics +13, Climb +10, Escape Artist +9, Heal +9, Knowledge (geography) +11, Knowledge (nature) +11, Perception +11 (+13 in forests), Stealth +13, Survival +9 (+11 following tracks), Swim +6
Languages Common, Elven, Orc, Sylvan
SQ nature bond (wolf ), track, trapfinding +1
Combat Gear potion of cure moderate wounds, potion of
invisibility
; Other Gear +1 longbow with 40 arrows, mwk
rapier, +1 studded leather armor, gear and coins worth 200 gp