NPC Codex
From Drinking and Dragons
General Rules
Here are draft rules for what I'd like for the next game.
- "Book casters"
- These (like wizards and witches) will be able to cast from spellbooks (rituals) as plot needs. This wil help to distinguish them from sorcerers further in this type of game. This still requires a spell slot of the appropriate level, takes an amount of time, and probably some skill checks. This doesn't apply to "select my spells daily" (Cleric/Druid) or "I know only these spells" (Sorcerer).
- "Encounter-breaking" spells
- Some encounter-breaking, obstacle-mitigating, or world-harming spells are adjusted. Spells on this are all costly. Each costs additional material components to cast, including when cast as a "ritual" (previous rule). These components cost the [(spell level)^3]*10 gold. (0 = 2gp; 1 = 10; 2 = 80; 3 = 270; 4 = 640; 5 = 1250; 6 = 2160; 7 = 3430; 8 = 5120; 0 = 7290)
- Below is the list of spells, 0-4th level from the core rule book, that I noticed. Yes, this hits divination hard. I think the theme/feel for what I'm making harder here should be noticable. Any with an asterisk are outright removed.
The List.
- Bard
- 0: Know Direction. Detect Magic. Read Magic.
- 1: Comprehend Languages. Identify.
- 2: Locate Object. Tongues.
- 3: Clairaudience/Clairvoyance. Glibness. Remove Curse. Scrying.
- 4: Break Enchantment. Dimension Door. (NOT Legend Lore.) Locate Creature.
- Cleric
- Because this hits clerics especially hard, all clerics can spontaneously cast their prepared domain spell in addition to the cure or inflict.
- 0: Create Water*. Detect Magic. Detect Poison. Purify Food and Drink. Read Magic.
- 1: Comprehend Languages. Detect Alignment. Endure Elements.
- 2: Find Traps.
- 3: Continual Flame. Create Food and Water*. Locate Object. Remove Blindness/Deafness. Remove Curse. Remove Disease. Speak with Dead. Water Breathing. Water Walk.
- 4: Air Walk. Control Water. Neutralizae Poison. Tongues.
- Druid
- 0: Create Water*. Detect Magic. Detect Poison. Know Direction. Purify Food and Drink. Read Magic.
- 1: Endure Elements.
- 2: none.
- 3: Remove Disease. Water Breathing.
- 4: Air Walk. Control Water.
- Paladin
- Because of how their spells work and are gained at higher character levels, none.
- Ranger
- Because of how their spells work and are gained at higher character levels, none.
- Sorcerer/Wizard
- 0: Detect Magic. Detect Poison. Read Magic.
- 1: Endure Elements. Comprehend Languages.
- 2: Locate Object. Continual Flame. Levitate. Whispering Wind.
- 3: Arcane Sight. Clairaudience/Clairvoyance. Tongues. Fly. Water Breathing.
- 4: Remove Curse. Dimension Door. Locate Creature. Scrying.
- Others
I looked at some spells and I didn't include above, for reasons they're often lesser-used.
- Mending. Make Whole. Quench. Animate Rope
Alterations
- Characters in the books are assumed to be as close to neutral alignment as the class allows. Alignments can be changed, so long as it doesn't grossly violate the class and choices.
- Yes, some characters are evil. This campaign allows us to explore evil characters working within society to some degree.
- Trivial changes are possible: thematically reskinning the race (without adjusting stat blocks) when appropriate; adjusting the detail on profession, craft, knowledge, and perform skills; selecting other languages; etc, as necessary. Once selected, we'll note these for posterity.
- Outside of NPC classes, I'd like to minimize "doubling up" on the same choices.
- Prepared casters can prepare different spells.
Starting Pool
Each Person:
- 1 level 1 Iconic character.
- 1 level 5ish Core class character.
- 1 level 7ish NPC class characters.
- 2 level 5ish NPC.
Group Altogether:
- 1 level 7 Iconic.
- 1 level 10ish NPC.
- 1 level ~9 Prestige.
- 3 level 5-8 Cores.
- Decide how many indeterminate basic NPCs in the levels 1-4 range.
NPC Codex
- All use NPC gear value rather than hero gear value. (That is, less than a usual equivalent PC would have.) I will likely be making up for this with shared consumables.
Core Classes
- http://legacy.aonprd.com/npcCodex/core/index.html
- Each level 1-20.
- Odd levels are "normaler"; Even levels are "nicher/experimental/thematic".
- All use heroic array ability scores and value gear.
- Barbarian
- Bard
- Cleric
- Clerics can have a different god, so long as the stat block (that is, domains) fits well enough. Positive/negative channeling can be switched when appropriate and doesn't violate the class.
- Druid
- Druid or Ranger, when selected, can swap Nature Bond (Domain) or Hunter's Bond (Companions) for an Animal Companion instead. Animal companions are taken as printed from the back of the book.
- Fighter
- Monk
- Paladin
- Paladin can swap to Divine Bond (mount), but it must be chosen will outside of the game for a statblock to be created for the mount. The default is no.
- Ranger
- Ranger, in addition to animal companion (like Druid), can have its favored enemies adjusted if it fits.
- Rogue
- Sorcerer
- Wizard
- Some wizards have familiars. We'll need to write its (brief) statblock before using it, so keep that in mind. It can always be permanently dropped for arcane bond (item) if preferred.
Prestige Classes
- http://legacy.aonprd.com/npcCodex/prestige/index.html
- Each Levels 2, 4, 7, 10 (generally total levels of 9, 13, 17, 20).
- All use heroic array ability scores and value gear.
- No adjustment to these beyond the basic trivial ones. (Core class adjustments from previous section don't occur.)
- Arcane Archer
- Arcane Trickster
- Assassin
- Dragon Disciple
- Duelist
- Eldritch Knight
- Loremaster
- Mystic Theurge
- Pathfinder Chronicler
- Shadowdancer
NPC Classes
- http://legacy.aonprd.com/npcCodex/npc/index.html
- Each levels 1-10.
- Basic (lower; rather than heroic) ability array and gear.
- When selecting, these count as a character 2 levels lower. Or 3 for a commoner.
- Adept
- Aristocrat
- Commoner
- Expert
- Warrior
Iconic Characters
- We will use the Patherfinder Society version of these.
Gamemastery Guide
- http://legacy.aonprd.com/gameMasteryGuide/nPCGallery.html
- When selecting, these count as a character 2 level lower. Or 3 for a commoner. If there's a mix, use just 2 lower. If it's mixed with a PC class, only treat it as 1 lower.
- Some of these are multiclassed, and higher level NPC classes.
PC Classes
- Acolyte (Cleric 1)
- Pickpocket (Rogue 1)
- Beggar (Commoner 1/Rogue 1)
- Cannibal (Barbarian 2)
- Caravan Guard (Fighter 2)
- Initiate (Monk 2)
- Prostitute (Expert 1/Rogue 1)
- Storyteller (Bard 2)
- Street Thug (Fighter 1/Rogue 1)
- Burglar (Rogue 3)
- Cultist (Cleric 3)
- Wanderer (Bard 1/Rogue 2)
- Dealer (Expert 1/Rogue 3)
- Guard Officer (Fighter 4)
- Slaver (Fighter 2/Ranger 2)
- Trapper (Ranger 4)
- Battle Monk (Monk 5)
- Hedge Wizard (Commoner 2/Wizard 3)
- Medium (Cleric 5)
- Battle Mage (Evoker 6)
- Cavalry (Fighter 6)
- Fortune Teller (Bard 3/Sorcerer 3)
- Gladiator (Barbarian 3/Fighter 3)
- Minstrel (Bard 6)
- Monster Hunter (Ranger 6)
- Raider (Barbarian 6)
- Tomb Raider (Rogue 6)
- Torturer (Expert 5/Fighter 2)
- Archaeologist (Rogue 7)
- Beast Master (Ranger 7)
- Conjurist (Conjurer 7)
- Hermit (Druid 7)
- Highwayman (Fighter 4/Rogue 3)
- Holy Warrior (Paladin 7)
- Watch Captain (Fighter 7)
- Knight (Aristocrat 2/Paladin 6)
- Sellsword (Fighter 8)
- Viking (Barbarian 2/Fighter 6)
- First Mate (Expert 4/Fighter 5)
- Priest (Cleric 9)
- Slayer (Ranger 5/Assassin 4)
- Champion (Barbarian 5/Fighter 5)
- Merchant Prince (Expert 4/Rogue 6)
- Celebrity Bard (Bard 11)
- General (Fighter 11)
- Guild Master (Rogue 11)
- Bandit Lord (Fighter 8/Rogue 4)
- Bounty Hunter (Ranger 12)
- Captain (Expert 3/Fighter 9)
- Cult Leader (Cleric 10/Rogue 2)
- Pirate Captain (Fighter 7/Rogue 5)
- Sage (Expert 7/Abjurer 5)
- Saint (Paladin 12)
- High Priest (Cleric 13)
- Master (Monk 15)
NPC only
- Foot Soldier (Warrior 1)
- Squire (Aristocrat 1)
- Village Idiot (Commoner 1)
- Bandit (Warrior 2)
- Barmaid (Commoner 2)
- Farmer (Commoner 1/Expert 1)
- Shipmate (Expert 1/Warrior 1)
- Doomsayer (Adept 3)
- Drunkard (Commoner 1/Warrior 2)
- Guard (Warrior 3)
- Shopkeep (Expert 3)
- Vagabond (Commoner 2/Warrior 1)
- Noble Scion (Aristocrat 4)
- Prisoner (Expert 4)
- Barkeep (Expert 4/Warrior 1)
- Pilgrim (Commoner 5)
- Turnkey (Warrior 5)
- Shaman (Adept 7)
- Traveling Merchant (Expert 7)
- Princess (Aristocrat 8)
- Guide (Expert 9)
- Mayor (Aristocrat 3/Expert 7)
- Noble (Aristocrat 10)
- Chieftain (Warrior 12)
- Queen (Aristocrat 12)
- King (Aristocrat 16)
Iconics
- https://paizo.com/products/btpy9a64?Community-Use-Package-Pathfinder-Society-Pregenerated-Characters (Sadly, they never made iconic statblocks for the Shifter).
- Images: https://paizo.com/products/btpy87fq/
- Personality profiles: https://paizo.com/community/blog/tags/iconics/meetTheIconics
- Alternatively: https://pathfinderwiki.com/wiki/Category:Iconics
- Built at levels 1, 4, 7.
- Iconics can "level up" sometimes (if given a level 7 choice, take one and free up the 4 for something else). They can never "double up".
- These use non-core options. Consider reading them before use.
- No changes to these whatsoever (not even names), except global rules changes where necessary and prepared spells.
- Created with "high fantasy" point array and PC wealth (both higher than the NPCs).
Choices
- Alchemist - Damiel
- Arcanist - Enora
- Barbarian - Amiri
- Bard - Lem
- Bloodrager - Crowe
- Brawler - Kess
- Cavalier - Alain
- Cleric - Kyra
- Druid - Lini
- Fighter - Valeros
- Gunslinger - Lirianne
- Hunter - Adowyn
- Inquisitor - Imrijka
- Investigator - Quinn
- Kineticist - Yoon
- Magus - Seltyiel
- Medium - Erasmus
- Mesmerist - Meligaster
- Monk - Sajan
- Ninja - Reiko
- Occultist - Mavaro
- Oracle - Alahazra
- Paladin - Seelah
- Psychic - Rivani
- Ranger - Harsk
- Rogue - Merisiel
- Samurai - Hayato
- Shaman - Shardra
Shifter - Zova- Skald - Hakon
- Slayer - Zadim
- Sorcerer - Seoni
- Spiritualist - Estra
- Summoner - Balazar
- Swashbuckler - Jirelle
- Vigilante - Aric
- Vigilante - The Red Raven
- Warpriest - Oloch
- Witch - Feiya
- Wizard - Ezren
Other Sources
Possibly to be added later. For initial list, this is it.