Confusion over Hit Points, Challenge Rating, and NPC Caster Character Levels.


Pathfinder First Edition General Discussion


If I understand this correctly, Level 1 PCs get their Hit Dice + Constitution modifier as their starting Hit Points. I understand Challenge Ratings. Say you have 6 level one characters. This would make their Average Party Level of 6. A "Challenging Rating" is APL + 1.

This is where it gets dicey (ahahahaha...bad pun.) I am thinking about making an NPC who is an Aberrant Sorcerer; at level 8. According to the Core Rule Book, NPCs who have character levels has a CR equal to their total level -1. So the NPC Level 8 Aberrant Sorcerer has a Challenge Rating of 7. I know there are NPC classes (Warrior, Adept, Commoner, Aristocrat, and Expert) but there is no Arcane NPC class. Clerics have Adept and all other "classes" have their own NPC class, except Sorcerers and Wizards. So, I decide to make this level 8 NPC Aberrant Sorcerer.

Here is the Problem. With Acidic Spray it's a Touch Ranged attack and it does 1d6 points of acid damage + 1 for every two sorcerer levels. Meaning it would do at least 6 damage. (1 on the damage roll, plus 1 + 4.) Depending on what spells he has, I'm concerned he could kill one or two of my party. If the damage roll is any higher, that's more damage. And that's just the Acidic Spray. Never mind if i give him spells. Basically, if the NPC gets caught doing something he will create chaos. This will mean summoning maybe a Phantasmal Killer or Summoning a Monster ally. If he gets found out as a spy then he will want to go down fighting.

Unless I am going about the wrong way. Does the way to make an Arcane NPC involve giving the NPC character levels? I understand fighters, rogues, clerics, barbarians, etc can use the Warrior NPC class. But for Arcane Spellcasting NPCS, i figure the only way to go about it is to give them Character Levels in Sorcerer/Wizard.


Oh, and another thing. Does Phantasmal Killer seem a bit overpowered? The NPC was told by the villain in my campaign to kill another NPC if he (the Sorcerer) is discovered. Meaning he will know Phantasmal Killer. Since it'll be the PCs who found him out, he'll want to kill them, too.

This level 8 NPC Aberrant Sorcerer can cast Phantasmal Killer 3 times a day. Unless that's too strong. Basically, if a PC in the Party fails a Will save, and then a Fortitude save, they're dead. Does that seem too overpowered? To have them face an NPC who can kill them if they fail a Will Save and Fortitude save?

Even on a successful Fort Save, Phantasmal Killer will still deal 3d6 damage; which can still kill them at level 1. That doesn't seem Challenging, it seems like it's Game Ending.

Unless A level 8 NPC Sorcerer has a higher CR than 7.


IIRC, JosaricHawk, your party of 6 level 1 characters should be APL 2.

Core Rulebook wrote:
Determine the average level of your player characters — this is their Average Party Level (APL for short). You should round this value to the nearest whole number (this is one of the few exceptions to the round down rule). [...] If your group contains six or more players, add one to their average level.

So, a Challenging encounter would be a CR 3 NPC (so your sorcerer should be level 4, capable of casting only second-level spells). At this point, scorching ray could be a big threat (touch attack, 4d6 damage) but there are no "save-or-death" spells (though there are a lot that will screw your day on a failed save).


JosaricHawk wrote:
Say you have 6 level one characters. This would make their Average Party Level of 6.

Er, no. The average party level of 4 level 1s is 1, not 4. I believe for 6 players, you increase their APL by 1, so your party's actual APL is 2.

Remember, it's Average Party Level, not Total Party Level.


Rune wrote:

IIRC, JosaricHawk, your party of 6 level 1 characters should be APL 2.

Core Rulebook wrote:
Determine the average level of your player characters — this is their Average Party Level (APL for short). You should round this value to the nearest whole number (this is one of the few exceptions to the round down rule). [...] If your group contains six or more players, add one to their average level.
So, a Challenging encounter would be a CR 3 NPC (so your sorcerer should be level 4, capable of casting only second-level spells). At this point, scorching ray could be a big threat (touch attack, 4d6 damage) but there are no "save-or-death" spells (though there are a lot that will screw your day on a failed save).

Why a CR of 3? I thought Average Party Level was the total levels of the PCs divided by the number of players in the party. Ooooh... woooops! My bad *hits head on desk; not literally, but still. So their APL is 1 because 6 (from Character levels) divided by 6 is 1. And since there are 6 in the party, add 1. So the Sorcerer should be level 4, got it.

Whew! That could've been a disaster.

Thank you :)


mplindustries wrote:
JosaricHawk wrote:
Say you have 6 level one characters. This would make their Average Party Level of 6.

Er, no. The average party level of 4 level 1s is 1, not 4. I believe for 6 players, you increase their APL by 1, so your party's actual APL is 2.

Remember, it's Average Party Level, not Total Party Level.

That was my bad. I was thinking "Total Party Level." Wow. So.... that would be beyond Epic for them (with a CR of 7) when an Epic Encounter is APL+3....it would've been APL+5.


Was that the correct way of creating an Arcane NPC? Since Adept is for Divine and the rest are for Fighters, Barbarians, etc. I did take the Arcane NPC abilities (Heroic, since the NPC has Character levels.) But to make an Arcane NPC, must they be a Sorcerer or Wizard? Because they're not an Adept, not a Warrior. They could be an Expert or Aristocrat, maybe.

The book did say something about assigning spells of the highest level, though, for Arcane NPCs.

Regardless, I am sticking with this Aberrant Sorcerer.

Thank you again so, so, so much for helping to clear that up. I really appreciate it :)


Have a flick through some of the Paizo modules/APs (there are some free modules if you have none) to get a decent idea of what you should be throwing at your average party level. Typically I find paizo encounters are tailored towards non-optimised 'beginner' style parties, which is probably what you have.


Gaining Hit Dice (not points) with each Level Up

The Core rule book says that when a Player Character gains a level, they gain hit dice. I know to figure Hit Points, you roll the Hit Dice + Con Modifier + other modifiers.

But how do PCs gain Hit Dice, short of multiclassing? Because the Barbarian has a d12 hitdice. If the PC took a second level in Barbarian, would the PCs Hit Dice remain d12 or would it go to 2d12? I searched and searched through the Core Rule book and I can find no explanation on what it means when it says PC gain Hit Dice when they level up. Unless they mean if they multiclass.

So: Does a Barbarian get 2d12 Hit Dice at Barbarian Level 2? Or does a Barbarian have d12 regardless of the levels that the PC has in Barbarian?


Every time a character gains a class level, he gains 1 hit die of that class's type. At 1st level, a PC-classed character gains the maximum value of hit points for their hit die (including Constitution modifier and other modifiers).

By default, PC characters roll for hit points gained at each level, while NPC characters simply receive half of their maximum (3.5 for d6, 4.5 for d8, 5.5 for d10, and 6.5 for d12). I recommend allowing PC characters to take the higher of half for hit points at each level (4 for d6, 5 for d8, 6 for d10, and 7 for d12). This is the default for Pathfinder organized play, and prevents situations where a character might roll low for hit points and fall behind the expected curve.


JosaricHawk wrote:

Was that the correct way of creating an Arcane NPC? Since Adept is for Divine and the rest are for Fighters, Barbarians, etc. I did take the Arcane NPC abilities (Heroic, since the NPC has Character levels.) But to make an Arcane NPC, must they be a Sorcerer or Wizard? Because they're not an Adept, not a Warrior. They could be an Expert or Aristocrat, maybe.

The book did say something about assigning spells of the highest level, though, for Arcane NPCs.

Regardless, I am sticking with this Aberrant Sorcerer.

Thank you again so, so, so much for helping to clear that up. I really appreciate it :)

Arcane characters cast arcane spells. So, such a character would be a Bard, Sorcerer, or Wizard. If you have access to the Advanced Player's Guide (APG; contents available for free on the Paizo Reference Document (PRD)), such a character could also be an Alchemist (not technically an arcane spellcaster, but pretty close), a Summoner, or a Witch. With Ultimate Magic (also on the PRD), you have the Magus.

Divine characters are the Adept, Clerics, Druids, Paladins, and Rangers. From the APG you have the Inquisitor and the Oracle.

Martial characters are represented by the Warrior, the Aristocrat, the Barbarian, the Fighter, the Monk, the Paladin, and the Ranger. The Druid and Rogue can also make excellent martial characters. The APG presents the Cavalier and Inquisitor, and from Ultimate Combat you have the Gunslinger, as well as the Ninja and Samurai (alternate classes for the Rogue and Cavalier)

Skilled characters would include the Commoner, the Expert, the Bard, the Rogue, and the Wizard. The Ninja also makes a Skilled character, for obvious reasons.

Keep in mind that these categories are simply roles, with no particular mechanics behind them - they are suggestions for creating NPCs of those types.

Dark Archive

Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber

Your mention of the Adept as the divine character makes me think you believe that NPCs have to be made with the NPC classes - that isn't true. The NPC classes get their name because they are only suitable for NPCs, not PCs. NPCs made by the GM can use any class they want


Hitdice is the number of die you rolled to get your hp. So a level 5 barbarian has 5 hitdice, as well as a level 5 wizard. For PCs it will almost always be equal to their class levels.

Monsters with classes will have different hitdice. A level 3 Dryad ranger will have 9 HD (6 fey 3 ranger).


Just to add to the conversation, if you want to increase the challenge rating of an encounter because you have more then normal players (I happen to disagree with pathfinders core rules and add one to the APL for each person over 4) its usually better to do so by adding more enemies, instead of increasing the strength of one. So if you want to have a really hard encounter (APL +3 which at 1st level is 6 [1+2+3]) I wouldnt just have a 7th level caster be my enemy. I'd instead have like a 3rd level caster, and a bunch of minions that add up to a CR 6 encounter. This means that an individual enemy isnt quite as dangerous to any single party member, but the overall challenge of the encounter is still difficult.


JosaricHawk wrote:

Was that the correct way of creating an Arcane NPC?

NPCs can have PC class levels (and for that matter, PCs can have NPC class levels), and in fact, it's common for "named" NPCS to do so. Basically, PC classes are special and more powerful, so, for example, the Trig Gnashtooth, the leader of the bandit tribe, might be a level 2 ranger, his lieutenant Barwise the Fair a level one sorcerer, and everyone else a level 1 warrior.


Kolokotroni wrote:
Just to add to the conversation, if you want to increase the challenge rating of an encounter because you have more then normal players (I happen to disagree with pathfinders core rules and add one to the APL for each person over 4) its usually better to do so by adding more enemies, instead of increasing the strength of one. So if you want to have a really hard encounter (APL +3 which at 1st level is 6 [1+2+3]) I wouldnt just have a 7th level caster be my enemy. I'd instead have like a 3rd level caster, and a bunch of minions that add up to a CR 6 encounter. This means that an individual enemy isnt quite as dangerous to any single party member, but the overall challenge of the encounter is still difficult.

Agreed. Single-monster encounters tend to be wildly variable and are often boring. There's a good chance that they'll result in a total party kill (the sorcerer casts a badass spell and everyone dies), but also a good chance that they will pose no challenge at all (they lose initiative and fail the save against the wizard's Charm Person spell). Two 2nd level rangers are better than one 4th level ranger.


I found at lower levels ( before fly basically) adding terrain or other enviromental challenges is a great way to make things more fun and challenging without adding stronger monsters.

So 4 goblins by themselves no big deal. But what about 4 goblins being chased on the back of a speeding mine cart as they drop barrels? Any enviroment from pits to cliffs to jungles can be used.

I will also add to what others have said in that you can make npc of classes other than npc clases however especially at lower levels npc classes surve a useful purpose.

First, they let you make opponents a little stronger while keeping the complexity down. For alot of cases this is what warriors are for.

Second, the adept is useful in that it lets you have a higher level spellcaster without higher level spells. This can be used to make lower cr oponents that have a higher caster level. So your lvl 7 npc as an adept is cr 5 casts at lvl 7 but doesnt have lvl 4 spells. Mostly lvl 1 and 2 spells. He makes for a good end boss with warrior support around lvl 3 or 4.

Finally, you can use experts to give npc higher skills you want them to have without making the oponent too much harder.

Ayhow i hope this helps.


I'm sorry, but I am lost on this whole NPC class thing and Character Class thing. What is the point of having the Warrior, Aristocrat, Adept, Commoner, and Expert NPC classes? Why even have those if all NPCs can just have Character Classes?

The Core Rule Book mentions certain skills for say the Adept and Expert. For the Adept, it listed which spells the Adept gets at certain levels. As in the Adept NPC class. It listed Warrior skills as well for "Shield and Sword" and "2-handed." But there was nothing for Sorcerers and Wizards.

Basically, every Character Class in the game "Translates" into one of those NPC classes, except Sorcerer and Wizard.

I really don't understand the purpose of Aristocrat, Adept, Warrior, etc. if a GM can just roll an NPC like they roll a character.

Also, what does "A Level 5 Barbarian gets 5 hit dice" mean? At level one, they have d12. So at level 5, do they have 5d12? So a d12 is rolled five times instead of once?


Basically, the Core Rule Book lists the NPC Class "Adept" and shows which spells the Adept gets at levels 1-5. Then it goes on to list different NPC classes. There is also a list of which skills each NPC class gets. Warrior, Expert, Aristocrat, Commoner, and Adept. They each get a listing for what skills the NPC can "choose" from. But there is no mention of "Arcane Spellcaster." All of the skills apply to the melee and skill NPC classes, but there is no "translation" for Arcane Spellcasters. Warrior NPCs get skills to choose from, Experts, Commoners, and the rest have a listing of Skills to choose from. That's what I mean by Character classes which "translate" into NPC classes. Yet there is no mention of what Skills or Spells an Arcane NPC gets to choose.

Adepts get spells and everyone gets skills (as in every NPC class) except Arcane is not really represented; except in the Ability Score section.

That's why I'm wondering what the point of NPC classes are.

Also with hit dice. Does a Barbarian player roll 2d12 at Barbarian level 2 to get their hit points? (plus modifiers.) Then at Barbarian level 3, would the player roll 3d12 (plus modifiers)?

Or do they just roll 1d12 every level + modifiers?


Yes, a barbarian player at 2nd level would have 2d12 hit points. But, remember that at first level that barbarian got maximum hit points, so he doesn't need to roll his first 1d12,he just gets 12 hit point (plus modifiers). This means that a 2nd level barbarian has 12+1d12+(other modifiers).

As for NPC classes; NPC classes are called NPC classes because they are generally not advisable for PCs to take. PCs are heroes and NPC classes represent just average people. However, not all NPCs are average people, some are quite heroic themselves and should not generally be built with NPC classes.

Warriors represent something like an average guard at the gate, or conscripted foot soldiers in an army. Aristocrats represent low-level noble and foppish cads. Commoners are someone your PCs may get in a fight with at the local tavern, or a lowly farmer toiling away at the land. Finally, Adepts are the keepers of magical lore,something like a hedge witch, or a shaman.

If you take a close look at the Adept you will see that it is not just an analog of the Cleric. For instance, Adepts gain access to a familiar like Wizards do. Also, you will see that they have access to spells that are not available to Clerics. As such, Adepts cover both roles, albeit in a very limited manner because they are the non-heroic average lore keepers of the common people.

Also remember, each class gets access to thier listed spells and skills, meaning they can choose from those lists; they don't just automatically get every skill or spell on those lists.

I hope this helps.

Silver Crusade

JosaricHawk wrote:

I'm sorry, but I am lost on this whole NPC class thing and Character Class thing. What is the point of having the Warrior, Aristocrat, Adept, Commoner, and Expert NPC classes? Why even have those if all NPCs can just have Character Classes?

(...)
Basically, every Character Class in the game "Translates" into one of those NPC classes, except Sorcerer and Wizard.

I really don't understand the purpose of Aristocrat, Adept, Warrior, etc. if a GM can just roll an NPC like they roll a character.

Not everyone's a professional.

A fighter is a dedicated kick-your-ass battlemaster type. He's the general, he's the elite fellow. He's the one supremely focused on combat and martial skills.

A warrior is that guy who's kinda tough and knows how the sword works, and generally knows how to fight with it.

The majority of the army in Pathfinder is warriors. The orc who swings his axe at you is a warrior.

Adepts are mostly for the shamanistic, hedge wizard types. Also for the cultist types who don't really have a lot of spellcasting mojo, but have some.

Aristocrat and Expert are kind of different though.

Expert is for the sages, the learned men and the guys who your party goes to for information. Its also for the blacksmiths, and the tradesmen, the guy who fixes their ship, pilots their ship through a storm, the one who comes by and helps them build their fortress, or balances their checkbook.

Aristocrats are generally just that. The higher class guys. They're tougher then commoners, pretty good combatants for an NPC class (not as good as say a fighter obviously), and tend to have quite a few skills. The mayor's a pretty beefy guy, and he's clever, and has skills, but he's not throwing spells, and he's not fighting the orc king himself ideally, but he /can/ if he has to, just not well. THey also work well as clergy what-ain't-clerics because of their skills and similar fighting progression.

Commoners are basically just your day to day schlub. The guy you rescued from kobolds? Probably a commoner. The waitress? Commoner. Those untrained miners you hired? Commoners.

You want NPC classes because NPCs aren't built for 'effectiveness.' As a DM you build characters to represent things, or for a more simulationist ethic. It'd be kind of freaking weird if the 8 year old kid was a Ranger instead of a commoner, or if the guy who delivered your apples was a master of the Ninja arts. Similarly, everybody you fight isn't a 'professional.' That police officer knows his stuff when it comes to using his weapon and dealing with thugs, but he'd probably have trouble if he had to deal with some murderous terrorist, thats why the force would have a few guys like say Riggs from Lethal Weapon or McClane from Die Hard who'd have actual PC class levels..


Aha! I understand it now :) I got confused cause the book said "Divine Spellcaster" for Adept so I figured Cleric. But I did see Burning Hands, Baleful Polymorph, Lightning Bolt, and others plus the Familiar.

I get it now. Thank you everyone! I see the point of NPC classes now, as well. NPC classes are for NPCs who do have skills, but not skills on the level of the Professional Character Classes.

Also the Hit Dice and Hit Points now make sense.

Each level the PC rolls the Hit Dice for their character class plus modifiers. So its the dx whatever each level. Not 12 + 2d12 for level two and then rolling 3d12 for level 3. As in, in addition to the 12 + 2d12. At level three, the player does NOT roll a d12 3 times and adds that plus modifiers to what they have already. At level 20, they would have all of their hit points, and then roll a d12 20 times....that wouldn't make sense. To roll a d12 20 times after hitting level 20 in Barbarian.

At level 20, they would take their hit points which they have already, roll 1d12, and add modifiers, then put the two (current HP plus roll + all mods) together.

Thank you all again for your awesome help :)

Silver Crusade

Since I had a bit of trouble understanding your understanding of the hit dice system. Just let me clarify to make sure we've made it clear. :)

I'm a first lerel barbarian, I have a 1d12 HD.

That means my first level is 12 HP + my Con Modifier.

When I level up to level 2. I roll a single 1d12 and add my con modifier.

My total HD is 2, for the two d12. My Hit Points are 12+(d12)+(2xCon Modifier).

Since thats looking algebraic, lets try an example. Lets say I have a 16 con (+3 modifier), at first level I have 15hp (12+3). Then when I level up to level 2, I roll a d12, and get lets say...an 8. So my hit point total is now 26 (15(from first level) + (8+3)).

When I level up again, I roll another single d12 and add my con modifier. And so it goes. The con modifier flows backwards though in Pathfinder. So if my con goes up enough at say level 8 to become an 18, I retroactively get hit points.

I just want to make sure you understand that its additive, not exponential. A 20th level barbarian has 20 HD and 20d12+(20xcon modifier) hit points. He doesn't have like...210 HD.


Adepts are weird but I use them a lot. For cultists or tribal shaman mostly. As opponents they make for good balanced encounters in my experience. Easy and simple to run too.


Yes, I think you understand Hit Dice now.

With your previous understanding of Hit Dice, a 20th level Barbarian would have on average 1,371 Hit Points before adding his Constitution modifier! For comparison, a Great Wyrm Red Dragon has 189 Hit Points before adding its Constitution modifier, and the unkillable Tarrasque, widely considered the ultimate monster, has only 525 Hit Points altogether!

Watch out for Munchkinitis, the desire for more Hit Points, more treasure, more Strength, more this, more that, more everyhting...MORE POWER! We all have it, and the game rules, in my opinion, are conservative; they are designed to counteract the munchkin in all of us.

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