
DM_Kumo Gekkou |

Does anyone have a guide for how to spend an NPC's wealth by level.
I know the core rulebook has the breakdown of how much to spend in each category, but I was looking for something more along the lines of how feats are done for creating npcs.
A breakdown of common items for this type of class at this level.
Any help would be greatly appreciated.

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Yeah, I find it difficult too. It can be challenging to find items that are useful to the NPC but also for the PCs. I also try to include at least one interesting or unusual item, like an Elixir of Fire Breath or viridium dagger. The equipment tables in Ultimate Equipment can be really useful for those.
Going by the gear categories in the NPC creation guidelines:
Weapons (martial): Masterwork or Magic Weapon(s), Amulet of Mighty Fists, Stat Belt. For the weapon you can just go with the highest enhancement bonus the NPC can afford, though I often like to add a property as appropriate to the NPC's personality or tactics. It's hard to go wrong with Keen, Flaming/Frost/Shock/Corrosive, and for ranged weapons Seeking. Sometimes you can justify Bane (PC type) but don't overuse it. Unholy packs a punch but usually makes the weapon difficult for the PCs to use or sometimes even sell. I usually budget for the primary weapon first, then the stat belt, then a secondary weapon if there's money left over (often a composite bow and a few fancy arrows, or a silver or cold iron weapon).
Weapons (caster): Stat Headband, Metamagic Rods (Empower, Toppling, Rime, Concussive, Dazing, Persistent), Wands (Magic Missile, Obscuring Mist, Scorching Ray)
Protection: Armour, Shield, Ring of Protection, Amulet of Natural Armour, Cloak of Resistance, Bracers of Armour, Cloak of Displacement. Armour and Shield usually give the NPC the most bang for their buck but I find that they're less likely to be an upgrade on the party's equipment than the other items so if you want to make your players happy consider putting most of the money towards one or two of the Ring, Amulet, Cloak, or Bracers and leaving the Armour/Shield masterwork (and possibly a special material).
Magic: Ring of Sustenance, Ring of Feather Falling, Ring of Wizardry, Ring of Spell Storing, Ring of Freedom of Movement, Boots of Speed, Boots of Striding and Springing, Boots of the Cat, Boots of Elvenkind, Efficient Quiver, Lenses of Detection, Goggles of Night, Gloves of Arrow Snaring, Glove of Storing, Hat of Disguise, Sleeves of Many Garments, Bracers of Archery, Bracers of Falcon's Aim, Circlet of Persuasion, Pearls/Runestones of Power, Traveler's Any-Tool, Campfire Bead, Handy Haversack, Bag of Holding, Metamagic Rod (Extend, Reach, Quicken).
Build specific items like a Robe of Arcane Heritage, Monk's Robe, Gloves of Dueling, Sniper Goggles, Phylactery of Positive/Negative Channeling, Gloves of Arcane Striking, or Pages of Spell Knowledge can also be good picks if you have a party member who can use them.
Limited Use: Feather Tokens, Elixirs of Hiding/Swimming/Tumbling/Vision, Wands (Cure Light Wounds, Mage Armor), Potions/Oils (Magic Weapon, Enlarge Person, Touch of the Sea, Lesser Restoration, Fly, Heroism, Neutralize Poison, Gaseous Form, Water Breathing); Scrolls (Neutralize Poison, Remove Disease, Break Enchantment, See Invisibility), Alchemist's Fire, Acid, Antitoxin, Tanglefoot bag. I tend to randomly generate some of these, editing a little if something isn't a good fit for the NPC. This gives me more variety on the spells in potions, wands, and scrolls.