How far can you bend or break the npc creator rules?


Homebrew


I first just want to say that I love this system. I've been having a LOT of fun tinkering with it. Little adjustments here and there to make npcs a little more unique. I'm in a place where I look at whether or not a guy's numbers add up to be CR-appropriate rather than if he's strictly following RAW (I gave a guy three bonus feats to make him really good at fusillade because I realized that, functionally, he was doing basically just using making full-auto attacks with a level 2 rifle).

But now I've got an idea that would really push the limits, and I wanted your thoughts on whether or not this would tip something too over-the top. I was fiddling around with theorycrafting some different characters and really fell in love with a combat-gear focused technomancer sniper, then decided I could plug such a character in as a bounty hunter after my party.

With the NPC arrays, though, someone using the caster array just isn't going to be any kind of good with a sniper rifle, or any sort of spec-opsy skills (from the angle of a PC this is easy, because a technomancer will probably getting 7-8 skills because of their high int). So I was wondering about nerfing the spells they have access to and using the expert array. I figured that this is the array for other 3/4 BAB classes, but the ones that "traditionally" would have better combat stats than a mage, so they'd have an attack bonus that better reflected "technomancer specced for weapons."

Since a PC doing this would pump dex and sacrifice a little int, I would lower their spell DCs by 1 or 2, and give them 1 less spell known and spell per day of each level. Thoughts?


Probably fair enough. If you think about what chances you are changing...
You are reducing the chance your spells stick by 5-10% and increasing the chance attacks hit by 5-10%.

Liberty's Edge

Using both the Expert attack bonus and Save DCs seems balanced enough.


I would say allowed is what works for you and isnt totally overpowering the party (except you want that)
I already considered giving an npc multiple class grafts
He would have a lot of options but not neccessarily be much stronger then the other npcs of his CR

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