| Garretmander |
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To be a bit more specific, NPCs are created with the NPC creation rules which are also used to create creatures.
NPCs in starfinder are specifically designed to have higher attack rolls and lower AC than PCs. This helps them stay 'relevant' for longer stretched of levels, and makes it easier to create them. I've personally run an NPC on the fly from the creation tables since I hadn't had stats beforehand.
Personally I like this method compared to making some terrible classes for the sole purpose of low level NPCs. Just giving them stats is far superior to figuring out BAB, saves, skill ranks, etc.
Ascalaphus
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No, but also a little bit yes.
No, NPCs aren't built like PCs, they're built like monsters.
Yes, there are specific guidelines to "graft" a class onto a monster you're designing. Do you want a monster with the look and feel of a technomancer? Put the technomancer graft on it. The rules for these grafts also appear in the same place as the general monster creation rules (i.e. in Alien Archive 1).
The grafts aren't quite like templates in Pathfinder 1, or class levels. They're more like an ability swap. Instead of giving your space troll only troll abilities, you give it slightly fewer troll abilities and instead give it a few obvious technomancer abilities. Ta-da, space troll technomancer!
| Metaphysician |
Yeah, what everyone has said. The role that "NPC Classes" served in earlier iterations is supplanted by the NPC Creation System. The way you create an NPC without player class abilities, is simply creating an NPC of a given playable race, and then not giving them a class template ( or major monster-type powers and abilities, since you presumably don't want them to be strong-like-a-monster either ).
So, what in Pathfinder would be an Expert class NPC, in Starfinder would simply be an NPC that uses the expert-type stat chart, and which you give few or no special powers or abilities. An Operative NPC, by contrast, would still use the expert-type stat chart, but they would also get the Operative class template and all the special abilities it grants. Technically this would still have a CR 5 "Expert" and a CR 5 Operative as equally challenging, but in practice the latter would be more dangerous ( and you probably shouldn't feel obligated to make all non-adventuring NPCs equal CR, anyway ).