| Dungeon Master Zack |
https://docs.google.com/document/d/1b1FqEpDLV82TnL_JXgsQqrNLMVaX8FEE3QIajRA q2qM/edit?usp=sharing
I am working on an attempt to make the NPC Classes a little more interesting by adding class features. These are not intended to increase the power of NPC Classes but to just give them a little more pizazz. I figure just because a character is of an NPC Class doesn't mean they can't have some special abilities. Any input is appreciated.
| Dungeon Master Zack |
That one worked for me, after taking out the space. As for feedback on the actual document: I can't see the big deal. NPCs can easily be given some je ne sais quoi by adding a regular class level.
You make a valid point, but this thread really isn't about whether or not I should do this. It's about how one would go about doing this.
| ALLENDM |
Have you seen the It's An NPC World by Knotty Works? It is exactly what you are looking for from what I can see. It is well balanced and it covers a lot of what you are trying to do.
16 NPC Classes:
Ascetic - ((MONK))
Battle Mage - ((EVOCATION WIZARD))
Berserker - ((BARBARIAN))
Conjuror - ((CONJURATION WIZARD))
Cutthroat - (Combat/Stealth ROGUE)
Druid Aspirant - ((DRUID))
Enchanter - ((ENCHANTMENT WIZARD))
Hedge Witch - ((WITCH))
Hedge Wizard - (Wizard Universalist)
Illusionist - (Illusion WIZARD)
Minstrel - (BARD)
Pickpocket - (Skills/Stealth ROGUE)
Sooth-Sayer - (Divination WIZARD)
Thaumaturge - (ALCHEMIST)
Transmorgifier - (Transmutation WIZARD)
Woodsman - (RANGER)
Plus archetypes for the classic NPC classes.
I use it all the time and often apply the NPC classes to monster encounters to increase their difficulty.
Ones I have used a bit are the Cutthroat, Enchanter, Hedge Witch and the Woodsman.
I think this would help you.
Jack
EDIT: The archetypes add a specific ability or two for each base NPC class.
Example: Commoner Archetype - Master Craftsman
1st level feat replaced by - Forge Born (EX)
5th level feat replaced by - Less is More (EX)
11th level feat replaced by - Forge Master (EX)
Example: Warrior Archetype - Polearm Master
1st level feat replaced by - Pole Fighting (EX)
3rd level feat replaced by - Pole Maneuverability (EX)
9th level feat replaced by - Flexible Flanker (EX)
13th level feat replaced by - Sweeping Fend (EX)
I really like using these to enhance a low encounter like a group of orc warriors or such.
I happened to have the pdf on my laptop in my encounter development folder :)
| Mudfoot |
The OP's changes obviously improve things a bit, but they're a bit flat.
I had a theoretical objection to 3e NPC classes being worse, level for level, than PC classes so came up with some improved replacements for the Commoner (Merchant, Yeoman, Bloke), the Expert (Professional) and the Aristocrat (Noble). They're still somewhat below par, but a Noble or Yeoman would make a valid dip or henchman.
I didn't bother with Warrior, as fighter fills the gap nicely. And adept was complicated.
But quite honestly, it's not worth the effort for actual NPCs. Broadly speaking, an NPC might as well be made in an ad-hoc way, like PF2 does. Just take the basic NPC and add a few feats or talents or spells or SLAs as seem appropriate.