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Template Grafts | Universal Monster Rules


Class Grafts

A class graft begins with a brief description of the class and then moves on to the following sections.

Special Rules: If the graft requires some tinkering beyond the normal rules for class grafts, the graft has a special rules entry describing it.

Required Array: This entry lists which array an NPC has to use to receive the class graft.

Adjustments: These adjustments change some of the statistics provided by the array.

Skills: The class graft might also list skills, categorized as master or good, that count toward the skills granted by the NPC’s array.

Ability Score Modifiers: This lists the ability score modifiers that are usually highest for this class. They’re in order from highest to lowest, but you can mix them up as you see fit.

Gear: Most NPCs with class grafts use gear rather than relying on natural attacks. This entry gives guidelines for assigning weapons, armor, and other significant equipment to members of the class, listing the level of the gear. Gear has a minimum level of 1 and a maximum level of 20. For example, if a creature’s CR is 1/2 or if the creature’s CR is 1 and the graft suggests an item of “CR – 1,” you would give it level 1 gear. As mentioned on page 128, you can skew the creature’s gear by a few levels, though you might need to make other adjustments to its statistics if you do so.

Abilities by CR: Depending on the NPC’s CR, it gains a certain number of class features from the chosen class and potentially some special abilities of your choosing; these replace the special abilities the creature receives from the array. The NPC’s CR corresponds to its effective class level, so a CR 3 creature would be a 3rd-level mechanic.

Apply the abilities from the entry that matches your NPC’s CR or the next-lowest CR. For instance, if you are creating a CR 4 NPC and the class graft lists abilities for only CR 3 and CR 5, use the CR 3 entry. Apply only one CR entry. Class features that have a DC use the ability DC from the NPC’s array, or you can use the base spell DC if you prefer.

Usually, a class graft gives an NPC more options than it would normally get from the array. Still, if there are special abilities your NPC absolutely needs, you can add them in. Just be careful not to make your NPC too powerful for the CR you chose.

When you pick a class feature that improves another class feature, the NPC is assumed to also have all the prerequisites. For example, if you took quick inspiring boost for a CR 4 envoy, the NPC would be considered to have inspiring boost as well. If a class feature option has a level requirement, you can pick one from the lower-level set of options if you so choose. For instance, if a class graft grants a 6th-level operative exploit, you can choose a 2nd-level operative exploit instead.

Nanocyte

Source Tech Revolution pg. 4
To add nanocyte mechanics to an NPC, you can apply the nanocyte class graft below, following the rules for class grafts found on page 137 of the Alien Archive.
Special Rules: Choose a primary nanite faculty (nanocyte NPCs of CR 9 and higher receive a secondary nanite faculty as well). The nanocyte creature’s nanite faculty abilities must come from the selected nanite faculties. Any nanite faculty abilities that aren’t relevant to the nanocyte creature can be skipped (or simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block.
A nanocyte NPC doesn’t gain nanite surges but can spend a Resolve Point in place of a nanite surge to augment nanocyte abilities. The nanocyte gains the nanite array ability but uses the following simplified variants of the three arrays that replace level-based effects.
Cloud: The nanites create a cloud, filling a number of contiguous squares equal to the nanocyte’s Constitution modifier plus 1/3 × the nanocyte’s CR (rounded up). If the nanocyte spends a Resolve Point when creating this array, the cloud provides a 10% miss chance (20% at CR 7 or higher).
Gear: The nanocyte knows how to create 3 weapons (item level = CR) and 3 technological items (item level = CR or lower).
Sheath: The nanocyte gains a +2 bonus to Reflex saving throws. The nanocyte gains a +5 insight bonus to one of its good skills, chosen when activating the array. If the nanocyte spends a Resolve Point when creating this array, it gains temporary Hit Points equal to its CR.
In addition, use the following simplified version of the manifold array ability for nanocytes of CR 7 or higher.
Manifold Array: The nanocyte can maintain two nanite arrays simultaneously.
Infinite Array: Once per day when reduced to 0 HP, the nanocyte can disperse into a nanite mist at the beginning of its next turn, fly up to 30 feet, and reform, restoring it to life with half its maximum Hit Points. The nanocyte reappears upright, wielding any of its gear, and can act on its turn as normal.
Required Array: Combatant.
Adjustments: +2 to Fortitude saving throws.
Ability Modifiers: A nanocyte creature should arrange its ability score modifiers depending on its focus in combat.
Melee: Strength, Constitution, Dexterity
Ranged: Dexterity, Constitution, Intelligence.
Gear: Light armor (item level = CR), ammunition suitable for any nanite gear weapons, plus either an advanced melee weapon (item level = CR) or a longarm (item level = CR).
Abilities by CR: All CRs: Nanite array and 1st-level nanite faculty technique.
CR 2: Defensive dispersal and one 2nd-level nanocyte knack.
CR 4: Defensive dispersal and two 2nd-level nanocyte knacks.
CR 5: Defensive dispersal, one 2nd-level nanocyte knack, and 5th-level nanite faculty technique.
CR 6: Defensive dispersal, one 2nd-level nanocyte knack, one 6th-level nanocyte knack, and 5th-level nanite faculty technique.
CR 7: Defensive dispersal, manifold array, one 2nd-level nanocyte knack, one 6th-level nanocyte knack, and 5th-level nanite faculty technique.
CR 8: Defensive dispersal, manifold array, two 6th-level nanocyte knacks, and 5th-level nanite faculty technique.
CR 9: Defensive dispersal, manifold array, two 6th-level nanocyte knacks, and 5th- and 9th-level nanite faculty techniques.
CR 10: Defensive dispersal, manifold array, one 6th-level nanocyte knack, one 10th-level nanocyte knack, and 5th- and 9th-level nanite faculty techniques.
CR 12: Defensive dispersal, manifold array, two 10th-level nanocyte knacks, and 5th- and 9th-level nanite faculty techniques.
CR 13: Defensive dispersal; manifold array; two 10th-level nanocyte knacks; and 5th-, 9th-, and 13th-level nanite faculty techniques.
CR 14: Defensive dispersal; manifold array; one 10th-level nanocyte knack; one 14th-level nanocyte knack; and 5th-, 9th-, and 13th-level nanite faculty techniques.
CR 16: Defensive dispersal; manifold array; two 14th-level nanocyte knacks; and 5th-, 9th-, and 13th-level nanite faculty techniques.
CR 17: Defensive dispersal; manifold array; two 14th-level nanocyte knacks; and 5th-, 9th-, 13th-, and 17th-level nanite faculty techniques.
CR 18: Defensive dispersal; manifold array; one 14th-level nanocyte knack; one 18th-level nanocyte knack; and 5th-, 9th-, 13th-, and 17th-level nanite faculty techniques.
CR 20: Defensive dispersal; infinite array; manifold array; two 14th-level nanocyte knacks; and 5th-, 9th-, and 13th-, and 17th-level nanite faculty techniques.