Class GraftsA 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. Source Alien Archive 4 pg. 150 Experts at close combat, vanguards have supernatural control over the power of entropy and can speed, slow, or alter how energetic reactions occur. Special Rules: Choose a vanguard aspect (vanguard NPCs of CR 8+ also choose a secondary vanguard aspect); the NPC’s aspect insight, embodiment, catalyst, and finale must come from the primary aspect, while it receives only the insight and embodiment of its secondary aspect at higher CRs. A vanguard NPC’s entropic strike ability deals the standard melee damage for the NPC’s CR from its array but otherwise follows the standard rules for entropic strike. Required Array: Combatant. Adjustments: None. Skills: Good or master skills listed in the aspect insights of the chosen vanguard aspects. Suggested Ability Scores: Constitution, Strength, and Dexterity. Gear: Heavy armor (item level = CR), shield (item level = CR), advanced melee weapon (item level = CR), and small arm (item level = CR – 1). Abilities by CR: ALL CRs: Aspect insight, entropic pool, entropic strike. CR 2: One 2nd-level vanguard discipline. CR 3: Mitigate, reactive 1/day, and one 2nd-level vanguard discipline. CR 4: Aspect embodiment, mitigate, reactive 1/day, and two 2nd-level vanguard disciplines. CR 5: Aspect embodiment, entropic attunement, mitigate, reactive 1/day, and two 2nd-level vanguard disciplines. CR 6: Aspect embodiment, entropic attunement, mitigate, reactive 1/day, one 2nd-level vanguard discipline, and one 6th-level vanguard discipline. CR 7: Aspect embodiment, entropic attunement, mitigate, reactive 1/day, uncanny agility, one 2nd-level vanguard discipline, and one 6th-level vanguard discipline. CR 8: Aspect embodiment, second aspect insight, entropic attunement, mitigate, reactive 1/day, uncanny agility, and two 6th-level vanguard disciplines. CR 9: Aspect embodiment, second aspect insight, entropic attunement, mitigate, reactive 2/day, uncanny agility, and two 6th-level vanguard disciplines. CR 10: Aspect embodiment, second aspect insight, entropic attunement, mitigate, reactive 2/day, uncanny agility, one 6th-level vanguard discipline, and one 10th-level vanguard discipline. CR 11: Aspect embodiment, second aspect insight, entropic attunement, flashing strikes, mitigate, reactive 2/day, uncanny agility, one 6th-level vanguard discipline, and one 10th-level vanguard discipline. CR 12: Aspect embodiment, aspect catalyst, second aspect insight, entropic attunement, flashing strikes, mitigate, reactive 2/day, uncanny agility, and two 10th-level vanguard disciplines. CR 14: Aspect embodiment, aspect catalyst, second aspect insight, entropic attunement, flashing strikes, mitigate, reactive 2/day, uncanny agility, one 10th-level vanguard discipline, and one 14th-level vanguard discipline. CR 15: Aspect embodiment, aspect catalyst, second aspect insight, entropic attunement, flashing strikes, mitigate, reactive 3/day, uncanny agility, uncanny speed, one 10th-level vanguard discipline, and one 14th-level vanguard discipline. CR 16: Aspect embodiment, aspect catalyst, second aspect insight, entropic attunement, flashing strikes, mitigate, reactive 3/day, uncanny agility, uncanny speed, and two 14th-level vanguard disciplines. CR 17: Aspect embodiment, aspect catalyst, second aspect insight, second vanguard embodiment, entropic attunement, flashing strikes, mitigate, reactive 3/day, uncanny agility, uncanny speed, and two 14th-level vanguard disciplines. CR 18: Aspect embodiment, aspect catalyst, aspect finale, second aspect insight, second vanguard embodiment, entropic attunement, flashing strikes, mitigate, reactive 3/day, uncanny agility, uncanny speed, one 14th-level vanguard discipline, and one 18th-level vanguard discipline. CR 19: Agent of change, aspect embodiment, aspect catalyst, aspect finale, second aspect insight, second vanguard embodiment, entropic attunement, flashing strikes, mitigate, reactive 3/day, uncanny agility, uncanny speed, one 14th-level vanguard discipline, and one 18th-level vanguard discipline. CR 20: Agent of change, aspect embodiment, aspect catalyst, aspect finale, second aspect insight, second aspect embodiment, entropic attunement, flashing strikes, invulnerability, mitigate, reactive 3/day, uncanny agility, uncanny speed, and two 18thlevel vanguard disciplines.
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