Archives of Nethys

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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.

Biohacker

Source Alien Archive 4 pg. 150
Biohackers use complex catalysts and fringe medical knowledge to augment their allies and inhibit their foes, often using injection weapons.
Special Rules: Choose a primary field of study (biohacker NPCs of CR 7+ receive a secondary field of study, while biohacker NPCs of CR 13+ also receive a tertiary field of study); the NPC gains access to the boosters and inhibitors of chosen fields of study. At appropriate CRs, the NPC also receives the breakthrough of the listed chosen field of study. Any boosters, inhibitors, or breakthroughs that aren’t relevant to the biohacker NPC don’t need to appear in its stat block.
Required Array: Expert.
Adjustments: +2 to Fortitude saving throws.
Suggested Ability Scores: A biohacker NPC should arrange its ability score modifiers depending on its scientific focus (though this has no mechanical effect for the NPC’s abilities).
Instinctive: Wisdom, Dexterity, and Intelligence.
Studious: Intelligence, Dexterity, and Wisdom.
Gear: Light armor (item level = CR), small arm with injector weapon special property (item level = CR), basic melee weapon (item level = CR – 1), two grenades (item level = CR – 1), and medicinal and/or poison (item level = CR).
Abilities by CR: ALL CRs: Biohacks, custom microlab.
CR 2: One 2nd-level theorem.
CR 4: Two 2nd-level theorems.
CR 5: Primary field breakthrough, two 2nd-level theorems.
CR 8: Primary field breakthrough, one 2nd-level theorem, one 8th-level theorem.
CR 10: Primary field breakthrough, two 8th-level theorems.
CR 11: Primary field breakthrough, secondary field breakthrough, two 8th-level theorems.
CR 14: Primary field breakthrough, secondary field breakthrough, one 8th-level theorem, one 14th-level theorem.
CR 16: Primary field breakthrough, secondary field breakthrough, two 14th-level theorems.
CR 17: Primary field breakthrough, secondary field breakthrough, tertiary field breakthrough, two 14th-level theorems.
CR 20: Primary field breakthrough, secondary field breakthrough, tertiary field breakthrough, superserum, and two 14th-level theorems.