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.


Source Alien Archive 4 pg. 151
Witchwarpers are powerful spellcasters who draw their magic from alternate realities and can pull bubbles of those existences into their current realities.
Special Rules: Spells must come from the witchwarper spell list.
Because an NPC spellcaster doesn’t receive the same number of spell slots as a PC spellcaster at higher CRs, a witchwarper NPC only expends spell slots to power their infinite worlds ability for spell levels at which they receive specific numbers of spell slots per day. For spell levels they can cast at will or don’t have listed, the NPC effectively has three spell slots of each level that can only be used to power their infinite worlds ability. For example, a CR 10 witchwarper NPC effectively has three 2nd-level spell slots and three 1st-level spell slots for their infinite worlds ability.
Required Array: Spellcaster.
Adjustments: +2 to Reflex saving throws, –2 to Will saving throws.
Skills: Master Mysticism.
Suggested Ability Scores: Charisma, Dexterity, and Intelligence.
Gear: Light armor (item level = CR), small arm (item level = CR), basic melee weapon (item level = CR – 1), and two grenades (item level = CR – 1).
Abilities by CR: ALL CRs: Infinite worlds (3/day).
CR 1: One special ability.
CR 2: One 2nd-level paradigm shift.
CR 5: One 2nd-level paradigm shift and one 5th-level paradigm shift.
CR 6: Alternate outcome 1/day, one 2nd-level paradigm shift, and one 5th-level paradigm shift.
CR 8: Alternate outcome 1/day, one 5th-level paradigm shift, and one 8th-level paradigm shift.
CR 11: Alternate outcome 1/day, one 8th-level paradigm shift, and one 11th-level paradigm shift.
CR 12: Alternate outcome 2/day, one 8th-level paradigm shift, and one 11th-level paradigm shift.
CR 14: Alternate outcome 2/day, one 11th-level paradigm shift, and one 14th-level paradigm shift.
CR 17: Alternate outcome 2/day and two 14th-level paradigm shifts.
CR 18: Alternate outcome 3/day and two 14th-level paradigm shifts.
CR 20: Alternate outcome 3/day, reality stutter, and two 14th-level paradigm shifts.