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Character Builds & Optimization
How to Build a D&D NPC in 15 minutes
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<blockquote data-quote="pawsplay" data-source="post: 4214464" data-attributes="member: 15538"><p>1. Pick a race and class. If they are to have a prestige class, pick that first. </p><p></p><p>If they are to have a prestige class, pick their primary class, then analyze what else they'll need to get there.</p><p></p><p>In general, a few classes are better than lots of classes. In general, take no more levels in a prestige than needed for a specific ability, unless the prestige class is basically their concept, in which case max it out. In general, don't use a prestige class unless you need something specific. For instance, an "assassin" is probably just a rogue; don't mess with the Assassin class unless you want their special mix of stealth and magic. Blackguards are great if you want the whole smiting/evil horse/unholy weapon thing, but in general, a straight up Fighter 1/Cleric X is better and easier if you just want an evil fighting divine caster.</p><p></p><p>2. Assign ability scores. Always assign Int to be as high as it's going to be and don't adjust it for leveling up. Exception: wizards and other Int casters. Use the standard array unless it causes problems; and by problems, I mean, real problems. It's perfectly okay for ability scores to be a little arbitrary. Go ahead and advance all the ability scores now; it evens out in the end, except for Int. Just do the Int advances first, and note what levels you took them.</p><p></p><p>Quick beater: Str > Con > Dex > Int > Wis > Cha</p><p>Quick Cha caster: Cha > Con > Dex > Int > Wis > Str</p><p>Quick Int caster: Int > Con > Dex > Wis > Str > Cha</p><p>Quick Wis caster: Wis > Con > Dex > Int > Cha > Str</p><p>Quick fighter wizard: Int > Str > Con > Dex > Wis > Cha</p><p>Quick fighter sorcerer: Cha > Str > Con > Dex > Int > Wis</p><p>Quick cleric: Wis > Con > Int > Cha > Int > Dex</p><p></p><p>3. Figure out skill points. For most characters, pick a number of skills equal to their class skill points + Int, and max out that many skills. If they logically need more skills, start splitting skills in half until enough skills are covered. Done.</p><p></p><p>For slightly more complex characters, do them in blocks rather than level by level. Each block is a number of levels in a single class taken in a row, or a number of levels until an Int increase. For each block, assume they take one rank in each skill per level for a number of skills equal to points per level + Int; i.e. just max out a number of skills each block.</p><p></p><p>Shuffle around one to four ranks of skills if you think it matters/helps. For instance, if a wizard is an expert on the planes, he might still want a few ranks in Knowledge (arcana) as a backup.</p><p></p><p>4. Feats. For major villains, assume they take Toughness, Iron Will, Lightning Reflexes and Great Fortitude, unless you feel there is a compelling reason not to. Since the players never see villain stats, villains never need exciting feats just to be exciting. Stick to the basics, and make sure you choose those feats that DO affect how a villain acts (Power Attack, Dark Speech, Spring Attack, and so forth). Your first choices, after the above, should be Point Blank Shot, Spell Penetration, Practiced Caster, Weapon Focus, Spell Focus, and so forth. In general, bigger numbers are better than more options. </p><p></p><p>For retainers and helpers, pick feats based on their role.</p><p></p><p>5. Gear. Just pick some basic equipment, then decide on magic items. You can use guidelines found elsewhere, or just wing it. In general, NPCs are about one tier behind PCs in terms of gear. I give masterwork gear for NPCs level 2-5. At 6th level, they get one magic item. I add another magic item every few levels. If they have something unusually powerful, that's pretty much all they get. Then I sprinkle a few temporary items, ideally something both they and the PCs can use. For multiple NPCs, I make sure at least one item is not immediately useful to the PCs, because of class restrictions, alignments, curses, legalities, and so forth. For instance, if the PCs fight an evil cultist and two powerful guards, the treasure might include an unholy weapon, which good PCs cannot use. Or a lich might have really nice loot, but carries a potion of inflict serious wounds (great for liches, not so great for the living). </p><p></p><p>I roll randomly for wand charges and so forth, or frequently just rule it's half full if it's a treasured possession, 20% full if rarely used, and full if they are hunting the PCs and the item is intended for that purpose.</p><p></p><p>6. Add stuff up. Use a synergy chart, if they have more than two skills and you think the skill ratings might matter in the encounter.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4214464, member: 15538"] 1. Pick a race and class. If they are to have a prestige class, pick that first. If they are to have a prestige class, pick their primary class, then analyze what else they'll need to get there. In general, a few classes are better than lots of classes. In general, take no more levels in a prestige than needed for a specific ability, unless the prestige class is basically their concept, in which case max it out. In general, don't use a prestige class unless you need something specific. For instance, an "assassin" is probably just a rogue; don't mess with the Assassin class unless you want their special mix of stealth and magic. Blackguards are great if you want the whole smiting/evil horse/unholy weapon thing, but in general, a straight up Fighter 1/Cleric X is better and easier if you just want an evil fighting divine caster. 2. Assign ability scores. Always assign Int to be as high as it's going to be and don't adjust it for leveling up. Exception: wizards and other Int casters. Use the standard array unless it causes problems; and by problems, I mean, real problems. It's perfectly okay for ability scores to be a little arbitrary. Go ahead and advance all the ability scores now; it evens out in the end, except for Int. Just do the Int advances first, and note what levels you took them. Quick beater: Str > Con > Dex > Int > Wis > Cha Quick Cha caster: Cha > Con > Dex > Int > Wis > Str Quick Int caster: Int > Con > Dex > Wis > Str > Cha Quick Wis caster: Wis > Con > Dex > Int > Cha > Str Quick fighter wizard: Int > Str > Con > Dex > Wis > Cha Quick fighter sorcerer: Cha > Str > Con > Dex > Int > Wis Quick cleric: Wis > Con > Int > Cha > Int > Dex 3. Figure out skill points. For most characters, pick a number of skills equal to their class skill points + Int, and max out that many skills. If they logically need more skills, start splitting skills in half until enough skills are covered. Done. For slightly more complex characters, do them in blocks rather than level by level. Each block is a number of levels in a single class taken in a row, or a number of levels until an Int increase. For each block, assume they take one rank in each skill per level for a number of skills equal to points per level + Int; i.e. just max out a number of skills each block. Shuffle around one to four ranks of skills if you think it matters/helps. For instance, if a wizard is an expert on the planes, he might still want a few ranks in Knowledge (arcana) as a backup. 4. Feats. For major villains, assume they take Toughness, Iron Will, Lightning Reflexes and Great Fortitude, unless you feel there is a compelling reason not to. Since the players never see villain stats, villains never need exciting feats just to be exciting. Stick to the basics, and make sure you choose those feats that DO affect how a villain acts (Power Attack, Dark Speech, Spring Attack, and so forth). Your first choices, after the above, should be Point Blank Shot, Spell Penetration, Practiced Caster, Weapon Focus, Spell Focus, and so forth. In general, bigger numbers are better than more options. For retainers and helpers, pick feats based on their role. 5. Gear. Just pick some basic equipment, then decide on magic items. You can use guidelines found elsewhere, or just wing it. In general, NPCs are about one tier behind PCs in terms of gear. I give masterwork gear for NPCs level 2-5. At 6th level, they get one magic item. I add another magic item every few levels. If they have something unusually powerful, that's pretty much all they get. Then I sprinkle a few temporary items, ideally something both they and the PCs can use. For multiple NPCs, I make sure at least one item is not immediately useful to the PCs, because of class restrictions, alignments, curses, legalities, and so forth. For instance, if the PCs fight an evil cultist and two powerful guards, the treasure might include an unholy weapon, which good PCs cannot use. Or a lich might have really nice loot, but carries a potion of inflict serious wounds (great for liches, not so great for the living). I roll randomly for wand charges and so forth, or frequently just rule it's half full if it's a treasured possession, 20% full if rarely used, and full if they are hunting the PCs and the item is intended for that purpose. 6. Add stuff up. Use a synergy chart, if they have more than two skills and you think the skill ratings might matter in the encounter. [/QUOTE]
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