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*Pathfinder & Starfinder
is it possible to multiclass?
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<blockquote data-quote="MrMyth" data-source="post: 4501619" data-attributes="member: 61155"><p>And it should be noted - it isn't really <em>that</em> different from the standard rules for building NPCs (DMG 187-188). </p><p> </p><p>Here are the differences grom using the full PC rules:</p><p> </p><p>1) Full class features and skills. NPCs generally get <em>most</em> of these, but not quite all - no Combat Superiority for Fighters, no Prime Shot for Rangers and Warlocks. They also get around half as many trained skills. </p><p>2) Full Power selection. NPCs have much fewer powers - one Encounter, one Daily and one Utility at Heroic, an extra Encounter and Utility at Paragon, and an extra Daily and Utility at Epic. This is potentially the biggest one - since NPCs, unlike PCs, don't need to worry about multiple encounters, they can much more easily go 'nova' on the PCs and unleash vastly disproportionate damage for their level. </p><p>3) Feat selection. I'm reasonably certain they didn't give feats to NPCs out of simplicity - it can be one of the lengthier parts of character creation, and often adds lots of little numbers and conditional modifiers. (Which they simply replace with the "NPC level bonus" instead.) The downside is this removes some options, like NPCs with Bastard Swords and such - so I'm of the opinion you can hand out a few key feats if it really defines the character. </p><p>4) Paragon Paths / Epic Destinies. NPCs don't have these. Giving them to them is potentially going to skew their power level even higher, and even give abilities that could be devestating in the hands of an NPC. </p><p>5) Equipment. NPCs normally only use magic items if you want to give it to them as treasure - they don't need it, due to their built-in "NPC level bonus". If built as a PC, however, they'll have lots of gear - and while this will result in the same overall stats, they will have many more special item powers... and will also be carrying way more treasure than the PCs should see on one foe. </p><p> </p><p>So... actually, the difference is a bit larger than I thought it was. Still, I don't think building NPCs as full-fledged PCs is completely unreasonable - but it should be done with care, especially with powers, equipment and paragon paths/epic destinies. </p><p> </p><p>I have found the standard NPC rules - plus the use of templates for multiclassing and other options - makes for much more reasonable encounters while still being interesting to build. </p><p> </p><p>If you do stat out NPCs using the normal PC character creation rules, you may want to treat them as higher level than they actually are, as their power will be much greater than a normal enemy of their level.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 4501619, member: 61155"] And it should be noted - it isn't really [I]that[/I] different from the standard rules for building NPCs (DMG 187-188). Here are the differences grom using the full PC rules: 1) Full class features and skills. NPCs generally get [I]most[/I] of these, but not quite all - no Combat Superiority for Fighters, no Prime Shot for Rangers and Warlocks. They also get around half as many trained skills. 2) Full Power selection. NPCs have much fewer powers - one Encounter, one Daily and one Utility at Heroic, an extra Encounter and Utility at Paragon, and an extra Daily and Utility at Epic. This is potentially the biggest one - since NPCs, unlike PCs, don't need to worry about multiple encounters, they can much more easily go 'nova' on the PCs and unleash vastly disproportionate damage for their level. 3) Feat selection. I'm reasonably certain they didn't give feats to NPCs out of simplicity - it can be one of the lengthier parts of character creation, and often adds lots of little numbers and conditional modifiers. (Which they simply replace with the "NPC level bonus" instead.) The downside is this removes some options, like NPCs with Bastard Swords and such - so I'm of the opinion you can hand out a few key feats if it really defines the character. 4) Paragon Paths / Epic Destinies. NPCs don't have these. Giving them to them is potentially going to skew their power level even higher, and even give abilities that could be devestating in the hands of an NPC. 5) Equipment. NPCs normally only use magic items if you want to give it to them as treasure - they don't need it, due to their built-in "NPC level bonus". If built as a PC, however, they'll have lots of gear - and while this will result in the same overall stats, they will have many more special item powers... and will also be carrying way more treasure than the PCs should see on one foe. So... actually, the difference is a bit larger than I thought it was. Still, I don't think building NPCs as full-fledged PCs is completely unreasonable - but it should be done with care, especially with powers, equipment and paragon paths/epic destinies. I have found the standard NPC rules - plus the use of templates for multiclassing and other options - makes for much more reasonable encounters while still being interesting to build. If you do stat out NPCs using the normal PC character creation rules, you may want to treat them as higher level than they actually are, as their power will be much greater than a normal enemy of their level. [/QUOTE]
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