More NPC classes

johnsemlak

First Post
I was reading Sean Reynold's article on limiting the quantity of PC-class NPCs in the Eberron setting and it got me thinking which NPC classes I would use in campaigns.

I have often wanted a few more to fill a few niches. While I haven't used it extensively, one of my favorite 'no brainer' third party rules I use is the Thug NPC class from Traps and Treachery. It's for Rogues what the Warrior is to the Fighter, a weaker Rogue type.

I sometimes am unsure how to define Adepts in my campaign. Are they simply primitive clerics/spellcasters, such as you might find in a jungle village or similar place, or are they just a generic NPC cleric-type?

I have occasionally wanted to tweak the expert a bit and create a distinct merchant class, perhaps with minor spellcasting abilities.

Anybody out there use any other NPC classes? How much to you use them in general?
 

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Well assuming from your post you're also running or playing in an Eberron campaign the magewright is a heavily used NPC class.

The adapt I use for a number of roles. From the primitive spellcaster to the dabbling local magician. Just alter the spell list somewhat and it can virtually fill any sub-cleric/wizard/sorcer role. I've also used the witch (the DMG example, or was it the PH? :\ ) once, which was fun :cool: .

For the magic using merchant expert/magewright comes to mind. I think that the basic NPC classes combined with the magewright from Eberron make a very versatile toolset to making any possible stereotype NPC.

As a Eberron DM I use NPC classes almost exclusively for run-of-the-mill NPC designs. PC classes are truly reserved for the NPC's which are a cut above the rest.
 
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I actually have designed a class called "priest." basically, it was a generic NPC divine caster who wasn't as cleric or adept. Follow.

Take the Cleric.

Reduce HD to d6, BAB to poor, and fort save to poor.

Remove all Armor prof and Turn Undead. Remove Domains.

Remove any spells with the [Evil] Descriptor, as well as most combat or travel spells. Keep healing and augery-type spells.

Make Ali Any Non-evil (they are the village priest of a good community, evil communities usually have clerics)

Alternately: Check out Sharn for the Ubran Adept, an adept with a more clericial/urban themed spell list.
 

to me Adept = NPC generic Clergy (Priest, Druid, Shaman)

a Merchant imho is better modelled from Aristocrat than it is Expert (perhaps reduce the combat readiness for a non travelling merchant)
 


IMC, "NPC" means "expert levels" along with some PC-class, but lower in general than my PCs. IMHO it's very silly to have a 20-level Commoner class -- how "common" is someone with 20 HD?!?

So, I use fewer levels to represent those who choose not to challenge themselves, rather than different levels. I've got a couple of house-ruled Expert and Aristocrat classes that are (hopefully) strong enough for a PC, but Ph balanced for an NPC.

-- N
 

johnsemlak said:
I was reading Sean Reynold's article on limiting the quantity of PC-class NPCs in the Eberron setting and it got me thinking which NPC classes I would use in campaigns.

I have often wanted a few more to fill a few niches. While I haven't used it extensively, one of my favorite 'no brainer' third party rules I use is the Thug NPC class from Traps and Treachery. It's for Rogues what the Warrior is to the Fighter, a weaker Rogue type.

I sometimes am unsure how to define Adepts in my campaign. Are they simply primitive clerics/spellcasters, such as you might find in a jungle village or similar place, or are they just a generic NPC cleric-type?

I have occasionally wanted to tweak the expert a bit and create a distinct merchant class, perhaps with minor spellcasting abilities.

Anybody out there use any other NPC classes? How much to you use them in general?


I saw a sailor varient of the Expert in D20 Sovereign Stone --

IMC I also have a Freeman NPC Class -- this represents people with more opportunity than Commoners (who are typically serfs and slaves) and less than Experts -- stuff like Yeoman Farmers and that sort of thing

They get

Low BAB 1 good Save (fortitude usually), Simple weapons 4 skill points Craft, Profession and 6 additional skills
 

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