NPC classes

EricNoah

Adventurer
I like the concept of NPC classes -- they can be used to build simple NPCs without quite as much muss and fuss as PCs.

I think there are a couple of other NPC classes that would be quite useful to DMs:

1) Bandit: a "rogue-lite" character with some sneak attack, Evasion later on, a more limited skill list, and access to simple weapons only (could use feats to buy light armor proficiency).

2) Brute: a "barbarian-lite" character with some rage ability, a more limited skill list, access to light armor and martial weapons.

3) a Cultist: kind of a "sorcerer-lite" character with very few spells to choose from but maybe able to chosse sorcerer, druid and select cleric spells. I haven't quite figured out if the spellcasting is arcane or divine, and if I want to allow armored casting.

Anyone have some interesting NPC classes they've developed? Anyone see anything like the above in print somewhere already?
 

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I have thought on this as well. Add to your list:

- Hunter (ranger-lite)
- Thug (rogue-lite, urban style)
- Bandit (rogue/scout-lite wilderness style)
- Squire (Knight-lite from PHB2)
- Witch/Warlock/Hedge-wizard/ (sorcerer-lite or wizard-lite - I don't like Adepts for this)
- Priest (clerical without combat)
- Sage (not sure how to approach this one, but I feel like the games needs it - maybe Archivist class minus spells).

The only class I ever bothered with actual stats (because I seldom stat my non-combat npcs) is the Hunter. I started with the warrior class, then exchanged the skills with rangers (minus empathy), added Track feat, and removed some Heavy & Medium Armors.... done.

Most can be accomplished with a similar attitude, by starting with a base class and dumbing it down somewhat. Btw, all my names are subjectively changed on a whim to give my players the feel that I want to express. A thug might be called a thief or burgler, etc. A squire might be called a horseman, or cavalry, etc.
 

It occurs to me that there might also be a use for an "awakened animal" NPC class. Not quite sure how it would work.

I have been putzing around and have the start of my Cultist class. It's based on the sorcerer but has a d6 HD. It has many fewer spells known and spells per day. I grant a bonus feat at 1st level that must come from a list of "gateway" feats from Libris Mortis (tomb-tainted soul), Lords of Madness (Aberration Blood), Hordes of the Abyss (Evil Brand, Thrall to Demon, or one of the Abyssal Heritor feats that doesn't have pre-reqs), and Complete Arcane (Draconic Heritage). I grant access to a domain at about 5th level (something suitable based on the cult's aims and what it worships or venerates), which is a way to add a themed spell list to the character. And I have tinkered with the spellcasting style (it's an arcane caster, but the spells cast need a little more time to cast: all 1 action spells are now a full-round action, as more handwaving and chanting and such are needed; and I removed the need for material components but instead the cultist needs some kind of focus like an unholy symbol or similar instead).
 

Sounds interesting. Your concepts (basically the lineage/source of magic) on your cultist sounds a lot like how I actually envision the right way to do Sorcerers, although I see each magical school as a sorcerer specialization. For instance Fey source = Enchantment Sorcerers, Ghost/Death source = Necromantic Sorcerers, etc. I do feel that Sorcerers of each type ought be their own Class with significant differences between them.

... but I fear I am going off on a tangent. Not intending to derail your thread.

The awakened animal class sounds more like a race choice to me, but maybe with a progressively advancing towards human-like form as the character gains some levels. For instance, at first level there are only the abilities that normal awakened animals have. At 2nd character level, the character may gain the use of 'hands' and the ability to speak humanlike languages (although distinctively animal-like sounds). At maybe fourth or 5th level, the critter gains an upright stance and the ability to use more equipment based on its size (likely halfling sized stuff or possibly medium armors and equipment).

Anyway, a few of my random thoughts on the subject.
 

Nah, here in House Rules feel free to derail my thread as much as you want. :)

I had another thought -- as I want these to be fairly limited spellcasters, I thought I might bar them from using scrolls and wands like a regular caster. Since I'm basically letting them choose from the entire range of spells available in the game to make their own unique spell lists, I figured I better reel in the ability to dip into that near-limitless pool of spells with scrolls and wands. So -- no scroll or wand use, unless it is done via Use Magic Device as any non-spellcaster can attempt.
 

in the game that i'm currently running as well as the standard "underpowered" npc classes as well as some that are roughly in line with gestalt characters as far as power levels go.

i was using these to represent people that had spent every single day of their lives learning how to kill people, fanatic assassin guilds for example.
 

The closest I've ever come to this is using the base classes from d20 Modern in a D&D style game. A Strong ordinary makes a good brute or town guard.

Outside of d20 Modern, I usually find the five core NPC classes sufficient, but alternatives would be neat.
 


EricNoah said:
I haven't quite figured out if the spellcasting is arcane or divine, and if I want to allow armored casting.

Most cultists in books or movies i have seen wear light or no armor (mosty because dancing around a fire chanting to demons is hard in full plate)
 

I agree that there should be more varience in NPC classes. For core, Eberroni has the Acolyte, which is a cleric-type NPC class.

If you just want to do it yourself, use Shadowfoots NPC class: The Professional. Basically, you can customize any NPC class you want, and get something somewhere between the current PC and NPCs classes power levels. Really Nifty, and easily done, too :)

Hope that helps, Eric!
 

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