Here are a series of NPC classes, designed to make creating basic elements of the game world easier, without needing to use the full base classes to accomplish matters.
The MagicianHit Die: d4
Level BAB Ref Fort Will Abilities Spell Seeds Spell Points Maximum Points Per Spell
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1 +0 +0 +0 +2 Feat 1 2 1
2 +1 +0 +0 +3 2 4 2
3 +1 +1 +1 +3 2 7 3
4 +2 +1 +1 +4 3 11 3
5 +2 +1 +1 +4 Feat 3 16 4
6 +3 +2 +2 +5 4 24 5
7 +3 +2 +2 +5 4 33 6
8 +4 +2 +2 +6 5 44 6
9 +4 +3 +3 +6 5 56 7
10 +5 +3 +3 +7 Feat 6 72 8
11 +5 +3 +3 +7 6 88 9
12 +6 +4 +4 +8 7 104 9
13 +6 +4 +4 +8 7 120 10
14 +7 +4 +4 +9 8 136 11
15 +7 +5 +5 +9 Feat 8 152 12
16 +8 +5 +5 +10 9 168 12
17 +8 +5 +5 +10 9 184 13
18 +9 +6 +6 +11 10 200 14
19 +9 +6 +6 +11 10 216 15
20 +10 +6 +6 +12 Feat 11 232 15
Class skills (2 + Int modifier per level, x4 at first level): Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Knowledge (Arcane) (Int), Profession (Wis), Speak Language, Spellbond, Spellcraft (Int)
Class FeaturesYour spells are the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Magicians are proficient with all simple weapons. If a Magician wears armour, he suffers from arcane spell failure.
- Magician Casting: Magicians use spell point casting, with a caster level equal to their class level. They select Arcane seeds.
- Feat: At 1st, 5th, 10th, 15th, and 20th class levels, the Magician gets one Seed feat as a bonus feat.
- Advancement: If a Magician subsequently gains a level in the Arcanist class, he loses all levels in the Magician class, including any feats gained that way, and gains those levels back in the Arcanist class.
The PriestHit Die: d6
Level BAB Ref Fort Will Abilities Spell Seeds Spell Points Maximum Points Per Spell
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1 +0 +0 +0 +2 Lay on Hands 1 2 1
2 +1 +0 +0 +3 1 4 2
3 +1 +1 +1 +3 1 7 3
4 +2 +1 +1 +4 1 11 3
5 +2 +1 +1 +4 Blessing of Friendship 2 16 4
6 +3 +2 +2 +5 2 24 5
7 +3 +2 +2 +5 2 33 6
8 +4 +2 +2 +6 2 44 6
9 +4 +3 +3 +6 3 56 7
10 +5 +3 +3 +7 Sacred Gift 3 72 8
11 +5 +3 +3 +7 3 88 9
12 +6 +4 +4 +8 3 104 9
13 +6 +4 +4 +8 4 120 10
14 +7 +4 +4 +9 4 136 11
15 +7 +5 +5 +9 Sacred Gift 4 152 12
16 +8 +5 +5 +10 4 168 12
17 +8 +5 +5 +10 5 184 13
18 +9 +6 +6 +11 5 200 14
19 +9 +6 +6 +11 5 216 15
20 +10 +6 +6 +12 Sacred Gift 5 232 15
Class skills (2 + Int modifier per level, x4 at first level): Autohypnosis (Int), Concentration (Con), Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Religion) (Int), Profession (Wis), Speak Language, Spellcraft (Int)
Class FeaturesYour spells are the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Priests are proficient with all simple weapons and light armour.
- Priest Casting: Priests use spell point casting, with a caster level equal to their class level. They select Divine seeds.
- Lay on Hands (Su): A Priest with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her class level * her Charisma bonus. The priest may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
- Blessing of Friendship (Ex): The spiritual leader of his village, the Priest knows how to bring forth the goodness and righteousness of purpose within his flock. All neutral or allied creatures within 30 ft. of the Priest gain a +2 morale bonus on saving throws, ability checks, and skill checks. The Priest may suppress or resume this aura as a free action.
- Sacred Gift: At 10th, 15th, and 20th level, the Priest is granted a permanent bequest from his patron diety. Choose from the list here. Once made, the choices are permanent.
- Advancement: If a Priest subsequently gains a level in the Ecclesiast class, he loses all levels in the Priest class, including any feats gained that way, and gains those levels back in the Ecclesiast class.
The AnimalistHit Die: d8
Level BAB Ref Fort Will Abilities Spell Seeds Spell Points Maximum Points Per Spell
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1 +0 +2 +2 +0 Feat 1 0 1
2 +1 +3 +3 +0 1 1 1
3 +2 +3 +3 +1 1 3 2
4 +3 +4 +4 +1 1 5 2
5 +3 +4 +4 +1 Feat 2 7 3
6 +4 +5 +5 +2 2 11 3
7 +5 +5 +5 +2 2 15 4
8 +6 +6 +6 +2 2 19 4
9 +6 +6 +6 +3 3 23 5
10 +7 +7 +7 +3 Feat 3 27 5
11 +8 +7 +7 +3 3 35 6
12 +9 +8 +8 +4 3 43 6
13 +9 +8 +8 +4 4 51 7
14 +10 +9 +9 +4 4 59 7
15 +11 +9 +9 +5 Feat 4 67 8
16 +12 +10 +10 +5 4 79 8
17 +12 +10 +10 +5 5 91 9
18 +13 +11 +11 +6 5 103 9
19 +14 +11 +11 +6 5 115 10
20 +15 +12 +12 +6 Feat 5 127 10
Class skills (4 + Int modifier per level, x4 at first level): Animalism (Wis), Concentration (Con), Handle Animal (Cha), Hide (Dex), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis)
Class FeaturesYour animal nature is the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Animalists are proficient with all simple weapons and light armour.
- Animalist Casting: Animalists use spell point casting, with a caster level equal to their class level. They select Nature seeds.
- Feat: At 1st, 5th, 10th, 15th, and 20th class levels, the Animalist gets one Animalism feat as a bonus feat. He does not have to meet skill point prereqs, but does have to meet all other prereqs.
- Advancement: If a Animalist subsequently gains a level in the Totem Master class, he loses all levels in the Animalist class, including any feats gained that way, and gains those levels back in the Totem Master class.
The SoldierHit Die: d10
Level BAB Ref Fort Will Abilities Martial Points Maximum Points Per Fusillade
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1 +1 +0 +2 +2 Feat 2 1
2 +2 +0 +3 +3 4 2
3 +3 +1 +3 +3 7 3
4 +4 +1 +4 +4 11 3
5 +5 +1 +4 +4 Feat 16 4
6 +6 +2 +5 +5 24 5
7 +7 +2 +5 +5 33 6
8 +8 +2 +6 +6 44 6
9 +9 +3 +6 +6 56 7
10 +10 +3 +7 +7 Feat 72 8
11 +11 +3 +7 +7 88 9
12 +12 +4 +8 +8 104 9
13 +13 +4 +8 +8 120 10
14 +14 +4 +9 +9 136 11
15 +15 +5 +9 +9 Feat 152 12
16 +16 +5 +10 +10 168 12
17 +17 +5 +10 +10 184 13
18 +18 +6 +11 +11 200 14
19 +19 +6 +11 +11 216 15
20 +20 +6 +12 +12 Feat 232 15
Class skills (4 + Int modifier per level, x4 at first level): Balance (Dex), Climb (Str), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), Warcraft (Int).
Class FeaturesYour blade is the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Soldiers are proficient with all simple and martial weapons, light, medium and heavy armours, and all shields.
- Soldier Fusillades: Soldiers use fusillades and have access to one set of fusillade options, chosen at character creature (The Basics, Elemental Assault, etc.).
- Feat: At 1st, 5th, 10th, 15th, and 20th class levels, the Soldier gets one Martial feat as a bonus feat.
- Advancement: If a Soldier subsequently gains a level in the Champion class, he loses all levels in the Soldier class, including any feats gained that way, and gains those levels back in the Champion class.
The PickpocketHit Die: d6
Level BAB Ref Fort Will Abilities
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1 +0 +2 +0 +0 Ability
2 +1 +3 +0 +0
3 +2 +3 +1 +1
4 +3 +4 +1 +1 Ability
5 +3 +4 +1 +1
6 +4 +5 +2 +2
7 +5 +5 +2 +2
8 +6 +6 +2 +2 Ability
9 +6 +6 +3 +3
10 +7 +7 +3 +3
11 +8 +7 +3 +3
12 +9 +8 +4 +4 Ability
13 +9 +8 +4 +4
14 +10 +9 +4 +4
15 +11 +9 +5 +5
16 +12 +10 +5 +5 Ability
17 +12 +10 +5 +5
18 +13 +11 +6 +6
19 +14 +11 +6 +6
20 +15 +12 +6 +6 Ability
Class skills (6 + Int modifier per level, x4 at first level): Appraise, Balance, Bluff, Climb, Decipher Script, Diplomacy, Disable Device, Disguise, Escape Artist, Forgery, Gather Information, Hide, Jump, Listen, Move Silently, Open Lock, Profession, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble
Class FeaturesYour skills are the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Pickpockets are proficient with all simple and martial weapons and light armours.
- Ability: At character creation, the Pickpocket chooses either Sneak Attack or Skirmish. If he chooses Sneak Attack, he gains +1d6 sneak attack at 1st, 4th, 8th, 12th, 16th, and 20th levels. If he chooses skirmish, he gains +1d6 damage under the normal skirmish rules at 1st, 8th, and 16th levels (maximum +3d6 at 16th), and gains +1 AC when skirmishing at 4th, 12th, and 20th levels (maximum of +3 at 20th).
- Advancement: If a Pickpocket subsequently gains a level in the Gallant class, he loses all levels in the Pickpocket class, including any feats gained that way, and gains those levels back in the Gallant class.
The WildlingHit Die: d12
Level BAB Ref Fort Will Abilities Martial Points Maximum Points Per Fusillade
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1 +1 +2 +2 +0 Rage 2 1
2 +2 +3 +3 +0 4 2
3 +3 +3 +3 +1 7 3
4 +4 +4 +4 +1 11 3
5 +5 +4 +4 +1 Rage 16 4
6 +6 +5 +5 +2 24 5
7 +7 +5 +5 +2 33 6
8 +8 +6 +6 +2 44 6
9 +9 +6 +6 +3 56 7
10 +10 +7 +7 +3 Rage 72 8
11 +11 +7 +7 +3 88 9
12 +12 +8 +8 +4 104 9
13 +13 +8 +8 +4 120 10
14 +14 +9 +9 +4 136 11
15 +15 +9 +9 +5 Rage 152 12
16 +16 +10 +10 +5 168 12
17 +17 +10 +10 +5 184 13
18 +18 +11 +11 +6 200 14
19 +19 +11 +11 +6 216 15
20 +20 +12 +12 +6 Rage 232 15
Class skills (4 + Int modifier per level, x4 at first level): Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Survival (Wis), and Swim (Str)
Class FeaturesYour rage is the centre of your being and the focus of your character.
- Weapon and Armour Proficiency: Wildlings are proficient with all simple and martial weapons, light and medium armour, and all shields except tower.
- Wildling Fusillades: Wildlings use fusillades and have access to one set of fusillade options, chosen at character creature from The Basics, Elemental Assault, Special Attacks, Team Benefits, and Status Assaults.
- Rage: At 1st level, the Wildling gains the ability to rage, as per barbarian, once a day. He gains one additional use at 5th, 10th, 15th, and 20th levels.
- Advancement: If a Wildling subsequently gains a level in the Savage class, he loses all levels in the Wildling class, including any feats gained that way, and gains those levels back in the Savage class.