Only read the following stuff if you’re interested in seeing how NPCs will be handled in this campaign
NPCs have been streamlined. All NPCs take levels in the NPC class, which grants the following:
- 1d8 hit points per level (max HP at first level)
- Training in 2 + Intelligence modifier skills
- +2 class bonus to one defense, and a +1 class bonus to another defense.
- +1 BAB per level
- Weapon Proficiency (Simple) as a bonus feat
NPCs start with two feats or talents from any base class. At every even level, they gain an additional feat or talent. NPCs may select prestige class talents starting at 8th level.
NPCs may take the same feat or talent multiple times, stacking its effect when applicable.
NPCs do not normally gain Force Points and Destiny Points, and are unable to use Second Wind unless the have they Extra Second Wind feat.
Finally, an NPC belongs to one of the following ranks: Mook, Standard, Elite, or Paragon.
Mooks gain the following “benefits”:
|Mooks cannot critically hit|
|When a mook would move down the condition track, it moves down one additional step.|
Two mooks are considered a challenge for a single character of equal level.
A Standard NPC is considered a challenge for a character of equal level.
Elite NPCs gain the following benefits:
|Elite NPCs may spend a Force Point to move +2 stesp along the condition track, or a Destiny Point to gain an extra turn.|
An Elite NPC is considered a challenge for two characters of equal level.
Paragon NPCs gain the following benefits:
|Paragon NPCs may spend a Force Point to move +2 steps along the condition track, or a Destiny Point to gain an extra turn.|
|Paragon NPCs may spend any number of Force Points per round.|
|Paragon NPCs gain an extra Destiny Point the first time during an encounter they are reduced to half HP or less, and the first time the Escalation Die reaches 6.|
|Paragon NPCs may add the Escalation Die to attack rolls and skill checks.|
A Paragon NPC is considered a challenge for four characters of equal level.