NPC Classes

The following are updated Non-Player Classes for use with Pathfinder 1st Edition.

Adept
Alignment: Any

Hit Dice: d6

Class Skills: Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Any; Int), Profession (Wis), Spellcraft (Int), and Survival (Wis)

Skill Ranks per Level: 2 + Int modifier

Weapon and Armor Proficiency
Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor or shields.

Spells
An adept casts Divine spells, which are drawn from the adept spell list. Like a cleric, an adept must choose and prepare their spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.

To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class fro a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.

Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must chosse a time each day during which they must spend an hour in quiet contemplation or supplication to regain their daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.

Like other spell casters, an adept can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the table above. In addition, they receive bonus spells per day if they have a high Wisdom score.

Where the above table indicates that the adept gets 0 spells per day of a given spell level, they gain only the bonus spells they would be entitled to based on their wisdom score for that spell level.

Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical traditions.

Orisons
Adepts can prepare a number of orisons, or 0-level spells, each day, as noted on the table above under “Spells Per Day”. These spells are cast like any other spell, but they are not expended when cast and may be used again.

Summon Familiar
An adept can call a familiar, just as a wizard can using the arcane bond ability.

Adept Spell List
Adepts choose their spells from the following list:

0 Level: create water, detect magic, ''ghost sound, guidance, light, mending, purify food and drink, read magic, stabilize, touch of fatigue''.

1st Level: bless, burning hands, ''cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep''.

2nd Level: aid, animal trance, ''bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison,  invisibility, mirror image, resist energy, scorching ray, see invisibility, tremor blast, web''.

3rd Level: animate dead, bestow curse, contagion, continual flame, ''cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues''.

4th Level: cure critical wounds, ''minor creation, polymorph, restoration, stoneskin, wall of fire''.

5th Level: baleful polymorph, ''break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone''.

Arcane Adept (NEW)
Arcane adepts are adepts whose magical ability is tied to arcane magic instead of divine magic. Their abilities differ from other adepts. They also do not gain a familiar like other adepts.

Arcane Spells
An arcane adept casts arcane spells, which are drawn from the Arcane Adept spell list. Like a wizard, an arcane adept must prepare their spells in advance.

To learn or cast a spell, the arcane adept must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an arcane adept’s spell is 10 + the spell level + the arcane adept’s Intelligence modifier.

An arcane adept can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the Adept table. In addition, they receive bonus spells per day if they have a high Intelligence score.

An arcane adept may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying their spellbook. While studying, the arcane adept decides which spells to prepare.

Spellbook
An arcane adept must study their spellbook each day to prepare their spells. They cannot prepare any spell not recorded in their spellbook, except for ''read magic'', which all arcane adepts can prepare from memory.

An arcane adept begins play with a spell book containing all 0-level arcane adept spells plus a single 1st-level spell of their choice. The arcane adept also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook. At each new level, an arcane adept gains a single new spell of any spell level that they can cast (based on their new arcane adept level) for their spellbook. At any time, an arcane adept can also add spells found in other arcane adepts’ spellbooks to their own.

Additionally, an arcane adept can take the Spell Mastery feat as if they were a wizard of equivalent level.

Cantrips
Since arcane adepts cannot cast divine spells, they instead gain the cantrip ability, like that of a wizard.

Arcane Adept Spell List
Arcane adepts choose their spells from the following list:

0 Level: ''acid splash, detect magic, light, mage hand, mending, message, prestidigitation, ray of frost, read magic, touch of fatigue''

1st Level: ''burning hands, chill touch, comprehend languages, endure elements, expeditious retreat, feather fall, identify, mage armor, magic missile, obscuring mist, ray of enfeeblement, shield, shocking grasp, sleep, summon monster I''.

2nd Level: ''acid arrow, command undead, daze monster, detect thoughts, flaming sphere, fog cloud, invisibility, levitate, minor image, mirror image, resist energy, scorching ray, see invisibility, summon monster II, spectral hand, web, whispering wind.''

3rd Level: arcane sight, deep slumber, ''dispel magic, displacement, fireball, fly, lightning bolt, protection from energy, summon monster III, tongues, vampiric touch, wind wall''

4th Level: ''animate dead, black tentacles, dimension door, locate creature, shadow conjuration, wall of fire''.

5th Level: ''baleful polymorph, break enchantment, cloudkill, cone of cold, dominate person, magic jar''

Seer (Originally in Ultimate NPCs)
A seer is an adept who specializes in divination. In tribal societies, they are called on to predict if a coming battle will go well or if some looming menace threatens the tribe. They rarely partake in combat and have very few combat-oriented spells.

Weapon and Armor Proficiency
A Seer is proficient in the use of only a single simple weapon.

Seer Spell List
Seers choose their spells from the following list:

0 Level: create water, detect magic, ''detect poison, guidance, light, mending, message, purify food and drink, read magic, stabilize''.

1st Level: bless, command, ''comprehend languages, cure light wounds, death watch, detect chaos, detect evil, detect good, detect law, detect undead, identify, protection from chaos, protection from evil, protection from good, protection from law''.

2nd Level: augury, bear’s endurance, ''bull’s strength, calm emotions, cat’s grace, delay poison, find traps, invisibility, locate object, mirror image, obscure object, see invisibility''.

3rd Level: arcane sight, bestow curse, clairaudience/clairvoyance, continual flame, ''invisibility purge, magic circle against chaos, magic circle against good, magic circle against evil, magic circle against law, neutralize poison, remove curse, remove disease, speak with dead, tongues''.

4th Level: ''detect scrying, discern lies, divination, locate creature, scrying, sending''.

5th Level: ''break enchantment, commune, contact other plane, greater command, true seeing. ''

Smiter (originally in Ultimate NPCs)
The smiter is an adept who is omnipresent on the battlefield. They focus on spells of destruction and pain and are often found among the most warlike of races.

Skills
Remove Heal from the list of Smiter class skills.

Weapon and Armor Proficiency
Smiters are proficient in the use of all simple weapons and with light armor and shields.

Smiter Spell list
Adepts choose their spells from the following list:

0 Level: ''bleed, daze, detect magic, ghost sound, guidance, light, read magic, resistance, touch of fatigue''.

1st Level: ''bane, bless, burning hands, cause fear, chill touch, inflict light wounds, obscuring mist, protection from chaos, protection from good, protection from evil, protection from law, sleep''.

2nd Level: ''aid, bear’s endurance, bull’s strength, cat’s grace, inflict moderate wounds, darkness, resist energy scare, scorching ray, shatter.''

3rd Level: animate dead, bestow curse, contagion, continual flame, inflict serious wounds, daylight, ''deeper darkness, fireball, lightning bolt, poison, rage''.

4th Level: ''black tentacles, divine power, fire shield, ice storm, inflict critical wounds, minor creation, polymorph, stoneskin, wall of fire''.

5th Level: baleful polymorph, ''break enchantment, cloudkill, insect plague, mass inflict light wounds, slay living, wall of stone''.

Aristocrat
Alignment: Any

Hit Die: d8

Class Skills: Appraise (Int), Athletics (Str), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Endurance (Con), Handle Animal (Cha), Intimidate (Cha), Knowledge (Any; Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis)

Skill Ranks per Level: 4 + Int modifier

Weapon and Armor Proficiency
The Aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields. In addition, an Aristocrat starts with 50% more starting wealth than other NPCs of the same level.

Specialization
An Aristocrat often has a specific kind of specialization based on what sort of noble they are and what the expectations of their position are. Choose a skill, the Aristocrat gains a bonus on all skill checks with those skills equal to 1/2 their character level (minimum 1).

Commoner
Alignment: Any

Hit Dice: d6

Class Skills: Athletics (Str), Craft (Int), Endurance (Con), Handle Animal (Cha), Perception (Wis), Profession (Wis), Ride (Dex).

Skills Ranks per Level: 2 + Int modifier

Weapon and Armor Proficiency
The commoner is proficient with one simple weapon. They are not proficient with any other weapons, nor are they proficient with any type of armor or shield.

Beggar (Originally in Ultimate NPCs)
Beggars occupy the lowest social ranks in the urban environment. Even a slave is of value to someone and can count on a meal and a place to sleep each night, even if the meal is porr and the sleep is short. A beggar has nothing except the clothes on their back and whatever they can pick from the streets and alleys in which they reside.

Class Skills
Class Skills: Athletics (Str), Disguise (Cha), Endurance (Con), Knowledge (Local), Perception (Wis), Profession (Beggar), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex)

Courtesan (Originally in Ultimate NPCs)
Courtesans can be used to model any individual whose profession it is to be a paid companion for more than just sexual purposes, though this is usually (but not always) an aspect of that relationship.

Class skills
Class Skills: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Knowledge (Local, Int), Perception (Wis), Perform (Cha), Profession (Courtesan), Sense Motive (Wis)

Townsfolk
Townsfolk are not going to be using Athletics, Endurance, or Handle Animal very often. Instead, they have the following skills.

Class Skills
Class Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Knowledge (Local, Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis)

Expert
Alignment: Any

Hit Die: d8

Class Skills: Experts can choose any 10 skills to be class skills.

Skill Ranks per Level: 6 + Int modifier

Weapon and Armor Proficiency
Experts are proficient in the use of all simple weapons and with light armor, but not with any type of shield.

Specialization
An Expert is particularly good at a single kind of skill. Choose any one skill (or a single Knowledge or Profession). The expert gains a bonus equal to half of their class level on skill checks made using that skill (minimum 1) rounded down.

Alternate Experts
While an Expert typically has good Will saving throws, at character creation a GM can switch out an Expert's good save, meaning they can have a bonus to Fortitude or Reflex instead and reducing the Will save to a poor save.

Minion
Alignment: Any

Hit Die: d8

Class Skills: Acrobatics (Dex), Athletics (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local), Perception (Wis), Perform (Cha), Profession (Minion) (Wis), Sense Motive (Wis)

Skill Ranks per Level: 4 + Int Modifier

Weapon and Armor Proficiency
Minions are proficient with the club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spear. Minions are not proficient with any armor or shields. When wearing armor, a minion loses their AC bonus from their class as well as their bonus speed and the ability to use Flurry of Blows.

AC Bonus
When unarmored and unencumbered, a minion adds their Wisdom bonus (if any) to their AC and their CMD. This bonus to AC applies even against touch attacks or when the minion is flat-footed. They lose this bonus when they are immobilized or helpless, when they wear any armor, when they carry a shield, or when they carry a medium or heavy load.

Lesser Flurry of Blows
Starting at 1st level, a minion can make a flurry of blows as a full attack action. When doing so, they may make one additional attack, taking a -2 penalty on all of their attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (they do not need to use two weapons to use this ability).

Lesser Unarmed Strike
At 1st level, a minion gains Improved Unarmed Strike as a bonus feat. A minion’s attacks may be with fist, elbows, knees, and feet. This means that a minion may make unarmed strikes with their hands full. There is no such thing as an off-hand attack for a minion striking unarmed. A minion may thus apply their full strength bonus on damage rolls for all of their unarmed strikes.

A minion’s unarmed strikes typically deal lethal damage, but they can choose to deal nonlethal damage instead with no penalty on their attack roll. They have the same choice to deal lethal or nonlethal damage while grappling.

A minion also deals more damage with their unarmed strikes than a normal person would, as shown above on the table above. The table above gives damages for only medium and small sized characters, but the damage dice increase accordingly for bigger and smaller minions.

Thug
Alignment: Any

Hit Die: d8

Class Skills: Acrobatics (Dex), Appraise (Int), Athletics (Str), Bluff (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (Local) (Int), Perception (Wis), Profession (Thug) (Wis), Sense Motive (Wis), Stealth (Dex)

Skill Ranks per Level: 4 + Int modifier

Weapon and Armor Proficiency
A thug is proficient with all simple weapons plus the hand crossbow, rapier, sap, shortbow, and short sword. Thugs are proficient with light armor but not with shields.

Lesser Sneak Attack
If a thug can catch an opponent when they are unable to defend themselves effectively from the thug’s attack, the thug can strike a vital spot for extra damage.

The thug’s attack deals extra damage anytime their target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks their target. This extra damage is 1d4 at 1st level, and increases by 1d4 every four thug levels thereafter. Should the thug score a critical hit with a lesser sneak attack, this extra damage is not multiplied. Ranged attacks can count as lesser sneak attacks only if the target is within 30-ft.

With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a thug can make a sneak attack that deals nonlethal damage instead of lethal damage. They cannot use a weapon that deals lethal damage to deal nonlethal damage in a lesser sneak attack, not even with the usual -4 penalty.

The thug must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A thug cannot lesser sneak attack while striking a creature with concealment.

Warrior
Alignment: Any

Hit Die: d10

Class Skills: Athletics (Str), Craft (Int), Endurance (Con), Handle Animal (Cha), Intimidate (Cha), Perception (Wis), Profession (Wis), Ride (Dex), Survival (Wis)

Skill Ranks per Level: 2 + Int modifier

Weapon and Armor Proficiency
The warrior is proficient in the use of all simple and martial weapons and with all types of armor and shields.

Specialization
A warrior has a particular task involved with their line of work. This gives them a bonus on a particular skill check equal to half of their level rounded down (minimum 1). The specializations below describe which skill or skills they gain a bonus on. A GM might create other specializations that follow a similar format, though these are the most common.
 * Athlete: Athletics
 * Bodyguard: Intimidate
 * Foot Soldier: Endurance
 * Gladiator: Perform (Act)
 * Knight: Ride
 * Town Guard: Perception
 * Tribal Warrior: Survival