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

### Class Features

#### 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

### Class Features

#### 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

### Class Features

#### 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

### Class Features

#### 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

### Class Features

#### 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

### Class Features

#### 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

### Class Features

#### 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.

* **Athlete:** Athletics
* **Bodyguard:** Intimidate
* **Foot Soldier**: Endurance
* **Gladiator:** Perform (Act)
* **Knight:** Ride
* **Town Guard**: Perception
* **Tribal Warrior**: Survival

A GM might create other specializations that follow a similar format, though these are the most common.