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Class Grafts

You can add abilities to make an NPC function similarly to a character of a particular class. You should use either the adjustments entry for the creature type graft or the adjustments entry for the class graft—not both.

Some class grafts grant slightly altered class abilities—these are listed in the Special Rules entry. If your NPC has abilities that require spending Resolve, it receives a number of Resolve Points equal to its CR divided by 5, plus 3.

Class Graft Entries

A class graft begins with a brief description of the class and then moves on to the following sections.

Special Rules: If the graft requires some tinkering beyond the normal rules for class grafts, the graft has a special rules entry describing it.

Required Array: This entry lists which array an NPC has to use to receive the class graft.

Adjustments: These adjustments change some of the statistics provided by the array.

Skills: The class graft might also list skills, categorized as master or good, that count toward the skills granted by the NPC’s array.

Ability Score Modifiers: This lists the ability score modifiers that are usually highest for this class. They’re in order from highest to lowest, but you can mix them up as you see fit.

Gear: Most NPCs with class grafts use gear rather than relying on natural attacks. This entry gives guidelines for assigning weapons, armor, and other significant equipment to members of the class, listing the level of the gear. Gear has a minimum level of 1 and a maximum level of 20. For example, if a creature’s CR is 1/2 or if the creature’s CR is 1 and the graft suggests an item of “CR – 1,” you would give it level 1 gear. You can skew the creature’s gear by a few levels, though you might need to make other adjustments to its statistics if you do so.

Abilities by CR: Depending on the NPC’s CR, it gains a certain number of class features from the chosen class and potentially some special abilities of your choosing; these replace the special abilities the creature receives from the array. The NPC’s CR corresponds to its effective class level, so a CR 3 creature would be a 3rd-level mechanic.

Apply the abilities from the entry that matches your NPC’s CR or the next-lowest CR. For instance, if you are creating a CR 4 NPC and the class graft lists abilities for only CR 3 and CR 5, use the CR 3 entry. Apply only one CR entry. Class features that have a DC use the ability DC from the NPC’s array, or you can use the base spell DC if you prefer.

Usually, a class graft gives an NPC more options than it would normally get from the array. Still, if there are special abilities your NPC absolutely needs, you can add them in.

Just be careful not to make your NPC too powerful for the CR you chose.

When you pick a class feature that improves another class feature, the NPC is assumed to also have all the prerequisites.

For example, if you took quick inspiring boost for a CR 4 envoy, the NPC would be considered to have inspiring boost as well.

If a class feature option has a level requirement, you can pick one from the lower-level set of options if you so choose. For instance, if a class graft grants a 6th-level operative exploit, you can choose a 2nd-level operative exploit instead.

Aug (3pp)

Source CoRS

Choose one transformation type. The aug creature’s transformation modifications must come from that transformation type. Any transformation modifications that aren’t relevant to the savage creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block.

Required Array: Combatant

Adjustments: One additional master skill

Skills: Master Engineering

Ability Score Modifiers: Constitution, either Strength or Dexterity, Intelligence

Gear: An aug creature’s gear depends on its transformation type, although an aug creature always has all of its aug slots (if any) filled with applicable armor upgrades and augmentations, each of which can have an item level of up to CR +1.

Abilities by CR

  • CR 1: 1st-level transformation modification and one special ability.
  • CR 2: 1st-level transformation modification, one aug-slot.
  • CR 5: 1st- and 5th-level transformation modification, one aug-slot.
  • CR 7: 1st- and 5th-level transformation modification, two aug-slots.
  • CR 9: 1st-, 5th-, and 9th-level transformation modification, two aug-slots.
  • CR 11: 1st-, 5th-, and 9th-level transformation modification, three aug-slots.
  • CR 13: 1st-, 5th-, and 9th-, and 13th-level transformation modification, three aug-slots.
  • CR 15: 1st-, 5th-, and 9th-, and 13th-level transformation modification, four aug-slots.
  • CR 17: 1st-, 5th-, and 9th-, 13th-, and 17th-level transformation modification, four aug-slots.
  • CR 19: 1st-, 5th-, and 9th-, 13th-, and 17th-level transformation modification, five aug-slots.

Biker (3pp)

Source CoRS

All biker creatures have a bike, which should be built as the bike of the biker class with a level equal to the biker creature’s CR. It shares a pool of hit points with the biker, and becomes broken when the biker creature reaches half hit points.

Choose one gang. All of a biker creature’s gang abilities must come from that gang. Any gang abilities that aren’t relevant to the biker creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block.

A biker creature of CR 2 or higher gains the ride ‘em down ability, which functions as per the ride ‘em down ability of the biker class, but deals damage equal to the standard melee damage of a combatant creature of the biker creature’s CR.

A biker creature of CR 3 or higher gains a number of tune up customizations, which apply to their bike and cannot be changed once selected. A biker creature treats their CR as their levels in the biker class for the purposes of meeting the prerequisites of tune up customizations.

Required Array: Combatant

Adjustments: -2 Fort, +2 Ref, -2 Will.

Skills: Master Piloting Class Grafts

Ability Score Modifiers: A biker creature’s ability score modifiers depend on its gang.

Gear: A biker creature’s gear depends on its gang.

  • Gremlin Slayer: Light armor (item level = CR), one-handed advanced melee weapon (item level = CR), longarm (item level = CR +1).
  • Marauder: Light armor (item level = CR), onehanded advanced melee weapon (item level = CR), four grenades (item level = CR +1).
  • Grav-Surfer: Light armor (item level = CR), onehanded advanced melee weapon (item level = CR +1), longarm (item level = CR).
  • Rancer: Light armor (item level = CR), onehanded advanced melee weapon (item level = CR +1), longarm (item level = CR).
  • Grand Prix Racer: Light armor (item level = CR), one-handed advanced melee weapon (item level = CR +1), longarm (item level = CR).
  • Juggernaut: Heavy or powered armor (item level = CR+1), one-handed advanced melee weapon (item level = CR), longarm (item level = CR).
  • Professional: Light armor (item level = CR), onehanded advanced melee weapon (item level = CR), longarm (item level = CR +1).

Abilities by CR

  • CR 1: Bike, 1st-level gang ability, one special ability.
  • CR 2: Autocontrol, bike, 1st-level gang ability, run ‘em down.
  • CR 3: Autocontrol, bike, 1st-level gang ability, run ‘em down, one tune-up customization.
  • CR 4: Autocontrol, bike, 1st-level gang ability, 4th-level racer ability, run ‘em down, one tune-up customization.
  • CR 5: Autocontrol, bike, 1st- and 5th-level gang abilities, 4th-level racer ability, run ‘em down, one tune-up customization.
  • CR 6: Autocontrol, bike, 1st- and 5th-level gang abilities, 4th-level racer ability, run ‘em down, two tune-up customizations.
  • CR 7: Autocontrol, bike, 1st- and 5th-level gang abilities, 4th- and 7th-level racer abilities, run ‘em down, two tune-up customizations.
  • CR 10: Autocontrol, bike, 1st- and 5th-level gang abilities, 4th-, 7th-, and 10th-level racer abilities, run ‘em down, two tune-up customizations.
  • CR 11: Autocontrol, bike, 1st-, 5th-, and 11thlevel gang abilities, 4th-, 7th-, and 10th-level racer abilities, run ‘em down, two tune-up customizations.
  • CR 12: Autocontrol, bike, 1st-, 5th-, and 11thlevel gang abilities, 4th-, 7th-, and 10th-level racer abilities, run ‘em down, three tune-up customizations.
  • CR 13: Autocontrol, bike, 1st-, 5th-, and 11thlevel gang abilities, 4th-, 7th-, 10th-, and 13thlevel racer abilities, run ‘em down, three tune-up customizations.
  • CR 16: Autocontrol, bike, 1st-, 5th-, and 11th-level gang abilities, 4th-, 7th-, 10th-, 13th-, and 16thlevel racer abilities, run ‘em down, three tune-up customizations.
  • CR 17: Autocontrol, bike, 1st-, 5th-, 11th-, and 17th-level gang abilities, 4th-, 7th-, 10th-, 13th-, and 16th-level racer abilities, run ‘em down, three tune-up customizations.
  • CR 18: Autocontrol, bike, 1st-, 5th-, 11th-, and 17th-level gang abilities, 4th-, 7th-, 10th-, 13th-, and 16th-level racer abilities, run ‘em down, four tune-up customizations.
  • CR 19: Autocontrol, bike, 1st-, 5th-, 11th-, and 17th-level gang abilities, 4th-, 7th-, 10th-, 13th-, 16th-, and 19th-level racer abilities, run ‘em down, four tune-up customizations.

Biohacker

Source SF:AA4

Biohackers use complex catalysts and fringe medical knowledge to augment their allies and inhibit their foes, often using injection weapons.

Special Rules: Choose a primary field of study (biohacker NPCs of CR 7+ receive a secondary field of study, while biohacker NPCs of CR 13+ also receive a tertiary field of study); the NPC gains access to the boosters and inhibitors of chosen fields of study. At appropriate CRs, the NPC also receives the breakthrough of the listed chosen field of study. Any boosters, inhibitors, or breakthroughs that aren’t relevant to the biohacker NPC don’t need to appear in its stat block.

Required Array: Expert.

Adjustments: +2 to Fortitude saving throws.

Ability Score Modifiers: A biohacker NPC should arrange its ability score modifiers depending on its scientific focus (though this has no mechanical effect for the NPC’s abilities).

Instinctive: Wisdom, Dexterity, and Intelligence.

Studious: Intelligence, Dexterity, and Wisdom.

Gear: Light armor (item level = CR), small arm with injector weapon special property (item level = CR), basic melee weapon (item level = CR – 1), two grenades (item level = CR – 1), and medicinal and/or poison (item level = CR)

Dragoon (3pp)

Source CoRS

Choose one order. The dragoon creature’s order abilities must come from that order.

Any order abilities that aren’t relevant to the dragoon creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block.

An Order of the Eclipse dragoon creature gains spellcasting as per the spellcaster array, but still has the combatant array as normal.

Required Array: Combatant

Adjustments: -2 Fortitude, -2 Reflex, +2 Will.

Skills: Master skill from order.

Ability Score Modifiers: Charisma, Strength or Dexterity, Constitution.

Gear: A dragoon creature’s gear depends on its order. Additionally, a dragoon creature automatically has its dragoon armor as detailed in eternal service (except if its order is Lindharts), which is considered to have an item level equal to its CR (minimum 1). Whenever possible, a dragoon creature’s weapons should deal the damage type specified in its order.

  • The Dragon Slayers, Errant Dragoons, Godslayers, Joywardens, Kingbreakers, Order of the Black Ode, Order of the Eclipse, Order of the Fang, Order of the Silver Rose, Rangers of Jora, the Raveners, the Saint Guard, the Vorpal Order: One advanced melee weapon (item level = CR +1).
  • Guild of Fools: One sniper weapon (item level = CR +1).
  • Lindharts: One advanced melee weapon (item level = CR +1), heavy armor (item level = CR).
  • Rayjack’s Regiments: One longarm (item level = CR +1).
  • Silent Order: Two operative melee weapons (item level = CR), two small arms (item level = CR).
  • Skullwatch Grenadiers: One heavy weapon (item level = CR +1).

Abilities by CR

  • CR 1: Eternal service, 1st-level order ability, one special ability.
  • CR 2: Eternal service, 1st-level order ability, resistance.
  • CR 4: Eternal service, 1st-level order ability, resistance, wrath of mewth.
  • CR 5: Eternal service, 1st- and 5th-level order abilities, resistance, wrath of mewth.
  • CR 6: Eternal service, 1st- and 5th-level order abilities, one dragoon ability, resistance, wrath of mewth.
  • CR 9: Eternal service, 1st-, 5th-, and 9th-level order abilities, one dragoon ability, resistance, wrath of mewth.
  • CR 10: Eternal service, 1st-, 5th-, and 9th-level order abilities, two dragoon abilities, resistance, wrath of mewth.
  • CR 13: Eternal service, 1st-, 5th-, 9th-, and 13th-level order abilities, two dragoon abilities, resistance, wrath of mewth.
  • CR 14: Eternal service, 1st-, 5th-, 9th-, and 13thlevel order abilities, three dragoon abilities, resistance, wrath of mewth.
  • CR 17: Eternal service, 1st-, 5th-, 9th-, and 13th-, and 17th-level order abilities, three dragoon abilities, resistance, wrath of mewth.
  • CR 18: Eternal service, 1st-, 5th-, 9th-, and 13th-, and 17th-level order abilities, four dragoon abilities, resistance, wrath of mewth.
  • CR 19: Eternal service, 1st-, 5th-, 9th-, and 13th-, and 17th-level order abilities, four dragoon abilities, dragon’s breath, resistance, wrath of mewth.

Envoy

Charismatic envoys assist their allies through inspiration and tactical orders.

Required Array: Expert.

Adjustments: +2 to Reflex saving throws.

Skills: Master Sense Motive and master Bluff, Diplomacy, or Intimidate.

Ability Score Modifiers: Charisma, Intelligence, and Dexterity.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 One 1st-level envoy improvisation and one special ability.
2 Two 1st-level envoy improvisations and one special ability.
4 One 4th-level envoy improvisation, one 1st-level envoy improvisation, and one special ability.
6 One 6th-level envoy improvisation, one 4th-level envoy improvisation, one 1st-level envoy improvisation, and one special ability.
8 One 8th-level envoy improvisation, one 6th-level envoy improvisation, one 4th-level envoy improvisation, and one special ability.
9 One 8th-level envoy improvisation, one 6th-level envoy improvisation, one 4th-level envoy improvisation, skillful special ability, and one special ability.
10 Two 8th-level envoy improvisations, one 6th-level envoy improvisation, one 4th-level envoy improvisation, skillful special ability, and one special ability.
12 Three 8th-level envoy improvisations, one 6th-level envoy improvisation, skillful special ability, and one special ability.
16 Four 8th-level envoy improvisations, skillful special ability, and one special ability.
20 True expertise, four 8th-level envoy improvisations, skillful special ability, and one special ability.

Mechanic

Experts at dealing with machines, mechanics either use exocortexes to enhance their combat abilities or are accompanied by robotic drones that they can control remotely.

Special Rules: All mechanic creatures get the artificial intelligence class feature, which requires a choice between a drone and an exocortex. For a mechanic creature with a drone, build the drone as a separate technological construct of the mechanic’s CR – 2 or use an existing technological construct with the mechanic’s CR – 2. The drone does not get a full suite of actions on its own; each round, the mechanic creature and the drone can each take a move action, a swift action, and a reaction, but only one of them can take a standard action or combine its move and standard actions into a full action. The drone doesn’t have its own CR, it doesn’t contribute to the CR of the encounter, and PCs receive no XP for defeating a drone.

For a mechanic creature with an exocortex, add target tracking at CR 1 (see below), wireless hack at CR 5, twin tracking at CR 10, multitasking at CR 15, and quad tracking at CR 20.

Target Tracking (Ex): As a move action, this NPC can designate and track a single foe, gaining a +2 bonus to attack rolls against that target. Use this same bonus for twin tracking and quad tracking.

Required Array: Expert.

Adjustments: +2 to Fortitude and Reflex saving throws and –2 to Will saving throws.

Skills: Master Computers and Engineering.

Ability Score Modifiers: Intelligence, Dexterity, and Constitution.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 Artificial intelligence (see Special Rules above), custom rig, one special ability.
2 Artificial intelligence, custom rig, one 2ndlevel mechanic trick, and one special ability.
3 Artificial intelligence, custom rig, overload, and one 2ndlevel mechanic trick.
4 Artificial intelligence, custom rig, overload, and two 2ndlevel mechanic tricks.
5 Artificial intelligence, custom rig, overload, remote hack, and two 2nd-level mechanic tricks.
7 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, and two 2nd-level mechanic tricks.
8 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, one 8th-level mechanic trick, and one 2nd-level mechanic trick.
9 Artificial intelligence, overload, remote hack, expert rig, miracle worker 1/day, override, one 8th-level mechanic trick, and one 2nd-level mechanic trick.
11 Artificial intelligence, overload, remote hack, expert rig, miracle worker 2/day, override, and two 8th-level mechanic tricks.
13 Artificial intelligence, overload, remote hack, miracle worker 2/day, override, advanced rig, and two 8th-level mechanic tricks.
14 Artificial intelligence, overload, remote hack, miracle worker 2/day, override, advanced rig, one 14th-level mechanic trick, and one 8th-level mechanic trick.
16 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, advanced rig, and two 14th-level mechanic tricks.
18 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, advanced rig, and three 14th-level mechanic tricks.
19 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, ghost in the machine, superior rig, and three 14th-level mechanic tricks.
20 Artificial intelligence, overload, remote hack, miracle worker 3/day, override, ghost in the machine, superior rig, and four 14th-level mechanic tricks.

Merchant-Prince (3pp)

Source CoRS

For a merchant-prince creature of CR 11 or above, choose one legacy. All legacy abilities must come from that legacy.

Required Array: Combatant

Adjustments: -2 Fort, +2 Will

Skills: Master Profession (any one)

Ability Score Modifiers: Charisma, either Strength or Dexterity, Any

Gear: Heavy armor (item level = CR +1), one advanced melee weapon (item level = CR +2), one longarm (item level = CR +2).

Abilities by CR

  • CR 2: Tempt fate, one special ability.
  • CR 4: Clutch, tempt fate, one special ability.
  • CR 5: Clutch, reversal of fate, tempt fate.
  • CR 7: Clutch, reversal of fate, 7th-level self-made man ability, tempt fate.
  • CR 8: Clutch, reversal of fate, seize fate, 7th-level self-made man ability, tempt fate.
  • CR 10: Clutch, daring action, reversal of fate, seize fate, 7th-level self-made man ability, tempt fate.
  • CR 11: Clutch, daring action, 11th-level legacy ability, reversal of fate, seize fate, 7th-level selfmade man ability, tempt fate.
  • CR 12: Clutch, daring action, 11th-level legacy ability, make your own fate, reversal of fate, seize fate, 7th-level self-made man ability, tempt fate.
  • CR 13: Clutch, daring action, 11th- and 13th-level legacy abilities, make your own fate, reversal of fate, seize fate, 7th-level self-made man ability, tempt fate.
  • CR 14: Clutch, daring action, 11th- and 13th-level legacy abilities, make your own fate, reversal of fate, seize fate, 7th- and 14th-level self-made man abilities, tempt fate.
  • CR 16: Clutch, daring action, 11th-, 13th-, and 16th-level legacy abilities, make your own fate, reversal of fate, seize fate, 7th- and 14th-level selfmade man abilities, tempt fate.
  • CR 18: Clutch, daring action, 11th-, 13th-, 16th-, and 18th-level legacy abilities, make your own fate, reversal of fate, seize fate, 7th- and 14th-level self-made man abilities, tempt fate.
  • CR 20: Clutch, daring action, 11th-, 13th-, 16th-, and 18th-level legacy abilities, make your own fate, master of destiny, reversal of fate, seize fate, 7th- and 14th-level self-made man abilities, tempt fate.

Mystic

Calling on connections to supernatural forces, mystics can manifest magic in a number of different ways.

Special Rules: Choose one mystic connection. The mystic creature’s connection powers must come from that connection.

Any connection powers that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in its stat block.

Spells must come from the mystic spell list. Start with connection spells of the corresponding levels and then fill in the remaining slots.

Required Array: Spellcaster.

Adjustments: None.

Skills: Master Mysticism and good or master skills chosen from the connection’s associated skills.

Ability Score Modifiers: Wisdom, Constitution, and Charisma.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 1st-level connection power and one special ability.
2 1st-level connection power, mind-link, and one special ability.
3 1st- and 3rd-level connection powers and mind-link.
6 1st-, 3rd-, and 6th-level connection powers and mind-link.
9 1st-, 3rd-, 6th-, and 9th-level connection powers and mind-link.
11 1st-, 3rd-, 6th-, and 9th-level connection powers; mind-link; and telepathic bond.
12 1st-, 3rd-, 6th-, 9th-, and 12th-level connection powers; mind-link; and telepathic bond.
15 1st-, 3rd-, 6th-, 9th-, 12th-, and 15th-level connection powers; mind-link; and telepathic bond.
18 All connection powers, mind-link, and telepathic bond.
19 All connection powers, mind-link, telepathic bond, and transcendence.
20 All connection powers, mind-link, telepathic bond, transcendence, and enlightenment.

Mystic Space Knight (3pp)

Source CoRS

For a mystic space knight creature of CR 5 or above, choose a battle-order. All order abilities must come from that battle-order. For a mystic space knight creature of CR 10 or above, choose whether to gain the vanaprastha feature or the eternal yoddha feature, including the appropriate battle-order for which is chosen. Any battle-order abilities that aren’t relevant to the mystic space knight creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block.

Required Array: Combatant

Adjustments: -2 Fort, +2 Will

Skills: Master Diplomacy and Sense Motive

Ability Score Modifiers: Charisma, Strength, Dexterity

Gear: Light armor (item level = CR), energy weapon (item level = CR).

Abilities by CR

  • CR 1: Energy weapon, powers (adhyeta).
  • CR 4: 4th-level deflection ability, energy weapon, extra resolve (+2 RP), powers (adhyeta)
  • CR 5: Battle-order, 4th-level deflection ability, energy weapon, extra resolve (+2 RP), powers (adhyeta, yoddha).
  • CR 6: Battle-order, 4th-level deflection ability, energy weapon, extra resolve (+2 RP), powers (adhyeta, yoddha), 6th-level order ability.
  • CR 7: Advanced weapon design (one quality), battle-order, 4th-level deflection ability, energy weapon, extra resolve (+2 RP), powers (adhyeta, yoddha), 6th-level order ability.
  • CR 8: Advanced weapon design (one quality), battle-order, 4th-level deflection ability, energy weapon, extra resolve (+3 RP), powers (adhyeta, yoddha), 6th-level order ability.
  • CR 9: Advanced weapon design (one quality), battle-order, 4th- and 9th-level deflection abilities, energy weapon, extra resolve (+3 RP), powers (adhyeta, yoddha), 6th-level order ability.
  • CR 10: Advanced weapon design (one quality), battle-order, 4th- and 9th-level deflection abilities, energy weapon, extra resolve (+3 RP), powers (adhyeta, vanaprastha, yoddha), 6th-level order ability.
  • CR 11: Advanced weapon design (two qualities), battle-order, 4th- and 9th-level deflection abilities, energy weapon, extra resolve (+3 RP), powers (adhyeta, vanaprastha, yoddha), 6th-level order ability.
  • CR 12: Advanced weapon design (two qualities), battle-order, 4th- and 9th-level deflection abilities, energy weapon, extra resolve (+4 RP), powers (adhyeta, vanaprastha, yoddha), 6th-level order ability.
  • CR 14: Advanced weapon design (two qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+4 RP), powers (adhyeta, vanaprastha, yoddha), 6th-level order ability.
  • CR 15: Advanced weapon design (three qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+4 RP), powers (adhyeta, sannyasa, vanaprastha, yoddha), 6th-level order ability.
  • CR 16: Advanced weapon design (three qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+5 RP), powers (adhyeta, sannyasa, vanaprastha, yoddha), 6th-level order ability.
  • CR 17: Advanced weapon design (three qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+5 RP), powers (adhyeta, sannyasa, vanaprastha, yoddha), 6th- and 17th-level order abilities.
  • CR 19: Advanced weapon design (four qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+5 RP), powers (adhyeta, sannyasa, vanaprastha, yoddha), 6th- and 17th-level order abilities.
  • CR 20: Advanced weapon design (four qualities), battle-order, 4th- and 9th- and 14th-level deflection abilities, energy weapon, extra resolve (+6 RP), master of the order, powers (adhyeta, sannyasa, vanaprastha, yoddha), 6th- and 17thlevel order abilities.

Oni (3pp)

Source CoRS

Choose one creature (likely a creature that is encountered alongside the oni) to be the subject of the oni creature’s binding ability.

Choose one oni school. The oni creature’s oni school ability, ultimate technique, and school techniques must be chosen from that oni school, and the oni creature’s CR must be equal to or greater than the class level requirements of all chosen school techniques. Any school techniques chosen that aren’t relevant to the oni creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block.

Spells must come from the oni spell list.

Required Array: Spellcaster

Adjustments: +2 to high attack bonus

Skills: Master Mysticism

Ability Score Modifiers: An oni creature should arrange its ability score modifiers in accordance with its oni school.

Gear: An oni creature’s gear depends on its oni school.

  • Star Fist Style: Heavy armor (item level = CR) and two grenades (item level = CR)
  • Sword of the Crescent Void: Heavy armor (item level = CR), advanced melee weapon (item level = CR +1), and two grenades (item level = CR).
  • Yato Ryu: Light armor (item level = CR), two operative melee weapons (item level = CR), and two grenades (item level = CR).
  • Spellslingers: Heavy armor (item level = CR), advanced melee weapon (item level = CR), two analog small arms (item level = CR), and two grenades (item level = CR)

Abilities by CR

  • CR 1: Battle-magic, binding, and one special ability.
  • CR 2: Battle-magic, binding, and 2nd-level oni school ability.
  • CR 4: Battle-magic, binding, one binding benefit, and 2nd-level oni school ability.
  • CR 5: Battle-magic, binding, one binding benefit, 2nd-level oni school ability, and one oni school technique.
  • CR 6: Battle-magic, binding, improved bond (10 feet), one binding benefit, 2nd-level oni school ability, and one oni school technique.
  • CR 8: Battle-magic, binding, improved bond (10 feet), two binding benefits, 2nd-level oni school ability, and one oni school technique.
  • CR 9: Battle-magic, binding, improved bond (10 feet), two binding benefits, 2nd-level oni school ability, and two oni school techniques.
  • CR 11: Battle-magic, binding, improved bond (15 feet), two binding benefits, 2nd-level oni school ability, and two oni school techniques.
  • CR 12: Battle-magic, binding, improved bond (15 feet), three binding benefits, 2nd-level oni school ability, and two oni school techniques.
  • CR 14: Battle-magic, binding, improved bond (15 feet), three binding benefits, 2nd-level oni school ability, and three oni school techniques.
  • CR 15: Battle-magic, binding, improved bond (20 feet), three binding benefits, 2nd-level oni school ability, and three oni school techniques.
  • CR 16: Battle-magic, binding, improved bond (20 feet), four binding benefits, 2nd-level oni school ability, and three oni school techniques.
  • CR 17: Battle-magic, binding, improved bond (20 feet), four binding benefits, 2nd-level oni school ability, and four oni school techniques.
  • CR 19: Battle-magic, binding, improved bond (25 feet), four binding benefits, 2nd-level oni school ability, and four oni school techniques.
  • CR 20: Battle-magic, binding, improved bond (25 feet), four binding benefits, 2nd-level oni school ability, four oni school techniques, and ultimate technique.

Operative

Cunning and swift, operatives are especially skilled and can cause foes to drop their guards, paving the way for devastating attacks.

Special Rules: Choose one operative specialization. The operative creature’s specialization exploit and specialization power must come from that specialization. Any exploits that aren’t relevant to the creature (or that can simply be incorporated into the creature’s statistics) don’t need to appear in the creature’s stat block.

Required Array: Expert.

Adjustments: Bonus to initiative equal to the creature’s CR divided by 4, + 1; +3 to Reflex saving throws; +1 to all skill checks.

Skills: Master skills from operative specialization.

Ability Score Modifiers: Dexterity, Intelligence, and Wisdom.

Gear: Light armor (item level = CR), small arm (item level = CR), sniper rifle (item level = CR), and basic melee weapon with operative special quality (item level = CR – 1).

Abilities by CR
CR Abilities
1 Trick attack +1d4 and one special ability.
2 Trick attack +1d4, evasion, one 2nd-level operative exploit, and one special ability.
3 Trick attack +1d8, evasion, quick movement +10 ft., one 2nd-level operative exploit, and one special ability.
4 Trick attack +1d8, evasion, quick movement +10 ft., debilitating trick, and two 2nd-level operative exploits.
5 Trick attack +3d8, evasion, quick movement +10 ft., debilitating trick, specialization exploit, and two 2nd-level operative exploits.
6 Trick attack +3d8, evasion, quick movement +10 ft., debilitating trick, specialization exploit, and one 6th-level operative exploit.
7 Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility, specialization exploit, and one 6th-level operative exploit.
8 Trick attack +4d8, evasion, quick movement +10 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 6th-level operative exploit.
9 Trick attack +5d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 6th-level operative exploit.
10 Trick attack +5d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization exploit, and one 10th-level operative exploit.
11 Trick attack +6d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, triple attack, specialization power, specialization exploit, and one 10th-level operative exploit.
13 Trick attack +7d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 10th-level operative exploit.
14 Trick attack +7d8, evasion, quick movement +20 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 14th-level operative exploit.
15 Trick attack +8d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, specialization power, specialization exploit, and one 14th-level operative exploit.
17 Trick attack +9d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, and one 14th-level operative exploit.
19 Trick attack +10d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, and two 14th-level operative exploits.
20 Trick attack +10d8, evasion, quick movement +30 ft., debilitating trick, uncanny agility, quad attack, double debilitation, specialization power, specialization exploit, supreme operative, and two 14th-level operative exploits.

Psion (3pp)

Source CoRS

A psion creature does not use the standard melee damage listed in the combatant table for their melee damage, instead using the damage listed in the psion class for their natural attacks.

For a psion creature of CR 3 or above, choose one temple. All of their temple abilities must come from that temple.

A psion creature of CR 4 or above gains has a number of psionic powers from the list in the psion class, and treats their CR as their psion level for the purposes of meeting their prerequisites.

Required Array: Combatant

Adjustments: -2 Fort, +2 Ref

Ability Score Modifiers: Wisdom, Dexterity, Constitution.

Gear: A psion creature typically has light armor (item level = CR) and no other permanent gear, unless they are of CR 3 or above and belong to the Temple of the Wayward Swords, in which case they have one analog advanced melee weapon (item level = CR).

Abilities by CR

  • CR 1: Improved unarmed strike, psionic empowerment.
  • CR 2: Glorious energy fist, improved unarmed strike, psionic empowerment.
  • CR 3: Glorious energy fist, improved unarmed strike, psionic empowerment, 3rd-level temple ability.
  • CR 4: Glorious energy fist, improved unarmed strike, psionic empowerment, one psionic power, 3rd-level temple ability.
  • CR 5: Glorious energy fist, improved unarmed strike, psionic empowerment, one psionic power, psychic reserve (1 point), 3rd-level temple ability.
  • CR 7: Glorious energy fist, improved unarmed strike, psionic empowerment, one psionic power, psychic reserve (1 point), 3rd- and 7th-level temple abilities.
  • CR 8: Glorious energy fist, improved unarmed strike, psionic empowerment, two psionic powers, psychic reserve (1 point), 3rd- and 7th-level temple abilities.
  • CR 10: Glorious energy fist, improved unarmed strike, psionic empowerment, three psionic powers, psychic reserve (1 point), 3rd- and 7thlevel temple abilities.
  • CR 11: Glorious energy fist, improved unarmed strike, psionic empowerment, three psionic powers, psychic reserve (1 point), 3rd-, 7th-, and 11th-level temple abilities.
  • CR 13: Glorious energy fist, improved unarmed strike, psionic empowerment, three psionic powers, psychic reserve (2 points), 3rd-, 7th-, and 11th-level temple abilities.
  • CR 14: Glorious energy fist, improved unarmed strike, psionic empowerment, four psionic powers, psychic reserve (2 points), 3rd-, 7th-, and 11th-level temple abilities.
  • CR 15: Glorious energy fist, improved unarmed strike, psionic empowerment, four psionic powers, psychic reserve (2 points), 3rd-, 7th-, 11th-, and 15th-level temple abilities.
  • CR 17: Glorious energy fist, improved unarmed strike, psionic empowerment, four psionic powers, psychic reserve (3 points), 3rd-, 7th-, 11th-, and 15th-level temple abilities.
  • CR 19: Glorious energy fist, improved unarmed strike, psionic empowerment, four psionic powers, psychic reserve (3 points), 3rd-, 7th-, 11th-, and 15th-, and 19th-level temple abilities.
  • CR 20: Ego death, glorious energy fist, improved unarmed strike, psionic empowerment, four psionic powers, psychic reserve (3 points), 3rd-, 7th-, 11th-, and 15th-, and 19th-level temple abilities.

Replicator (3pp)

Source CoRS

A replicator creature typically has a nanobot swarm with bulk equal to 5 times its CR (minimum 5 bulk), but a given creature may have less. A replicator creature needs only spend a single full action to craft any items it has patterns for, and knows a number of patterns equal to 2 times its CR, with a maximum item level of its CR -2 for all of them (minimum item level 1).

Required Array: Expert

Skills: Master Engineering

Ability Score Modifiers: Intelligence, Dexterity, Strength

Gear: Light armor (item level = CR), one longarm (item level = CR +1).

Abilities by CR

  • CR 1: Nanobot swarm
  • CR 2: Nanobot swarm, one protocol.
  • CR 4: Nanobot swarm, two protocols, 4th-level wargear ability.
  • CR 6: Nanobot swarm, three protocols, 4th-level wargear ability.
  • CR 8: Nanobot swarm, four protocols, 4th- and 8th-level wargear abilities.
  • CR 12: Nanobot swarm, five protocols, 4th-, 8th-, and 12th-level wargear abilities.
  • CR 16: Nanobot swarm, six protocols, 4th-, 8th-, and 12th-level wargear abilities.
  • CR 20: Nanobot swarm, seven protocols, total conversion, 4th-, 8th-, and 12th-level wargear abilities.

Savage (3pp)

Source CoRS

Choose one savage path. The savage creature’s path abilities must come from that savage path. Any savage path abilities that aren’t relevant to the savage creature (or that can be simply integrated into the creature’s statistics) don’t need to appear in the creature’s stat block. For each iteration of ability modifier growth, increase two ability modifiers by +1.

Required Array: Combatant

Adjustments: +2 Will

Ability Score Modifiers: A savage creature should arrange its ability scores in accordance with its savage path.

Gear: A savage creaturer’s gear depends on its savage path.

  • Luddite or Wastelander: Advanced archaic melee weapon (item level = CR) and archaic ranged weapon (item level = CR).
  • Techno-Barbarian: Analog longarm (item level = CR) and advanced archaic melee weapon (item level = CR).
  • Animal Totem: None.
  • Sacred Mendicant: Three improvised weapons (item level = 1).

Abilities by CR

  • CR 1: Feral instincts, 1st-level savage path ability, one special ability.
  • CR 2: Feral instincts, 1st-level savage path ability, one ability modifier growth, one special ability.
  • CR 3: Feral instincts, 1st- and 3rd-level savage path abilities, one ability modifier growth, one special ability.
  • CR 4: Feral instincts, 1st- and 3rd-level savage path abilities, one ability modifier growth, two special abilities.
  • CR 5: Feral instincts, 1st- and 3rd-level savage path abilities, two ability modifier growths, two special abilities.
  • CR 6: Feral instincts, 1st-, 3rd-, and 6th-level savage path abilities, two ability modifier growths, two special abilities.
  • CR 8: Feral instincts, 1st-, 3rd-, and 6th-level savage path abilities, three ability modifier growths, two special abilities.
  • CR 9: Feral instincts, 1st-, 3rd-, 6th-, and 9thlevel savage path abilities, three ability modifier growths, two special abilities.
  • CR 10: Feral instincts, 1st-, 3rd-, 6th-, and 9thlevel savage path abilities, three ability modifier growths, three special abilities.
  • CR 11: Feral instincts, 1st-, 3rd-, 6th-, and 9th-level savage path abilities, four ability modifier growths, three special abilities.
  • CR 12: Feral instincts, 1st-, 3rd-, 6th-, 9th-, and 12th-level savage path abilities, four ability modifier growths, three special abilities.
  • CR 14: Feral instincts, 1st-, 3rd-, 6th-, 9th-, and 12th-level savage path abilities, five ability modifier growths, three special abilities.
  • CR 15: Feral instincts, 1st-, 3rd-, 6th-, 9th-, 12th-, and 15th-level savage path abilities, five ability modifier growths, three special abilities.
  • CR 17: Feral instincts, 1st-, 3rd-, 6th-, 9th-, 12th, and 15th-level savage path abilities, six ability modifier growths, three special abilities.
  • CR 18: Feral instincts, 1st-, 3rd-, 6th-, 9th-, 12th, 15th-, and 18th-level savage path abilities, six ability modifier growths, three special abilities.
  • CR 19: Feral instincts, 1st-, 3rd-, 6th-, 9th-, 12th, 15th-, and 18th-level savage path abilities, six ability modifier growths, three special abilities.
  • CR 20: Feral instincts, 1st-, 3rd-, 6th-, 9th-, 12th-, 15th-, and 18th-level savage path abilities, seven ability modifier growths, three special abilities.

Solarian

Drawing power from the eternal cycles of stars, solarians fight with the power of photons and gravitons.

Special Rules: Choose one solar manifestation, either solar armor or solar weapon. For a solarian creature with solar armor, its EAC and KAC each increase by 1 and it receives the energy resistance listed in the table of solarian class features. For a solarian creature with a solar weapon, that weapon deals the standard melee damage for the NPC’s CR from Table 2: Combatant Attack Statistics.

Rather than using the full rules for a solarian’s stellar mode, use the stellar alignment universal creature rule. This still counts as a stellar mode for any abilities that affect stellar modes.

In addition, use the following simplified version of stellar paragon for CR 20 solarian creatures.

Stellar Apotheosis (Su): As a move action, this creature can raise or lower light levels within close range by one step. In addition, it is fully attuned at the start of combat instead of needing to wait 1d3 rounds.

Required Array: Combatant.

Adjustments: –2 to Reflex saving throws and +2 to Will saving throws.

Skills: Good Mysticism.

Ability Score Modifiers: Strength, Dexterity, and Charisma.

Gear: A solarian’s gear selection depends on whether you choose solar armor or solar weapon for its solar manifestation.

Solar Armor: Light armor (item level = CR), small arm (item level = CR), and advanced melee weapon (item level = CR + 1).

Solar Weapon: Light armor (item level = CR), small arm (item level = CR), and solarian crystal (item level = CR).

Abilities by CR
CR Abilities
1 Solar manifestation, stellar alignment, black hole, and supernova.
2 Solar manifestation, stellar alignment, black hole, supernova, and one 2nd-level stellar revelation.
4 Solar manifestation, stellar alignment, black hole, supernova, and two 2nd-level stellar revelations.
6 Solar manifestation, stellar alignment, black hole, supernova, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
7 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
8 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, and two 6th-level stellar revelations.
9 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, two 6th-level stellar revelations, and one zenith revelation.
10 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 10th-level stellar revelation, one 6th-level stellar revelation, and one zenith revelation.
13 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 10thlevel stellar revelations, and one zenith revelation.
14 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, one 14thlevel stellar revelation, one 10th-level stellar revelation, and one zenith revelation.
17 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 14thlevel stellar revelations, and two zenith revelations.
20 Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, stellar apotheosis, two 14th-level stellar revelations, and two zenith revelations.

Soldier

Equipped with powerful weapons and armor, soldiers are trained to serve in the front line of battle and to both dish out and withstand massive force.

Special Rules: Choose one fighting style (soldier creatures of CR 9 or higher also choose a secondary fighting style).

The soldier creature’s style techniques must come from the selected fighting style or styles. Any style techniques that aren’t relevant to the soldier creature can be skipped (or can simply be incorporated into the creature’s statistics) and don’t need to appear in the creature’s stat block.

Required Array: Combatant.

Adjustments: –2 to Reflex saving throws and +2 to Will saving throws.

Ability Score Modifiers: A soldier creature should arrange its ability score modifiers depending on its focus in combat.

Melee: Strength, Dexterity, and Constitution.

Ranged: Dexterity, Strength, and Constitution.

Gear: A soldier creature’s gear selection depends on whether it’s focused on melee or ranged combat.

Melee: Heavy armor (item level = CR), advanced melee weapon (item level = CR + 1), longarm (item level = CR), and two grenades (item level = CR).

Ranged: Heavy armor (item level = CR), advanced melee weapon (item level = CR), longarm (item level = CR + 1) or heavy weapon (item level = CR), and two grenades (item level = CR).

Abilities by CR
CR Abilities
1 1st-level style technique and one special ability.
2 1st-level style technique, one gear boost, and one special ability.
5 1st- and 5th-level style techniques, one gear boost, and one special ability.
7 1st- and 5th-level style techniques, two gear boosts, and one special ability.
9 1st-, 5th-, and 9th-level style techniques; secondary fighting style; 1st-level secondary style technique; two gear boosts; and one special ability.
11 1st-, 5th-, and 9th-level style techniques; secondary fighting style; 1st-level secondary style technique; soldier’s onslaught; two gear boosts; and one special ability.
13 1st-, 5th-, 9th-, and 13th-level style techniques; secondary fighting style; 1st- and 5th-level secondary style techniques; soldier’s onslaught; and three special abilities.
17 1st-, 5th-, 9th-, 13th-, and 17th-level style techniques; second style; 1st-, 5th-, and 9th-level secondary style techniques; soldier’s onslaught; two gear boosts; and one special ability.
20 1st-, 5th-, 9th-, 13th-, and 17th-level style techniques; second style; 1st-, 5th-, and 9th-level secondary style techniques; soldier’s onslaught; kill shot; two gear boosts; and one special ability.

Star Ranger (3pp)

Source CoRS

Required Array: Combatant

Skills: Master Survival

Ability Score Modifiers: Wisdom and either Dexterity or Strength

Abilities by CR

  • CR 2: 1 Adaptation, Cosmic Resonance
  • CR 4: 2 Adaptations, Acclimate, Cosmic Resonance
  • CR 6: 3 Adaptations, Acclimate, Cosmic Resonance
  • CR 8: 4 Adaptations, Acclimate, Cosmic Resonance
  • CR 10: 5 Adaptations, Acclimate, Cosmic Resonance
  • CR 12: 6 Adaptations, Acclimate, Cosmic Resonance
  • CR 14: 7 Adaptations, Acclimate, Cosmic Resonance
  • CR 16: 8 Adaptations, Acclimate, Cosmic Resonance
  • CR 18: 9 Adaptations, Acclimate, Cosmic Resonance
  • CR 20: 10 Adaptations, Acclimate, Cosmic Resonance

Technician (3pp)

Source CoRS

A technician creature can use its database diver ability a number of times per day equal to half its CR (minimum 0) without expending a Resolve Point, but cannot do so my taking an hour.

Additionally, it automatically knows one DWM with a fusion level of its CR or less. If it has the Complex Storage Matrix technica, it instead knows 1 + 1/4 its CR (minimum 1) DWMs, each with a fusion level of its CR or less.

Further, a technician creature with the MilSim integrated program replaces its normal benefits with a +2 bonus to attack rolls. Any other abilities that refer to technician level instead refer to a technician creature’s CR.

Required Array: Expert

Skills: Master Computers

Ability Score Modifiers: Intelligence, Dexterity, Any

Gear: Suit of light armor (item level = CR), hacking kit.

Abilities by CR

  • CR 1: Database diver (1), digital weapons, technical datajack.
  • CR 2: Database diver (1), digital weapons, one integrated program, technical datajack.
  • CR 3: Database diver (1), digital weapons, one integrated program, one technica, technical datajack.
  • CR 4: Database diver (1), digital weapons, one integrated program, one technica, technical datajack, technopathy.
  • CR 5: Database diver (2), digital weapons, one integrated program, one technica, technical datajack, technopathy.
  • CR 6: Database diver (2), digital weapons, two integrated programs, one technica, technical datajack, technopathy.
  • CR 7: Database diver (2), digital weapons, two integrated programs, two technica, technical datajack, technopathy, universal wifi.
  • CR 8: Database diver (2), digital weapons, two integrated programs, screen jump, two technica, technical datajack, technopathy, universal wifi.
  • CR 9: Database diver (3), digital weapons, two integrated programs, screen jump, two technica, technical datajack, technopathy, universal wifi.
  • CR 10: Database diver (3), digital weapons, three integrated programs, screen jump, two technica, technical datajack, technopathy, universal wifi.
  • CR 11: Database diver (3), digital weapons, three integrated programs, screen jump, three technica, technical datajack, technopathy, universal wifi.
  • CR 12: Botnet, database diver (3), digital weapons, three integrated programs, screen jump, three technica, technical datajack, technopathy, universal wifi.
  • CR 13: Botnet, database diver (4), digital weapons, three integrated programs, screen jump, three technica, technical datajack, technopathy, universal wifi.
  • CR 14: Botnet, database diver (4), digital weapons, four integrated programs, screen jump, three technica, technical datajack, technopathy, universal wifi.
  • CR 15: Botnet, database diver (4), digital weapons, four integrated programs, screen jump, four technica, technical datajack, technopathy, universal wifi.
  • CR 16: Botnet, computerstep, database diver (4), digital weapons, four integrated programs, screen jump, four technica, technical datajack, technopathy, universal wifi.
  • CR 17: Botnet, computerstep, database diver (5), digital weapons, four integrated programs, screen jump, four technica, technical datajack, technopathy, universal wifi.
  • CR 18: Botnet, computerstep, database diver (5), digital weapons, five integrated programs, screen jump, four technica, technical datajack, technopathy, universal wifi.
  • CR 19: Botnet, computerstep, database diver (5), digital weapons, five integrated programs, screen jump, five technica, technical datajack, technopathy, universal wifi.
  • CR 20: Botnet, computerstep, database diver (5), digital weapons, five integrated programs, matrix mind, screen jump, five technica, technical datajack, technopathy, universal wifi.

Technomancer

These spellcasters meld magic and technology.

Special Rules: In general, spells must come from the technomancer spell list. When choosing a spell for cache capacitor, you don’t have to choose one of the spells from the list of the spells the technomancer knows.

Required Array: Spellcaster.

Adjustments: None.

Skills: Master Computers and good Mysticism.

Ability Score Modifiers: Intelligence, Dexterity, and Wisdom.

Gear: Light armor (item level = CR), small arm (item level = CR), and basic melee weapon (item level = CR – 1).

Abilities by CR
CR Abilities
1 Spell cache and one special ability.
2 Spell cache, one 2nd-level magic hack, and one special ability.
5 Spell cache, one 5th-level magic hack, and one 2nd-level magic hack.
6 Spell cache, cache capacitor 1, one 5th-level magic hack, and one 2nd-level magic hack.
8 Spell cache, cache capacitor 1, one 8th-level magic hack, and one 5th-level magic hack.
11 Spell cache, cache capacitor 1, one 11th-level magic hack, and one 8th-level magic hack.
12 Spell cache, cache capacitor 2, one 11th-level magic hack, and one 8th-level magic hack.
14 Spell cache, cache capacitor 2, one 14th-level magic hack, and one 11th-level magic hack.
17 Spell cache, cache capacitor 2, and two 14th-level magic hacks.
18 Spell cache, cache capacitor 3, and two 14th-level magic hacks.

Time Traveler (3pp)

Source CoRS

A time traveler creature does not gain the time travel ability of the time traveler class in its statistics, as when employed by the GM or NPCs, it should be a plot element, not an ability tacked on to an NPC. A time traveler creature is assumed to be able to time travel as much or as little as is necessary for the plot of a campaign.

Required Array: Expert

Adjustments: +2 Ref

Ability Score Modifiers: Intelligence, Dexterity, Strength

Gear: A time traveler creature’s gear depends on its approach to combat.

  • Long Range: Light armor (item level = CR), one advanced melee weapon (item level = CR), one longarm (item level = CR +1).
  • Melee: Light armor (item level = CR), one advanced melee weapon (item level = CR +1), one longarm (item level = CR).
  • Mid Range: Light armor (item level = CR), one advanced melee weapon (item level = CR), two small arms (item level = CR +1).

Abilities by CR

  • CR 1: One distortion, rewind (standard action).
  • CR 2: One distortion, rewind (standard action), unstuck from time.
  • CR 4: One distortion, prescient movement, rewind (move action), unstuck from time.
  • CR 5: Counter-attack, two distortions, prescient movement, rewind (move action), unstuck from time.
  • CR 7: Counter-attack, two distortions, future sight, prescient movement, rewind (move action), unstuck from time.
  • CR 8: Counter-attack, two distortions, future sight, prescient movement, rewind (swift action), unstuck from time.
  • CR 9: Counter-attack, three distortions, future sight, prescient movement, rewind (swift action), unstuck from time.
  • CR 11: Counter-attack, four distortions, future sight, prescient movement, rewind (swift action), unstuck from time.
  • CR 15: Counter-attack, five distortions, future sight, prescient movement, rewind (swift action), unstuck from time.
  • CR 19: Counter-attack, six distortions, future sight, prescient movement, rewind (swift action), unstuck from time.

Tyrant (3pp)

Source CoRS

Required Array: Expert

Adjustments: +2 to Will saving throws

Skills: Master Intimidate and master Bluff, Diplomacy, or Sense Motive.

Ability Score Modifiers: Charisma, Intelligence, and Dexterity.

Abilities by CR

  • CR 2: 1 Mandate
  • CR 4: Imperium (1), 1 Mandates
  • CR 6: Fear, Imperium (1), 2 Mandates
  • CR 8: Fear, Imperium (2), 2 Mandates
  • CR 10: Fear (2nd), Imperium (2), 3 Mandates
  • CR 12: Fear (2nd), Imperium (3), 3 Mandates
  • CR 14: Fear (3rd), Imperium (3), 4 Mandates
  • CR 16: Fear (3rd), Imperium (4), 3 Mandates
  • CR 18: Fear (4th), Imperium (4), 4 Mandates
  • CR 20: Fear (4th), Imperium (5), 4 Mandates

Vanguard

Source SF:AA4

Experts at close combat, vanguards have supernatural control over the power of entropy and can speed, slow, or alter how energetic reactions occur.

Special Rules: Choose a vanguard aspect (vanguard NPCs of CR 8+ also choose a secondary vanguard aspect); the NPC’s aspect insight, embodiment, catalyst, and finale must come from the primary aspect, while it receives only the insight and embodiment of its secondary aspect at higher CRs.

A vanguard NPC’s entropic strike ability deals the standard melee damage for the NPC’s CR from its array but otherwise follows the standard rules for entropic strike.

Required Array: Combatant.

Adjustments: None.

Skills: Good or master skills listed in the aspect insights of the chosen vanguard aspects.

Ability Score Modifiers: Constitution, Strength, and Dexterity.

Gear: Heavy armor (item level = CR), shield (item level = CR), advanced melee weapon (item level = CR), and small arm (item level = CR – 1).

Witchwarper

Source SF:AA4

Witchwarpers are powerful spellcasters who draw their magic from alternate realities and can pull bubbles of those existences into their current realities.

Special Rules: Spells must come from the witchwarper spell list.

Because an NPC spellcaster doesn’t receive the same number of spell slots as a PC spellcaster at higher CRs, a witchwarper NPC only expends spell slots to power their infinite worlds ability for spell levels at which they receive specific numbers of spell slots per day. For spell levels they can cast at will or don’t have listed, the NPC effectively has three spell slots of each level that can only be used to power their infinite worlds ability. For example, a CR 10 witchwarper NPC effectively has three 2nd-level spell slots and three 1st-level spell slots for their infinite worlds ability.

Required Array: Spellcaster.

Adjustments: +2 to Reflex saving throws, –2 to Will saving throws.

Skills: Master Mysticism.

Ability Score Modifiers: Charisma, Dexterity, and Intelligence.

Gear: Light armor (item level = CR), small arm (item level = CR), basic melee weapon (item level = CR – 1), and two grenades (item level = CR – 1).