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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.

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.

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, mindlink, and one special ability.
3 1st- and 3rd-level connection powers and mindlink.
6 1st-, 3rd-, and 6th-level connection powers and mindlink.
9 1st-, 3rd-, 6th-, and 9th-level connection powers and mindlink.
11 1st-, 3rd-, 6th-, and 9th-level connection powers; mindlink; and telepathic bond.
12 1st-, 3rd-, 6th-, 9th-, and 12th-level connection powers; mindlink; and telepathic bond.
15 1st-, 3rd-, 6th-, 9th-, 12th-, and 15th-level connection powers; mindlink; and telepathic bond.
18 All connection powers, mindlink, and telepathic bond.
19 All connection powers, mindlink, telepathic bond, and transcendence.
20 All connection powers, mindlink, telepathic bond, transcendence, and enlightenment.

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.

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.

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.