Creating NPCs

GM Reference

The world your PCs inhabit should be full of rich characters they can interact with. While most NPCs need only a name and description, those the party might fight alongside or against require full statistics. The process below covers seven steps — from concept to final details.

The Basics
Race, class & concept
Ability Scores
Basic or Heroic array
Skills
Simplified skill selection
Feats
By combat archetype
Class Features
Spells, talents & abilities
Gear
gp budget by level
Details
Attack, AC, HP & personality

Step 1 — The Basics

The first step is to determine the NPC's basic role: its race, class, and overall concept. This shapes every subsequent choice — an aristocrat negotiator has a very different stat block than a warrior guard even at the same level.

PC Classes (Heroic NPCs)
Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Wizard. Use when the NPC is a significant combatant or recurring character. Apply the Heroic ability score array.
NPC Classes (Basic NPCs)
Adept — spontaneous divine caster; village healer archetype.
Aristocrat — social skills, d8 HD; nobles, merchants, diplomats.
Commoner — d6 HD, 2 + Int skills; townsfolk, laborers.
Expert — 6 + Int skills; artisans, sages, thieves' guild members.
Warrior — d10 HD, full BAB; guards, soldiers, bandits.

Step 2 — Ability Scores

NPCs use one of two standard arrays. Apply racial modifiers after assigning scores. For every four levels the NPC has, increase one score by 1.

Basic NPC Array

Used for NPCs with NPC classes (Adept, Aristocrat, etc.).

13 12 11 10 9 8
Heroic NPC Array

Used for NPCs with PC classes (Fighter, Cleric, etc.).

15 14 13 12 10 8

Preset Ability Scores by Archetype

Assign scores to match the NPC's primary role. The Arcane column marks Intelligence and Charisma with an asterisk — swap them if the caster uses Charisma (Sorcerer, Bard).

Ability Melee Ranged Divine Arcane Skill
BasicHeroic BasicHeroic BasicHeroic BasicHeroic BasicHeroic
Strength 1315 1113 1012 88 1012
Dexterity 1113 1315 88 1214 1214
Constitution1214 1214 1214 1012 1113
Intelligence910 1012 910 13*15* 1315
Wisdom 1012 910 1315 910 88
Charisma 88 88 1113 11*13* 910
* If the arcane caster's spellcasting relies on Charisma (Bard, Sorcerer), exchange Intelligence and Charisma scores.

Racial Ability Adjustments

Ability Dwarf Elf Gnome Half-Elf* Half-Orc* Halfling Human*
Strength −2−2
Dexterity +2+2
Constitution+2−2+2
Intelligence+2
Wisdom +2
Charisma −2+2+2
* Half-elves, half-orcs, and humans receive +2 to one ability score of your choice.

Step 3 — Skills

For a simplified approach, use the table below to find the number of skill selections for the NPC's class. The NPC receives a number of ranks in each selected skill equal to his total level. Choose skills mostly from the class skill list; apply the class-skill +3 bonus and the relevant ability modifier after all ranks are assigned.

Two-class NPCs: Start with the class that receives fewer selections — those skills gain ranks equal to total level. Then add the difference in selections from the second class, with ranks equal to that class's level only. Three or more classes require the precise rank-by-rank method.

PC Class Skill Selections NPC Class Skill Selections
Barbarian4 + Int modAdept2 + Int mod
Bard 6 + Int modAristocrat4 + Int mod
Cleric 2 + Int modCommoner2 + Int mod
Druid 4 + Int modExpert6 + Int mod
Fighter 2 + Int modWarrior2 + Int mod
Monk 4 + Int mod
Paladin 2 + Int mod
Ranger 6 + Int mod
Rogue 8 + Int mod
Sorcerer 2 + Int mod
Wizard 2 + Int mod
Humans receive one additional skill selection.

Step 4 — Feats

Assign class-granted feats first, then level feats (one per two levels beyond 1st; humans gain an extra at 1st level). Use the lists below as quick picks by combat archetype — you don't need to check prerequisites for NPCs built with these curated selections.

Arcane Caster
Arcane Strike, Combat Casting, Eschew Materials, Greater Spell Focus, Greater Spell Penetration, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Spell Focus, Spell Mastery, Spell Penetration, Toughness.
Divine Caster (with Channeling)
Alignment Channel, Channel Smite, Combat Casting, Command Undead, Elemental Channel, Extra Channel, Improved Initiative, Improved Channel, Iron Will, item creation feats (all), metamagic feats (all), Power Attack, Selective Channeling, Spell Focus, Spell Penetration, Toughness, Turn Undead.
Divine Caster (without Channeling)
Cleave, Combat Casting, Eschew Materials, Improved Initiative, Iron Will, item creation feats (all), Lightning Reflexes, metamagic feats (all), Natural Spell, Power Attack, Spell Focus, Spell Penetration, Toughness, Weapon Focus.
Melee — Finesse Fighter
Combat Expertise, Combat Reflexes, Dazzling Display, Deadly Stroke, Dodge, Greater Vital Strike, Improved Disarm, Improved Feint, Improved Trip, Improved Vital Strike, Mobility, Spring Attack, Shatter Defenses, Vital Strike, Weapon Finesse, Whirlwind Attack.
Melee — Unarmed Fighter
Combat Reflexes, Deflect Arrows, Dodge, Gorgon's Fist, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Medusa's Wrath, Mobility, Scorpion Style, Snatch Arrows, Spring Attack, Stunning Fist, Weapon Focus.
Melee — Mounted
Improved Critical, Improved Initiative, Mounted Combat, Power Attack, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Toughness, Trample, Weapon Focus.
Melee — Sword & Shield
Cleave, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Vital Strike, Power Attack, Shield Focus, Shield Master, Shield Slam, Two-Weapon Fighting, Vital Strike, Weapon Focus.
Melee — Two-Handed
Cleave, Great Cleave, Great Fortitude, Greater Vital Strike, Improved Bull Rush, Improved Critical, Improved Initiative, Improved Sunder, Improved Vital Strike, Power Attack, Vital Strike, Weapon Focus.
Melee — Two-Weapon
Combat Reflexes, Dodge, Double Slice, Greater Two-Weapon Fighting, Greater Vital Strike, Improved Critical, Improved Initiative, Improved Two-Weapon Fighting, Improved Vital Strike, Two-Weapon Defense, Two-Weapon Fighting, Two-Weapon Rend, Vital Strike, Weapon Focus.
Ranged
Deadly Aim, Far Shot, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Manyshot, Pinpoint Targeting, Point Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Shot on the Run, Vital Strike, Weapon Focus.
Skill (most NPC classes)
Armor Proficiency (all), Great Fortitude, Improved Initiative, Iron Will, Lightning Reflexes, Martial Weapon Proficiency, Run, Shield Proficiency, Skill Focus, Toughness.

Step 5 — Class Features

Fill in all class features — rage powers, rogue talents, channel energy, and spell selections. For spells, choose a variety for the highest two spell levels the NPC possesses; at all lower levels, pick a few reliable spells prepared multiple times. If the NPC is likely to appear in only one combat encounter, you may skip lower-level spells entirely and fill them in during play.

Step 6 — Gear

NPCs receive less gear than PCs of equal level. Use the table below as a budget; spend the listed amount per category, purchasing as few items as possible. Leftover gp from any category carries to another. Remaining funds represent coins and jewelry.

Campaign adjustments: Fast XP → treat NPC as 1 level higher. Slow XP → treat as 1 level lower. High fantasy → double values. Low fantasy → halve values.
Weapons
Normal, masterwork, or magic weapons; also offensive wands/staves (e.g. wand of scorching ray).
Protection
Armor, shields, and any item that augments AC or saving throws.
Magic
All other permanent magic items — most rings, rods, and wondrous items.
Limited Use
Alchemical items, potions, scrolls, wands with few charges, and charged wondrous items.
Gear
Standard nonmagical equipment; can be filled in during play. May also represent coins and jewelry.
Basic Lvl Heroic Lvl Total gp Weapons Protection Magic Limited Use Gear
1 260 gp 50 gp 130 gp 40 gp 40 gp
21 390 gp 100 gp 150 gp 40 gp 100 gp
32 780 gp 350 gp 200 gp 80 gp 150 gp
43 1,650 gp 650 gp 800 gp 100 gp 200 gp
54 2,400 gp 900 gp 1,000 gp 300 gp 200 gp
65 3,450 gp 1,400 gp 1,400 gp 450 gp 200 gp
76 4,650 gp 2,350 gp 1,650 gp 450 gp 200 gp
87 6,000 gp 2,700 gp 2,000 gp 500 gp 600 gp 200 gp
98 7,800 gp 3,000 gp 2,500 gp 1,000 gp800 gp 500 gp
109 10,050 gp 3,500 gp 3,000 gp 2,000 gp1,050 gp 500 gp
1110 12,750 gp 4,000 gp 4,000 gp 3,000 gp1,250 gp 500 gp
1211 16,350 gp 6,000 gp 4,500 gp 4,000 gp1,350 gp 500 gp
1312 21,000 gp 8,500 gp 5,500 gp 5,000 gp1,500 gp 500 gp
1413 27,000 gp 9,000 gp 8,000 gp 7,000 gp2,500 gp 500 gp
1514 34,800 gp 12,000 gp 10,500 gp9,000 gp2,800 gp 500 gp
1615 45,000 gp 17,000 gp 13,500 gp11,000 gp3,000 gp 500 gp
1716 58,500 gp 19,000 gp 18,000 gp16,000 gp4,000 gp 1,500 gp
1817 75,000 gp 24,000 gp 23,000 gp20,000 gp6,500 gp 1,500 gp
1918 96,000 gp 30,000 gp 28,000 gp28,000 gp8,000 gp 2,000 gp
2019 123,000 gp40,000 gp 35,000 gp35,000 gp11,000 gp2,000 gp
20 159,000 gp55,000 gp 40,000 gp44,000 gp18,000 gp2,000 gp

Step 7 — Details

With gear assigned, fill in the combat statistics. Account for any magic items that affect ability scores or skills before calculating derived values.

Attack & Damage
BAB + Str/Dex mod + weapon bonus + size modifier. Damage = weapon dice + Str mod (+ 1½ Str two-handed).
CMB & CMD
CMB = BAB + Str mod + size mod. CMD = 10 + BAB + Str mod + Dex mod + size mod.
Armor Class
10 + armor + shield + Dex mod + natural armor + size mod + deflection + other.
Initiative
Dex mod + Improved Initiative (if taken) + other modifiers.
Hit Points
Use average HD result per level (d6→4, d8→5, d10→6, d12→7) + Con mod per level. NPCs do not max HP at 1st level.
Personality & Identity
Name, alignment, religion, and 2–3 personality traits. Even one-encounter NPCs benefit from a memorable hook.