Archives of Nethys

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Template Grafts | Universal Monster Rules


Class Grafts

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. As mentioned on page 128, 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.

Solarian

Source Alien Archive pg. 140
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 (see page 129).

Rather than using the full rules for a solarian’s stellar mode, use the stellar alignment universal creature rule (see page 156). 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 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 1: Solar manifestation, stellar alignment, black hole, and supernova.
CR 2: Solar manifestation, stellar alignment, black hole, supernova, and one 2nd-level stellar revelation.
CR 4: Solar manifestation, stellar alignment, black hole, supernova, and two 2nd-level stellar revelations.
CR 6: Solar manifestation, stellar alignment, black hole, supernova, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
CR 7: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 6th-level stellar revelation, and one 2nd-level stellar revelation.
CR 8: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, and two 6th-level stellar revelations.
CR 9: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, two 6th-level stellar revelations, and one zenith revelation.
CR 10: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, one 10th-level stellar revelation, one 6th-level stellar revelation, and one zenith revelation.
CR 13: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 10th-level stellar revelations, and one zenith revelation.
CR 14: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, one 14th-level stellar revelation, one 10th-level stellar revelation, and one zenith revelation.
CR 17: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, two 14th-level stellar revelations, and two zenith revelations.
CR 20: Solar manifestation, stellar alignment, black hole, supernova, flashing strikes, solarian’s onslaught, stellar apotheosis (see page 140), two 14th-level stellar revelations, and two zenith revelations.