Add the adjustments below to the class-based statistics. Add and apply all adjustments, such as ability score adjustments. For example, a halfling gains a racial modifier of +2 to Dexterity (and thus a +1 Dex bonus) and a +1 bonus on all saves, which means that the finished character has a +2 Reflex save bonus. If a feat is duplicated, select a new one.
Each race or kind is linked to the race or creature description on Archive Three-Five. (Or it will be, given world enough and time.) Racial traits that always affect a skill check are already included in the adjustments to total skill bonuses.
The following notes explain or define certain terms used in the adjustments list.
–3 Ranks/Skill: Subtract 3 ranks from each skill modifier the NPC is listed as having at 1st level. (The NPC has Hit Dice as a monster and therefore doesn’t get 4 times its per-level skill ranks at 1st level.)
Large: The NPC’s attack and AC bonuses are 1 lower, and it takes a –4 penalty on Hide checks. The NPC’s weapon is larger, increasing damage (see the Increasing Weapon Damage by Size table). The creature has 10-foot reach.
Slow: The NPC’s base land speed is 20 feet instead of 30 feet.
Small: The NPC’s attack and AC bonuses are 1 higher, and it gains a +4 bonus on Hide checks. The NPC’s weapon is smaller, decreasing damage (see the Decreasing Weapon Damage by Size table).
Weapon Proficiency: Regardless of class, the NPC is proficient at least with simple weapons and weapons listed for its kind.
The statistics given here represent adjustments to a creature’s abilities and skills. If a creature has racial Hit Dice, this material includes relative adjustments to base attack bonus and skill modifiers. In addition to the adjustments noted below, add feats based on total Hit Dice and add the base creature’s special attacks and special qualities.
Aasimar (Planetouched): +2 Wis, +2 Cha. +2 Listen, +2 Spot.
Bugbear: +2 CR. +4 Str, +2 Dex, +2 Con, –2 Cha. +3d8 HD. +2 base attack. +1 Fort, +3 Ref, +1 Will. +3 natural armor. –3 ranks/skill, +2 Climb, +4 Hide, +2 Listen, +6 Move Silently, +2 Spot.
Derro: +3 CR. +4 Dex, +2 Con, –6 Wis, +6 Cha. +3d8 HD. +3 base attack. +1 Fort, +3 Ref, +3 Will. +2 natural armor. –3 ranks/skill, +2 Bluff, +7 Hide, +4 Listen, +7 Move Silently. Small. Speed 20 ft.
Doppelganger: +3 CR. +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha. +4d8 HD. +4 base attack. +1 Fort, +4 Ref, +4 Will. +4 natural armor. –3 ranks/skill, +9 Bluff, +8 Disguise, +4 Listen, +4 Sense Motive, +4 Spot.
Drow (Elf): +1 CR. +2 Dex, –2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot.
Dwarf, Duergar: +1 CR. +2 Con, –4 Cha. +1 Listen, +4 Move Silently, +1 Spot. Speed 20 ft.
Dwarf, Deep: +2 Con, –2 Cha. Speed 20 ft.
Dwarf, Hill [Common]: +2 Con, –2 Cha. Speed 20 ft.
Dwarf, Mountain: +2 Con, –2 Cha. Speed 20 ft.
Elf, Gray: –2 Str, +2 Dex, –2 Con, +2 Int. +2 Listen, +2 Search, +2 Spot.
Elf, High [Common]: +2 Dex, –2 Con. +2 Listen, +2 Search, +2 Spot.
Elf, Wild: +2 Dex, –2 Int. +2 Listen, +2 Search, +2 Spot.
Elf, Wood: +2 Str, +2 Dex, –2 Con, –2 Int. +2 Listen, +2 Search, +2 Spot.
Gnoll: +1 CR. +4 Str, +2 Con, –2 Int, –2 Cha. +2d8 HD. +1 base attack. +3 Fort. +1 natural armor. –3 ranks/skill, +2 Listen, +3 Spot.
Gnome, Forest: –2 Str, +2 Con, +2 Cha. +2 Craft (alchemy), +4 Hide, +2 Listen. Small. Speed 20 ft.
Gnome, Rock [Common]: –2 Str, +2 Con. +2 Craft (alchemy), +2 Listen. Small. Speed 20 ft.
Gnome, Svirfneblin: +1 CR. –2 Str, +2 Dex, +2 Wis, –4 Cha. +2 Fort, +2 Ref, +2 Will. +4 dodge bonus to AC. Small. Speed 20 ft.
Goblin: –2 Str, +2 Dex, –2 Cha. +4 Move Silently, +4 Ride. Small.
Half-Celestial: +1 CR (up to 5 HD), +2 CR (6–10 HD), +3 CR (11 or more HD). +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha. +1 natural armor. Wings (fly at double land speed). Add these modifiers to the base creature’s adjustments.
Half-Dragon: +2 CR. +8 Str, +2 Con, +2 Int, +2 Cha. +4 natural armor. Base creature’s Hit Die increases one size to max of d12 (no effect on class Hit Dice). If Large, it has wings (fly at double land speed). Add these modifiers to the base creature’s adjustments.
Half-Elf: +2 Diplomacy, +2 Gather Information, +1 Listen, +1 Search, +1 Spot.
Half-Fiend: +1 CR (up to 4 HD), +2 CR (5–10 HD), +3 (11 or more HD). +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha. +1 natural armor. Wings (fly at land speed). Add these modifiers to the base creature’s adjustments.
Half-Orc: +2 Str, –2 Int, –2 Cha.
Halfling, Deep: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Listen. Small. Speed 20 ft.
Halfling, Lightfoot [Common]: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Climb, +2 Jump, +2 Listen, +2 Move Silently. Small. Speed 20 ft.
Halfling, Tallfellow: –2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Listen, +2 Search, +2 Spot. Small. Speed 20 ft.
Hobgoblin: +2 Dex, +2 Con. +4 Move Silently.
Human: 1 extra feat. +1 skill (ranks = level +3).
Kobold: –4 Str, +2 Dex, –2 Con. +1 natural armor. +2 Craft (trapmaking), +2 Profession (miner), +2 Search. Small.
Lizardfolk: +1 CR. +2 Str, +2 Con, –2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. –3 ranks/skill, +5 Balance, +6 Jump, +6 Swim.
Mind Flayer: +8 CR. +2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6 Cha. +8d8 HD. +6 base attack. +2 Fort, +2 Ref, +6 Will. +3 natural armor. –3 ranks/skill, +8 Bluff, +6 Concentration, +8 Hide, +4 Intimidate, +8 Knowledge (any one), +8 Listen, +8 Move Silently, +4 Sense Motive, +8 Spot.
Minotaur: +4 CR. +8 Str, +4 Con, –4 Int, –2 Cha. +6d8 HD. +6 base attack. +2 Fort, +5 Ref, +5 Will. +5 natural armor. –3 ranks/skill, +3 Intimidate, +7 Listen, +4 Search, +7 Spot. Large.
Ogre: +2 CR. +10 Str, –2 Dex, +4 Con, –4 Int, –4 Cha. +4d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –3 ranks/skill, +3 Climb, +2 Listen, +2 Spot. Large. Speed 40 ft.
Ogre Mage: +8 CR. +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha. +5d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –3 ranks/skill, +8 Concentration, +8 Listen, +8 Spellcraft, +8 Spot. Large. Speed 50 ft.
Orc: +4 Str, –2 Int, –2 Wis, –2 Cha.
Tiefling (Planetouched): +2 Dex, +2 Int, –2 Cha. +2 Bluff, +2 Hide.
Troglodyte: +1 CR. –2 Dex, +4 Con, –2 Int. +2d8 HD. +1 base attack. +3 Fort. +6 natural armor. –3 ranks/skill, +6 Hide, +3 Listen. Multiattack.
Werebear (Lycanthrope): +5 CR. +2 Str, +2 Con, –2 Cha. +4 base attack. +5 Fort, +5 Ref, +2 Will. +2 natural armor. +2 Listen, +2 Spot, +4 Swim. Iron Will, Track. See description for bear and hybrid form. NPC loses gear in animal form.
Wereboar (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Cha. +2 natural armor. +2 base attack. +3 Fort, +3 Ref, +1 Will. +3 Listen, +3 Spot. See description for boar and hybrid form. NPC loses gear in animal form.
Wererat (Lycanthrope): +1 CR. +2 Dex, +2 Con, –2 Cha. +2 natural armor. +2 Fort, +2 Ref, +2 Will. +1 Hide, +1 Move Silently. Alertness, Iron Will. See description for rat or hybrid form. NPC loses gear in animal form.
Weretiger (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Int. +2 natural armor. +4 base attack. +5 Fort, +5 Ref, +2 Will. +3 Listen, +3 Spot. Alertness, Iron Will. See description for tiger or hybrid form. NPC loses gear in animal form.
Werewolf (Lycanthrope): +1 CR. +2 Str, –2 Int, +4 Wis, –2 Cha. +2 natural armor. +1 base attack. +3 Fort, +3 Ref, +0 Will. +1 Listen, +1 Spot. Iron Will, Track. See description for wolf or hybrid form. NPC loses gear in animal form.
| NPC Level | Value of Gear | NPC Level | Value of Gear | |
|---|---|---|---|---|
| 1st | 900 gp | 11th | 21,000 gp | |
| 2nd | 2,000 gp | 12th | 27,000 gp | |
| 3rd | 2,500 gp | 13th | 35,000 gp | |
| 4th | 3,300 gp | 14th | 45,000 gp | |
| 5th | 4,300 gp | 15th | 59,000 gp | |
| 6th | 5,600 gp | 16th | 77,000 gp | |
| 7th | 7,200 gp | 17th | 100,000 gp | |
| 8th | 9,400 gp | 18th | 130,000 gp | |
| 9th | 12,000 gp | 19th | 170,000 gp | |
| 10th | 16,000 gp | 20th | 220,000 gp |