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Spheres NPC Classes


Instead of the 20 level NPC classes in vanilla Pathfinder, we opt to use something a little more grounded to represent the ordinary people that populate the world. Characters built using these classes only reach a maximum of 6 levels, and don’t have any unique features other than numerical progressions, feats, and talents. By using the Spheres of Might and Power system, these NPCs can nevertheless be colorful and diverse in their abilities, without attaining a level of power that rivals adventurers.   When creating an NPC using these classes, choose any playable race as normal, and assign ability scores using 15 point buy, which is equivalent to the Elite array. NPCs may take traits and drawbacks as PCs.    

Combatant

Alignment: Any.   Hit Die: d8.   Class Skills
The combatant’s class skills (and the key ability for each skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), and Swim (Str).   Skill Ranks per Level: 4 + Int modifier.   Proficiencies: Combatants are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.  

Class Abilities

 
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialCombat Talents
1st +1 +2 +0 +0 Combat Training 0
2nd +2 +3 +0 +0 1
3rd +3 +3 +1 +1 1
4th +4 +4 +1 +1 2
5th +5 +4 +1 +1 2
6th +6/+1 +5 +2 +2 3

Combat Training

A combatant may combine combat spheres and talents to create powerful martial techniques. Combatants are considered Proficient practitioners. When they gain their first level in the combatant class, combatants may choose either Charisma, Intelligence or Wisdom as their practitioner modifier.    

Magician

Alignment: Any.   Hit Die: d4.   Class Skills
The magician’s class skills (and the key ability for each skill) are Craft (Int), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).   Skill Ranks per Level: 4 + Int modifier.   Proficiencies: Magicians are proficient with simple weapons. They are not proficient with any type of armor or shield.

Class Abilities

 
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialCaster LevelMagic Talents
1st +0 +0 +0 +2 Casting, spell pool 0 0 (+2)
2nd +1 +0 +0 +3 1 1
3rd +1 +1 +1 +3 2 1
4th +2 +1 +1 +4 3 2
5th +2 +1 +1 +4 3 2
6th +3 +2 +2 +5 4 3

Casting

A magician may combine spheres and talents to create magical effects. A magician is considered a Mid-Caster. (Note: All casters gain 2 bonus talents and a casting tradition the first time they gain the casting class feature.)  

Spell Pool

A magician gains a small reservoir of energy they can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.    

Specialist

  Alignment: Any.   Hit Die: d6.   Class Skills The specialist can choose any 10 skills to be class skills.   Skill Ranks per Level: 4 + Int modifier.   Proficiencies: The specialist is proficient in the use of all simple weapons and with light armor, but not with any type of shield.  

Class Abilities

 
LevelBase Attack BonusFort SaveRef SaveWill SaveSpecialCaster LevelBlended Training Talents
1st +0 +0 +2 +0 Specialization, Blended Training 0 0
2nd +1 +0 +3 +0 1 1
3rd +2 +1 +3 +1 1 1
4th +3 +1 +4 +1 2 2
5th +3 +1 +4 +1 2 2
6th +4 +2 +5 +2 3 3

Specialization

At 1st level, a specialist must choose whether to gain a martial tradition, or a casting tradition. If they choose a casting tradition, they are considered a Low-Caster, and also gain a spell pool which contains a number of spell points equal to their level + their casting ability modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest.  

Blended Training

A specialist gains a combat or magic talent every even level. If a specialist gains a magic talent without a casting tradition, they must choose a casting tradition, but they don’t gain the 2 bonus talents. Specialists use their casting ability modifier as their practitioner modifier, and they may choose either Charisma, Intelligence or Wisdom.


Cover image: by Daniil Rogachyov