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NPC Core

Chapter 1: NPC Gallery

Source NPC Core pg. 7
In this chapter, you'll find all kinds of NPCs across a variety of categories and roles. Each section includes stat blocks that fit a theme, sidebars with extra details, and a section of tidbits a GM can drop into a game using these NPCs. If you need to find an NPC by level, use the search feature and filter by the level range you need.

Because humans make up the majority of the population in most areas of Golarion, the stat blocks in this chapter are all humans. If you want to change the ancestry of a stat block, use the ancestry adjustments found here!

Troops

Source NPC Core pg. 7
Many sections include a type of creature called a troop. Rather than being an individual, a “creature” with the troop trait consists of multiple creatures working in tandem. Usually this means several weaker foes are combining forces to be a significant threat to a stronger enemy, such as the PCs. Think of them similar to swarms in that way—an individual spider isn't a threat to a low-level PC, and an individual soldier isn't a threat to a high-level PC.

Running Troops

Source NPC Core pg. 7
The rules for troops are found in the abilities troop defenses and troop movement. Troops are represented using four segments that are 10 feet on each edge and as tall as the members of the troop (usually Small or Medium creatures). They have roughly the footprint of a Gargantuan creature, but a more flexible shape. These squares are crowded with enemies, and when the troop is reduced to 2/3 or 1/3 of its initial HP, it loses a segment to represent the loss of forces. On a grid with miniatures, it's ideal to start out with 16 miniatures or tokens clustered in sets of four to represent troops; you can then remove four miniatures each time the troop's HP drops below a threshold. For troops made of Large creatures, (like cavalry), you can use four Large-size miniatures, and in some cases, you might want to use cardboard pawns or miniatures that represent multiple Medium or smaller creatures.

Their troop defenses protect them to some degree against effects that have individual targets, and instead of standard Strikes, the troop has special actions representing their coordinated attacks. This usually includes an ability that attacks in an emanation, acting as the troop's equivalent of a melee Strike.

The rules for troops—especially troop defenses—cover many circumstances where it's important that troops are not all one entity. However, the rules can't cover every possibility, and it's best to use common sense. If a player uses an ability you don't think works on a troop, discuss with that player, and “refund” actions spent based on mistaken assumptions.

Though troops lose four squares at a time to make the encounter easier to run, when they take damage troops are continually losing members, and it helps immerse the players in the fantasy of fighting against a huge troop of foes to describe this as it happens.

Troop Gear

Source NPC Core pg. 7
The gear that members of a troop carry is usually of negligible use to PCs of a suitable level to face the troops. Consequently, troop stat blocks don't list items.

Ancestry Adjustments

Source NPC Core pg. 167
Many kinds of people call Golarion home. While most are humans, many are not. For important NPCs, it is generally more effective to use the full creature creation rules if you have time. Sometimes, though, you need an NPC with a different ancestry in a hurry. Like the elite and weak adjustments detailed in Monster Core, the special adjustments found here can be used to quickly customize any human into one of many different ancestries.

As with any adjustments, these are meant to be fast, not comprehensive. It's best to check whether the adjustment makes the creature too powerful or contradicts other cultural precedents set in place. For example, when adding the lizardfolk adjustment to iruxi adapted to a desert environment, adding a swim Speed may not make sense.

These adjustments don't include ancestral weaponry, Hit Points, or attribute preferences. Additional adjustments to account for these should refer to the full character creation rules to ensure changes stay within level expectations.