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Quadded Statblocks Pathfinder

The document presents a framework for adapting Pathfinder RPG adventures to accommodate varying difficulty levels through 'quadded' statblocks, which provide four sets of statistics for each creature or NPC. This approach allows GMs to easily scale challenges for parties of different levels, enhancing gameplay without extensive preparation. The document emphasizes the balance between mechanical crunch and narrative fluff, catering to diverse play styles while ensuring an enjoyable experience for all players.

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0% found this document useful (0 votes)
3 views16 pages

Quadded Statblocks Pathfinder

The document presents a framework for adapting Pathfinder RPG adventures to accommodate varying difficulty levels through 'quadded' statblocks, which provide four sets of statistics for each creature or NPC. This approach allows GMs to easily scale challenges for parties of different levels, enhancing gameplay without extensive preparation. The document emphasizes the balance between mechanical crunch and narrative fluff, catering to diverse play styles while ensuring an enjoyable experience for all players.

Uploaded by

meta5x5
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

© 2016 J. Evans Payne 1

Benjamin Stephens (Order #43172445)


IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

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Quadded Statblocks to Enable Variable-Difficulty
Adventures in Pathfinder RPG © 2016 J. Evans Payne.

Introduction
approach will work similarly for any roleplaying game
What is This? system. Mechanically, the adjustments that will have to
be made will vary from RPG system to RPG system, but
This work proposes a new way of adapting roleplaying
the general approach of “quadding” remains the same.
game adventure content to a variety of challenge and
difficulty levels. This framework can be used to take an This approach is provided free of charge, for two reasons.
adventure, traditionally designed for an adventuring First, I genuinely feel that this is a useful, interesting
party of a certain level or narrow range of levels (e.g., alternative to other methods, and it’s worked really well
“4th-level PCs” or “for characters of 10th-12th level”), and for me over the decades as a GM myself.
make it playable and enjoyable for a group of PCs of any
Second, as a means of introducing GMs and players alike
level.
to the concept, since it’s used heavily throughout all
Although the nuts and bolts and language of this Infinium Game Studio RPG products.
document have been constructed to correspond to the
Enjoy!
Pathfinder Roleplaying Game (PFRPG) system, this

Variable Challenge
One of the things that has frustrated many GMs is that There are many advantages to this approach, not least of
adventures are almost universally designed for a specific which being the guarantee that all challenges (monsters,
level of challenge. Subtitles of most adventures even traps, and NPCs) are calibrated very specifically to that
feature the recommended level: “An adventure for 4th- narrow zone of difficulty. In the right hands, it lets a
level PCs.” designer/author construct challenges that are the right
balance: difficult enough to be rewarding, yet not
At most, you may see a very narrow range of PC levels
frustratingly impossible.
(e.g., “4th to 6th level”).
Limitations of the Traditional

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

Approach Wealth of Diversity


Monsters fare better and more clearly under this
The drawback, of course, is the narrowness of that range. approach. Encounters don’t just use a specific monster;
GMs wishing to run a module designed for 10th-level PCs, rather, a range of monster options is presented for a
for example, are either flat out of luck using an adventure variety of challenge levels.
designed for second-level parties. Veteran GMs can
certainly make it work by adapting the crunch, but even For example, there might be an encounter titled “Rats in
the most experienced GM is faced with some fairly the Cellar”. At CR 1, the PCs must face 2d4 Giant Rats in
intensive work to scale the content up or down to better the basement of the city tavern. At CR 5, they might
align with the PCs she is playing with. instead face 1d4 Dire Rats. And so on.

The degree to which a particular GM, or even gaming This provides a nice and believable variety to a spread of
group, enjoys perusing and tweaking game statistics— challenge levels… but has the inverse problem from the
“crunch”, in common parlance—varies, of course. Some Brute-Force approach, in that it can work well for
GMs love crunch, and spend a majority of their prep time monsters, but not as well for NPCs.
creating and refining their challenges to ensure the
crunch is accurate and appropriately challenging. On the “Rollercoaster Admission”
other end of the spectrum are “by the seat of their pants”
Amusement park rides often have yardsticks or other
GMs, who ignore crunch almost entirely, rarely referring
forms of height measurement, with warnings that “you
to stat blocks lest it distract from the focus of storytelling.
must be at least this tall to ride.” A similar approach can
Infinium Game Studios does not want to judge as to be applied to RPG adventures.
which approach is “better” or “worse”. What matters is
Each encounter in the adventure might have a “minimum”
that you have fun and enjoy yourselves! However, we do
or “suggested” level. If the PCs in your run-through of
want to make it as easy as possible to play our
the adventure aren’t at that level, then they either skip
adventures, no matter what level your PCs happen to be.
the encounter, or are presented with a different, easier
encounter.
Alternative Approaches
This approach can work quite well, but only in adventures
There are several ways of working around this limitation. that have a huge variety of encounters prepared to
Each has its own drawbacks, as follows. accommodate the possible variety of challenge. It also
detracts from the level of continuity or plot cohesion that
might be possible, and forces a great deal of repetition.
Brute-Force
Several products have found success with this approach, The IGS Approach to Variable
which involves creating an entire separate statblock entry
for each monster or NPC, at various levels of difficulty. Challenge
You end up with a page or more per entry: Joe
Swordsman, the NPC, may have a page’s worth of The Infinium Game Studio approach to offering variable
statblock for CR 1, another separate page for CR 5, and so difficulty in an RPG adventure is a marriage of these
on. The author typically just adds class levels to the approaches, mixed with a healthy dose of old-school,
basic, initial low-level definition. second-edition Monstrous Compendium formatting.
One huge advantage of this approach is that it’s easy to
simply pick the version of an NPC at the desired CR. Have Design Simply, Yet for A Range of
8th-level PCs? Then maybe the CR 8 version of the NPC is Difficulty
best to use.
Although the Pathfinder Roleplaying Game typically
This approach works fairly well with NPCs… but tends to deals with twenty levels of normal PC capability, there’s
consume a huge amount of paper-space, especially when often not a huge divide between one level and another.
you consider that in any given use of an adventure, the Tenth-level PCs might reasonably face an obstacle
GM will only ever pay attention to a small percentage of designed for eleventh- or ninth-level PCs, without too
the content presented. great a difference in their likelihood of survival.
Another drawback, more challenging to get around, is So instead of designing for twenty separate levels of
that this approach doesn’t apply well to monsters, for difficulty, a shorter list might work about as well. Four
whom it’s not so easy to apply class levels. levels of difficulty, each designed itself to represent a
subset range of challenge, can offer a reasonably
comprehensive variety, splitting the difference between a
one-size-fits-all approach, and a twenty-sizes-fits-all
approach.

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

Quadded Stat Blocks Locked Secret Wooden Door


Toward the goal of having an adventure that can be run 5” thick; Hardness 5; hp 60; Perception DC 16; Break
with PCs of various levels, all NPCs and monsters in DC 20; Disable Device DC 18
Infinium Game Studio releases have four separate sets
of statistics, using a four-stage spread of difficulty 5” thick; Hardness 5; hp 60; Perception DC 20; Break
ranges. DC 24; Disable Device DC 22

These represent iterations of the creature in four 5” thick; Hardness 5; hp 60; Perception DC 22; Break
distinct scales of challenge. These scales are referred to, DC 26; Disable Device DC 24
in ascending difficulty, as Low, Moderate, Advanced, and
5” thick; Hardness 5; hp 60; Perception DC 24; Break
Elite.
DC 28; Disable Device DC 26
Low-level statistics are the default, and are intended
for parties of 1st to 4th level PCs. Typically, the Low CR
for a creature will be in the range of fractional, up to 4.
Other NPC Considerations: Crunch
Moderate statistics present a bit more challenge, and
are meant for 5th to 8th level PCs. CRs can be in the range and Fluff
from 4-10.
“Crunch” is a term commonly used to refer to the dozens
Advanced creatures give even more of a fight, of statistics that describe a creature from the standpoint
representing CRs in the range of 10-15, and are meant for of raw game mechanics. Although there is a great deal of
adventurers of the same levels. flexibility in these stat blocks being used to convey flavor,
demeanor, behavior, and personality, such “softer” yet
Elite monsters and NPCs are the most evolved, and still important game elements are often referred to as
present formidable difficulty in the 12-20 CR range. “fluff”.
These stat blocks are designed for PCs above 15th level.
Each GM and player has their own relationship to these
The reference or appendix sections in the back of the game elements, and preferences as to their balance in
material should list out statblocks and information for all gameplay. Some groups live by crunch, and largely
four levels of difficulty; these are the “quadded” blocks. ignore fluff; adventures tend to be little more than an
In-line with their introduction in the bulk of the organized dungeon crawl, and min/maxing your PC’s
adventure, it’s perhaps easiest to present a single, character options and equipment is commonplace. Other
default, condensed statblock, using the Low values. groups focus solely on storytelling, and use game
This approach is designed to present the best of the mechanics only when it’s necessary to introduce a bit of
alternatives previously described: save space by randomness to the proceedings.
presenting four times the crunch simultaneously, yet You can have a great deal of fun at either end of the
present a variety of creature profiles supporting a wide spectrum, or anywhere in between! To support the
range of difficulties. various approaches to describing monsters and
characters, roleplaying content from Infinium Game
Quadded Challenge Blocks Studio takes the approach of providing a great deal of
crunch, and a great deal of fluff.
Skill challenges and checks, traps, poisons, and obstacles
may have quadded stat blocks as well. A lock that is Some may consider this overkill, and it’s likely that some
challenging for first-level rogues might not slow down a gaming groups will ignore a portion of what follows to
fifteenth-level rogue at all! focus on what matters most to their style of play. That’s
exactly as it is intended to be used: hopefully it has
In practice, the context matters. NPCs and monsters
everything you need, so you can use it however you like!
should almost always have quadded difficulty options;
locks and traps may only have a subset. This represents
the reality that although monsters and people might be of Quadded Stat Blocks and Default
advanced difficulty, cities and dungeons in a given Language
adventure tend to exist in a typical, average fantasy
realm—DC 50 Mythic-caliber locks simply might not even A creature’s fluff uses language assuming that you are
exist, let alone on every door in town! playing the Low level of difficulty version of that
creature. For example, the Low level of an NPC might
Below is an example of a door that has a quadded wield a run-of-the-mill rapier, and the Elite version
challenge block. The icons represent the scale of might instead use a +3 corrosive burst rapier; the
increasing difficulty; from top to bottom, they are Low, descriptions that accompany that NPC would refer merely
Moderate, Advanced, and Elite. to her rapier as the default equipment. Similarly, any

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

illustrations drawn will typically use imagery associated Quadded Stat Blocks
with Low-challenge gear and items.
Below factions is the list of quadded stat blocks. Note
that unless otherwise specified, bonuses and penalties
Header from all sources should be included already in the figures
The header is simply the name of the monster. NPCs provided. For example, the Attacks section should reflect
have a name, and also parenthetically their position, job ability score modifiers, skill and feat modifiers, special
title, profession, or how they are best known. ability / special quality modifiers, and modifiers derived
from the enhancement bonuses of the weapon itself.
Beneath this header is the subheading, which shows the
Challenge Rating of the creature, and the Experience The exception to this is effects coming from magical
Points to be awarded if they are defeated. Note that in weapons: for example, a corrosive light crossbow might
the context of quadded stat blocks, the CR/XP values show as dealing 1d8 damage. This value does not,
shown here are taken from the Low difficulty version however, include the corrosive effect, which normally
of the creature. causes the weapon to deal an additional 1d6 points of acid
damage when the effect is activated.
It’s worth noting that not every monster and NPC is
meant to be defeated in combat… in fact, the GM is Also of note is the Prepared Spells section. For NPCs
encouraged to award XP only for combat that is with class levels of a spellcasting class that must prepare
consistent with the alignment and characters of the PCs, spells in advance, this section reflects a suggested pool of
or if they are forced into combat by circumstances beyond spells that have been memorized or that are otherwise
their control. A Lawful Good Paladin, for example, should ready to cast. The GM is of course encouraged to modify
not reap XP for conducting a baseless murder spree of the list as she desires to fit the circumstances of
first-level townsfolk. gameplay; for example, if the party starts attacking
townsfolk willy-nilly, then spellcasters in town might be
more likely to ready defensive and combat spells.
Combat Tactics
Finally, the Treasure section in the stat blocks lists the
This section describes how the creature behaves prior to,
equipment normally carried or used by the creature.
and once in, combat. Some monsters are alarmingly
Gold, jewels, and non-combat items that do not have an
simple in this regard: “will fight the PCs on sight, and will
impact on game mechanics and crunch are not listed here.
fight to the death” is about as straightforward as you can
get, here. More nuanced NPCs may have a general
statement as to tactics, such as “will focus on melee Special Abilities
opponents first, and then move on to ranged enemies”. All special abilities, auras, special qualities, and other
Complex enemies may have a round-by-round description remarkable effects that apply to the creature are
of their approach, listing the spells or techniques they described here, in alphabetical order.
choose to employ at each step of the battle.
Note that this section lists a complete set of possible
Of course, as with most things, the GM is welcome to special abilities that apply to the creature taken from its
ignore this section entirely and play the creature as they
Elite stat block. Individual stat blocks above this
wish.
section will list out which special abilities / SQs apply to
the creature in its various forms of CR.
Description
With this, and the Feats section afterward, there is
All NPCs have some description here, conveying a general considerable duplication—many NPCs have Low-Light
sense of the character. Monsters might have a physical Vision, for example. This is by design, and speaks to a
description, or a walk-through of how they emerge to face common complaint among GMs: bestiaries and NPC
the party when discovered. listings are great for getting the vital details, but it’s often
hard to remember just exactly what the Power Attack
Appearance feat means.
This section refers to the physical appearance of the The intent with the Infinium Game Studios approach to
creature. This is particularly important for NPCs who do NPC and monster definitions is to make it as easy as
not have illustrations. possible to play a given creature, without having to refer
to multiple other rulebooks. GMs dancing among tomes,
Factions trying to cross-reference dozens of characteristics to
figure out what the creature does next is unsatisfying,
Nearly all NPCs belong, at least casually, to one or more wasteful of time, and takes everyone in the game out of
factions. Which factions, and the extent of their immersion—“hold on, let me remind myself what an
membership and involvement, are mentioned in this Alchemist’s Explosive Bombs are like” doesn’t exactly
section. keep players on the edge of their seats!

© 2016 J. Evans Payne, all rights reserved. 5

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

Feats a more explicit, prepared approach. Noteworthy


conversation topics and responses are described here.
All feats taken by the creature in its class level
progression are listed here, in alphabetical order. As with In certain cases, the PCs may be able to get more
the Special Abilities section, the list here is a superset of information if they are skilled at steering the dialogue in
everything that applies to the Elite version of the a certain direction, or if they simply provide a bribe. If
creature; specific feats taken at lower-challenge having sufficient skill or offering payment would reveal
iterations are listed in the Feats section of the quadded more than normal, or if the PCs can apply pressure to get
stat block. to the heart of the matter, skill challenges are listed here
as well, along with the response that success at such a
challenge will elicit.
Known Spells
Creatures of some spellcasting classes may only know a Often, such “additional’ dialogue will follow from
certain number of spells at a time. For those classes, and pressing the conversation on a topic that has been listed
only those classes, this section exists, and lists all of the earlier.
spells from which the creature might draw. This is a
useful section for GMs wishing to make changes to the Creating Variable-Challenge
Prepared Spells section.
Adventure Content
For classes who could theoretically memorize every single
spell in the world, this section is omitted. To create adventure content to the described approach of
variable challenge, the process is straightforward, if not
Treasure always simple:

If the creature carries wealth, jewels, or valuables beyond Step One: Identify the difficulty band (Low, Moderate,
their equipment listed earlier, such booty is described Advanced, or Elite) of the existing content or starting
here. Creatures whose only possessions are arms and point.
armor might not have this section at all. Step Two: Apply modifications to this starting point as
needed to increase and/or decrease the difficulty to
Habits and Logistics create versions of it for the other three difficulty bands.
NPCs tend to have habits, particularly those with jobs. How exactly you identify the default difficulty band, and
The Habits and Logistics section indicates where the what mechanically is required to increase or decrease
NPC can be found, when; typically there will be a difficulty, varies depending on the nature of the content
Daytime and a Nighttime listing here at minimum. involved.
Characters may more complex schedules as well, breaking
down their day into hour-by-hour chunks of time. Generally speaking, there are three kinds of content: Skill-
Related, DC-Related, and Creature-Based.
This is useful fluff for GMs wishing to introduce an NPC
in a manner that fits with the character’s habits.
The GM is King
Background In creating and converting content, use your head. Some
challenges are supposed to be easier than others! A very
Family history, dark deeds, secret agendas—it can all be simple lock that’s
found in the Background section of an NPC. Such
backstory might never be used at all, but sometimes,
simply having it in mind may help guide the GM as to the Skill-Related Obstacles
interaction and behavior of an NPC when questioned by Doors, locks, jumps, swimming—anything requiring a
the PCs. Skill Check or Ability Check fits this category.
To adapt an existing challenge, simply identify its
Conversation Difficulty Class, or DC. The following table summarizes
Some NPCs have a lot to say; others, not so much. the default difficulty band, and the work remaining to
Experienced GMs can create their own conversation trees adapt the content to other difficulty bands.
off the cuff in the midst of gameplay, but others may wish

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

Table 1: Adapting Skill-Related Obstacles to Variable Difficulty


Native DC Range Native Difficulty Band Work Required to Adapt to Variable Challenge
Under 20 Low Add +4 to +5 for Moderate difficulty

Add +8 to +10 for Advanced difficulty

Add +12 to +15 for Elite difficulty


20-25 Moderate Reduce -4 to -5 for Low difficulty

Add +4 to +5 for Advanced difficulty

Add +8 to +10 for Elite difficulty


25-30 Advanced Reduce -8 to -10 for Low difficulty

Reduce -4 to -5 for Moderate difficulty

Add +4 to +5 for Elite difficulty


30+ Elite Reduce -12 to -15 for Low difficulty

Reduce -8 to -10 for Moderate difficulty

Reduce -4 to -5 for Advanced difficulty

To adapt an existing challenge, simply identify the


DC-Related Obstacles Difficulty Class, or DC, of its Save(s). The following
table summarizes the default difficulty band, and the
Traps are typically the most common such obstacle. But
work remaining to adapt the content to other difficulty
really, any obstacle or encounter with a Save instead of a
bands.
Skill Check may fit the mold.

Table 2: Adapting DC-Related Obstacles to Variable Difficulty


Native DC Range Native Difficulty Band Work Required to Adapt to Variable Challenge
Under 15 Low Add +2 to +4 for Moderate difficulty

Add +4 to +8 for Advanced difficulty

Add +6 to +12 for Elite difficulty


16-20 Moderate Reduce -2 to -4 for Low difficulty

Add +2 to +4 for Advanced difficulty

Add +4 to +8 for Elite difficulty


21-25 Advanced Reduce -4 to -8 for Low difficulty

Reduce -2 to -4 for Moderate difficulty

Add +2 to +4 for Elite difficulty


25+ Elite Reduce -6 to -12 for Low difficulty

Reduce -4 to -8 for Moderate difficulty

Reduce -2 to -4 for Advanced difficulty

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

with between 1-4 Class Levels, and the CR will result in


Creature-Based Challenges something below 4.
For the purposes of this topic, there is a notable
difference between “monsters” and “NPCs”. Specifically, Native Monsters
any creature to which class levels are applied already as “Native” in this context simply means “whatever the
a starting point should be considered an NPC. Most non- monster is presented as in its definition”. For any
character, non-humanoid creatures have hit dice instead published RPG product with a creature in it, that creature’s
of class levels, and should be considered monsters in “native” statistics are as they are published.
this context.
The difference hinges on what your options as a GM are Summary
to increase or reduce the formidability of the creature.
Whether you’re taking an existing monster from a
published source, or creating a brand-new NPC from
Creating New NPCs scratch, your first step in adapting it to variable difficulty
Your first step should be to construct a Low-caliber version remains the same: Figure out which level of variable
of the monster or NPC you have in mind. With NPCs, this difficulty the monster fits into by default.
can be quite straightforward: simply create a character Use the following approach summary to guide further
modifications.

Table 3: Adapting Monsters or Existing NPCs to Variable-Challenge Content


Native CR Native Difficulty
Range Band Work Required to Adapt to Variable Challenge
0 to 4 Low Add ~4 class levels / hit dice for Moderate difficulty

Add ~8 class levels and apply Advanced template for Advanced difficulty

Add ~12 class levels and apply Advanced and Giant templates for Elite
difficulty
4 to 10 Moderate Apply Young template and possibly subtract class levels / hit dice for
Low difficulty

Add ~4 class levels and apply Advanced template for Advanced difficulty

Add ~8 class levels and apply Advanced and Giant templates for Elite
difficulty
11 to 15 Advanced Apply Young template with additional handicaps for Low difficulty

Apply Young template and possibly handicap for Moderate difficulty

Add ~4 class levels and apply Advanced and/or Giant templates for Elite
difficulty
16 to 20 Elite Apply Young template with additional handicaps for Low difficulty

Apply Young template with additional handicaps for Moderate difficulty

Apply Young template and possibly handicap for Advanced difficulty

For Class Levels, the safe and simple bet is to use class
Increasing a Creature’s Difficulty Band levels that the NPC has already, and work in “chunks” of
four class levels per difficulty band. As with all other
aspects of this topic, however, the GM should use
NPCs common sense: four levels of Commoner, for example,
There are two things you need to do: add or remove class aren’t quite the difference in difficulty that four levels of
levels, and improve or degrade the NPC’s equipment. Barbarian would be!

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

If you’re tweaking an 8th-level rogue, for example, she creature +2 to all Dex-based rolls, –2 on all other rolls, and
would start out as a Moderate challenge, and you’d have to penalize the creature’s hit points by –2 hp per HD.
to remove about 4 rogue levels to reduce her to a Low
With creatures with a CR greater than 5, however, more
challenge.
extreme measures are necessary.

Monsters “Infantilizing” Templates


The easiest scenario is if the monster’s native CR is 4 or The concept here is that you apply a more aggressive
less. Simply apply additional racial hit dice, about 4 per Young template. Instead of the penalties listed in the
difficulty band, to improve the monster. There is an Quick Rules, increase the penalties: so to reduce a natively
entire section in the Pathfinder Roleplaying Game rules Elite creature to Advanced, you might handicap it by +2 to
about Monster Advancement, found here. all Dex-based rolls, –6 on all other rolls, and to penalize
It’s worth noting that merely adding hit dice will make the creature’s hit points by –6 hp per HD.
the creature harder to kill, but may not otherwise affect The exact quantification of these handicaps is up to the GM,
its abilities. Taking a CR 1 creature and adding 12 hit but a good rule of thumb is -2 to -4 for each difficulty band
dice won’t do much to make the beast more challenging; you wish to move down.
it’ll just take a few more rounds for higher-level PCs to
destroy. You might also consider using the more complex Rebuild
Rules of the Young template: AC reduce natural armor by
It’s recommended, therefore, that at the Advanced –4 (minimum +0); Attacks decrease damage dice by 1
difficulty band, you also apply the Advanced creature step; Ability Scores –4 Strength, –4 Con, per reduction in
template (rules can be found here), as well as adding 4 difficulty band.
racial hit dice.
If taking this approach, you should also consider reducing
Similarly, to move a beast from Advanced to Elite, take the DC of a monster’s Special Abilities in similar fashion
the creature with the Advanced template applied, add 4 (see below).
more racial hit dice, and top it off with applying the
Giant template (rules found here). Reducing Hit Dice
The GM should use common sense, and fine-tune things This is a brutally straightforward approach: simply remove
as needed to produce a reasonable challenge. Monsters racial hit dice, and all that goes with it. A monster that is
with poisoned attacks, for example, can have the DC of an Ooze 12 natively would be an Advanced challenge by
their venom increased; consider boosting this default; adapting it to a Moderate beast might reduce it to
independently of other improvements listed above. an Ooze 8.
In practice, this is effectively a combination of other
Hybrid Monsters: Creatures with approaches, but for very straightforward monsters, simply
Class Levels reducing HD and hp may be sufficient to lower its
Some creatures have class levels, that we might challenge.
otherwise consider to be monsters in the traditional
sense. For example, a Kobold Shaman might be a Weakening or Removing Special Abilities
Kobold, but might also have 2 levels of Sorcerer. Part, if not all, of the challenge of higher-CR monsters lies
in their Special Abilities. Poison, disease, and spell
It’s up to the GM as to which method or combination of
effects, just as starting points, can be quite formidable,
methods to use to improve and reduce difficulty here.
even for higher-level PCs.
Typically, treating the creature as an NPC, and adding
class levels and tweaking equipment, will produce a When weakening the difficulty of a monster with such
more formidable result than merely applying hit dice and abilities, you may wish to forcibly reduce the DC. Use
templates. Table 2: Adapting DC-Related Obstacles to Variable
Difficulty (page 7) as a reference for the DC of obstacles
Handicapping High-CR Monsters at various difficulty bands, and adjust to fit the
appropriate range.
Creating a Low-challenge monster out of a natively higher
CR beast can be more awkward. For particularly challenging Special Abilities—for
example, those that introduce death effects or could
For monsters with a CR higher than 4, you should otherwise slay one or more PCs outright—you may wish to
“weaken” or handicap the creature in some manner. One remove the ability altogether when adjusting down the
simple approach is to apply the Young template, which difficulty curve, particularly when moving from an
reduces the CR by 1. More detail can be found here, but the Advanced or Elite monster to a Low-challenge monster.
simple rules for creating a Young creature is to grant the

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Swapping Out Monsters no other choice than to swap out the monster with another
one that is suitably low-CR.
If it’s not feasible, or would be comical, to use any
combination of the above approaches to reduce a monster’s A good example of this is the dreaded Tarrasque—it would
challenge to fit lower difficulty bands, then you may face be a sin against the very concept of this creature to attempt
to produce a CR 4 version of it!

Example Quadded NPC


The following NPC is taken from the adventure Dark Obelisk: Berinncorte, by Infinium Game Studio.

Aramil Xiloscient (Apothecary)


CR 3; XP 800

Combat Tactics
Aramil will defend his secret laboratory (see below) to
the death, for he knows full well that discovery would
mean his death, or at best, life imprisonment by the
authorities. Outside of that, however, he tries to live a
secretive, simple life of transacting the business of a
seemingly straightforward village apothecary, and as
such will avoid armed conflict if he feels it’s not
absolutely necessary to defend his secrets.

Description
The town’s apothecary hides a deep secret—
experimentation on sentient life. Behind an illusory wall
and secret door in the city’s Lower-Class Residential
District, he conducts his gruesome and macabre
experiments on all manner of creature—particularly lost
souls who run afoul of his trickery. Some vaguely moral
part of him realizes it’s a horrible, terrible thing he
does… but he feels driven to do it, and justifies it by
taking exceptionally detailed notes. Though he has yet to
demonstrate or prove anything conclusive or useful, he
believes wholeheartedly that his actions will ultimately
be justified once he finds something truly remarkable via
what others may simply view as torture and dissection.

Appearance
A half-elf he may be, but Aramil appears an
amalgamation of sinister features from various races.
His jawbone and facial structure seem reptilian, as
though perhaps there is some lizardfolk in his family tree
(there is, in fact, though Aramil himself is unaware of this as fact). His eyes are uncannily bright, vibrant, and soulful,
giving a clear genetic tip of the hat to his elven mother. His insincere smile and gleaming teeth evoke the very essence of
human deceit, and his physical frame and silhouette seem almost verminlike in shape and movement.

Factions
He will admit to being a Liquid Guardian, though most likely will not bring it up on his own.
Part of his secret is membership in the Inner Circle of the Meatsmiths faction; since he is obviously not a butcher, mere
knowledge of this membership would be enough to raise eyebrows as to his true purpose.
Low Moderate Advanced Elite
CR / XP CR 3; XP 800 CR 7; XP 3,200 CR 11; XP 12,800 CR 17; XP 102,400
Sex / Race Male Half-Elf; CE Medium humanoid (elf, human)

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Class Alchemist 4 Alchemist 8 Alchemist 12 Alchemist 18


Initiative +1 +1 +2 +2
Senses Low-Light Vision, Low-Light Vision, Low-Light Vision, Low-Light Vision,
Perception +6 Perception +6 Perception +6 Perception +9
DEFENSE
Armor AC 12, touch 11, ff 11 AC 13, touch 11, ff 12 AC 16, touch 12, ff 14 AC 15, touch 12, ff 13
Class (+1 Dex, +1 padded (+1 Dex, +2 padded (+2 Dex, +4 padded (+2 Dex, +3 ghost
armor) armor +1) armor +3) touch padded armor
+2)
hp / HD 25 (4d8)+4 43 (8d8)+8 61 (12d8)+12 90 (18d8)+18
Saves Fort +7, Ref +5, Fort +10, Ref +8, Fort +11, Ref +12, Fort +14, Ref +15,
Will +7 Will +9 Will +10 Will +13
+2 vs. enchantment spells +2 vs. enchantment spells +2 vs. enchantment spells +2 vs. enchantment spells
and effects; +2 vs. poison and effects; +6 vs. poison and effects and effects

Defensive - - Immune to poison Immune to poison


Abilities
OFFENSE
Movement Speed 30 ft. Speed 30 ft. Speed 30 ft. Speed 30 ft.
Attacks Ranged light Ranged light crossbow Ranged +1 corrosive Ranged +2 corrosive
crossbow +4 (1d8/19- +7/+2 (1d8/19-20) or light crossbow light crossbow
20) or Ranged dart +7/+2 (1d +12/+7 (1d8+1 + 1d6 +17/+12/+7 (1d8+2/19-
Melee dagger +1 (1d4- 4-2) or acid/19-20) 20) or
2/19-20) or Melee +1 dagger Ranged dart +11/+6 (1 Ranged dart +15/+10/
Ranged dagger +5/+0 (1d4-1/19- d4-2) or +5 (1d4-2) or
(thrown) +4 (1d4-2/19- 20) or Melee dagger +7/+2 (1 Melee dagger +11/+6/+
20) or Ranged +1 dagger d4-2/19-20) or 1 (1d4-2/19-20) or
Ranged dart +4 (1d4- (thrown) +8/+3 (1d4- Ranged dagger Ranged dagger
2) or 1/19-20) or (thrown) +11/+6 (1d4- (thrown) +15/+10/+5 (
Ranged bomb +5 (1d6+ Ranged bomb +8/+3 (1 2/19-20) or 1d4-2/19-20) or
2) d6+2) Ranged bomb +12/+7 ( Ranged bomb +16/+11/
1d6+2) +6 (1d6+2)
Space / Space 5 ft.; Reach 5 ft.
Reach
Special Bomb, Explosive Acid Bomb, Blinding Acid Bomb, Blinding Acid Bomb, Blinding
Attacks Missile, Throw Bomb, Bomb, Explosive Bomb, Bomb, Explosive Bomb, Bomb, Explosive
Anything Missile, Throw Bomb, Explosive Bomb, Explosive
Anything Missile, Smoke Bomb, Missile, Precise Bombs,
Throw Anything Smoke Bomb,
Tanglefoot Bomb,
Throw Anything
Prepared Alchemist (CL 4th): Alchemist (CL 8th): Alchemist (CL 12th): Alchemist (CL 18th):
Spells 2nd - blur (DC 3rd - haste, tongues 4th - fire shield, 5th - dust form,
14), invisibility (DC 14) 2nd - alchemical restoration, stoneskin nightmare, polymorph,
1st - disguise allocation, barkskin, blur, 3rd - fly , haste, remove spell resistance
self, identify, see invisibility (2x) disease, tongues 4th - discern lies, fire
alignment, shield 1st - disguise self, identify 2nd - aid, alchemical shield, restoration,
(2x), see alignment, shield allocation, barkskin, blur, stoneskin, vitriolic mist
invisibility (2x) 3rd - fly, gaseous form,
1st - disguise self, identify haste, remove disease,
(2x), see alignment, shield, tongues
vocal alteration 2nd - aid, alchemical
allocation, barkskin, blur,
invisibility (2x)
1st - disguise self, identify
(2x), see alignment, shield,
vocal alteration

STATISTICS, SKILLS, & FEATS

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IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG

Statistics Str 7, Dex 12, Con 13, Str 7, Dex 13, Con 13, Str 7, Dex 14, Con 13, Str 7, Dex 14, Con 13,
Int 15, Wis 19, Cha 6 Int 15, Wis 19, Cha 6 Int 15, Wis 19, Cha 6 Int 15, Wis 20, Cha 6
Core Base Atk +3; Base Atk +6; Base Atk +9; Base Atk +13;
Attack CMB +1; CMD 12 CMB +4; CMD 15 CMB +7; CMD 19 CMB +11; CMD 23
Feats Brew Potion, Great Brew Potion, Extra Bombs, Brew Potion, Extra Bombs, Alertness, Blind-Fight,
Fortitude, Iron Will, Skill Great Fortitude, Iron Will, Great Fortitude, Improved Brew Potion, Extra Bombs,
Focus (Craft (Alchemy)), Master Alchemist, Skill Iron Will, Iron Will, Fleet, Great Fortitude,
Throw Anything Focus (Craft (Alchemy)), Lightning Reflexes, Master Improved Iron Will, Iron
Throw Anything Alchemist, Skill Focus Will, Lightning Reflexes,
(Craft (Alchemy)), Throw Master Alchemist, Skill
Anything Focus (Craft (Alchemy)),
Throw Anything

Skills Acrobatics +1, Appraise Acrobatics +1, Appraise Acrobatics -1, Appraise Acrobatics -1, Appraise
+6, Bluff -1, Climb -2, +7, Artistry +2, Bluff +1, +8, Artistry +2, Bluff +3, +10, Artistry +2, Bluff +5,
Craft (Alchemy) +16, Craft Climb -2, Craft (Alchemy) Climb -5, Craft (Alchemy) Climb -5, Craft (Alchemy)
(Untrained) +2, +18, Craft (Untrained) +2, +25, Craft (Untrained) +2, +31, Craft (Untrained) +2,
Diplomacy -2, Disguise -2, Diplomacy -2, Disguise -2, Diplomacy -2, Disguise -2, Diplomacy -2, Disguise -2,
Escape Artist +1, Fly +1, Escape Artist +1, Fly +1, Escape Artist -1, Fly -1, Escape Artist -1, Fly -1,
Heal +11, Intimidate -2, Heal +14, Intimidate -2, Heal +17, Intimidate -2, Heal +24, Intimidate -2,
Knowledge (Arcana) +7, Knowledge (Arcana) +11, Knowledge (Arcana) +17, Knowledge (Arcana) +23,
Knowledge (Local) +3, Knowledge (Local) +6, Knowledge (Local) +8, Knowledge (Local) +8,
Knowledge (Nature) +9, Knowledge (Nature) +13, Knowledge (Nature) +17, Knowledge (Nature) +23,
Perception +6, Perform Perception +6, Perform Perception +6, Perform Perception +9, Perform
(Untrained) -2, Profession (Untrained) -2, Profession (Untrained) -2, Profession (Untrained) -2, Profession
(Herbalist) +11, Ride +1, (Herbalist) +11, Ride +1, (Herbalist) +11, Ride -1, (Herbalist) +12, Ride -1,
Sense Motive +4, Sleight Sense Motive +4, Sleight Sense Motive +4, Sleight Sense Motive +7, Sleight
of Hand +5, Stealth +2, of Hand +7, Stealth +4, of Hand +5, Stealth +4, of Hand +10, Stealth +7,
Survival +8, Swim -2 Survival +11, Swim -5 Survival +15, Swim -5 Survival +20, Swim -5

Language Common, Abyssal, Elven, Giant


s
Special Adaptability, Alchemy, Adaptability, Alchemy, Adaptability, Alchemy, Adaptability, Alchemy,
Qualities Brew Potion, Elf Blood, Brew Potion, Elf Blood, Brew Potion, Elf Blood, Brew Potion, Elf Blood,
Elven Immunities, Keen Elven Immunities, Keen Elven Immunities, Keen Elven Immunities, Healing
Senses, Low-Light Vision, Senses, Low-Light Vision, Senses, Low-Light Vision, Touch, Instant Alchemy,
Multitalented, Mutagen, Multitalented, Mutagen, Multitalented, Mutagen, Keen Senses, Low-Light
Poison Resistance, Poison Poison Resistance, Poison Poison Resistance, Poison Vision, Multitalented,
Use, Spontaneous Healing, Use, Spontaneous Healing, Use, Spontaneous Healing, Mutagen, Persistent
Swift Alchemy Swift Alchemy, Swift Swift Alchemy, Swift Mutagen, Poison
Poisoning Poisoning Resistance, Poison Use,
Spontaneous Healing,
Swift Alchemy, Swift
Poisoning

Treasure padded armor; padded armor +1 (w/ padded armor +3; ghost touch padded
crossbow bolts (20); luck save bonus +1); crossbow bolts (20); armor +2; crossbow
dagger (x5); dart (x5); crossbow bolts (20); dagger (x5); dart (x5); bolts (20); dagger (x5);
formula book; bomb; dagger +1; dagger (x4); formula book; bomb; dart (x5); formula
light crossbow dart (x5); formula corrosive light book; bomb; corrosive
book; bomb; light crossbow +1 light crossbow +2
75 gp
crossbow
615 gp 913 gp
180 gp

MAGIC
Spells per Alchemist: Alchemist: Alchemist: Alchemist:
Day 0/4/2/0/0/0/0/0/0 0/5/5/2/0/0/0/0/0 (0/6/6/4/3/0/0/0/0 0/6/6/5/5/4/3/0/0
DC: 13+spell level DC: 13+spell level DC: 13+spell level DC: 13+spell level

Special Abilities Acid Bomb* When the alchemist creates a bomb, he can choose to have it
inflict acid damage. Creatures that take a direct hit from an acid bomb take
an additional 1d6 points of acid damage 1 round later.
Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 1st level.

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Alchemy (Su) When using Craft (Alchemy) to create an alchemical item, more bestial, granting you a +2 natural armor bonus and a +4 alchemical
you gains a +18 competence bonus on the Craft (alchemy) check. In bonus to the selected ability score for 180 minutes. In addition, while the
addition, you can use Craft (Alchemy) to identify potions as if using Detect mutagen is in effect, you take a -2 penalty to one of your mental ability
Magic. He must hold the potion for 1 round to make such a check. scores. If the mutagen enhances your Strength, it applies a penalty to your
Blinding Bomb* (Su) When you create a bomb, you can choose for it to Intelligence. If it enhances your Dexterity, it applies a penalty to your
detonate very brightly. Creatures that take a direct hit from a blinding bomb Wisdom. If it enhances your Constitution, it applies a penalty to your
are blinded for 1 minute unless they succeed at a Fortitude save. Creatures Charisma. A non-alchemist who drinks a mutagen must make a DC 21
in the splash area that fail their saves against the bomb are dazzled for 1 Fortitude save or become nauseated for 1 hour - a non-alchemist can never
minute. This is a light effect. gain the benefit of a mutagen, but an alchemist can gain the effects of
another alchemist's mutagen if he drinks it. (Although if the other alchemist
Bomb (Su) You can use 22 bombs each day. Bombs are considered weapons
creates a different mutagen, the effects of the "stolen" mutagen
and can be selected using feats such as Point-Blank Shot and Weapon Focus.
immediately cease.) The effects of a mutagen do not stack. Whenever an
On a direct hit, your bomb inflicts 1d6+2 points of fire damage. Your bombs
alchemist drinks a mutagen, the effects of any previous mutagen
also inflict an additional 8d6 points of fire damage that is not multiplied on
immediately end.
a critical hit or by using feats such as Vital Strike. Splash damage from an
your bomb is always equal to the bomb's minimum damage (11). Those Persistent Mutagen (Su) The effects of your mutagens last for 18 hours.
caught in the splash damage can attempt a DC 21 Reflex save for half Poison Resistance (Ex) You are completely immune to poison.
damage. Poison Use (Ex) You are trained in the use of poison and cannot
Brew Potion (Ex) You receive Brew Potion as a bonus feat. You can brew accidentally poison yourself when applying poison to a weapon.
potions of any formulae you know (up to 3rd level), using your alchemist Precise Bombs Whenever the alchemist throws a bomb, he can select a
level as caster level. The spell must be one that can be made into a potion. number of squares equal to his Intelligence modifier that are not affected
You do not need to meet the prerequisites for this feat. by the splash damage from his bombs. If the bomb misses, this discovery
Elf Blood (Ex) Half-elves count as both elves and humans for any effect has no effect.
related to race. Smoke Bomb* When the alchemist creates a bomb, he can choose to have
Elven Immunities (Ex) Half-elves are immune to magic sleep effects and it create a cloud of thick smoke when it detonates. The cloud functions as
get a +2 racial saving throw bonus against enchantment spells and effects. fog cloud, filling an area equal to twice the bomb's splash radius for 1 round
Explosive Bomb* The alchemist's bombs now have a splash radius of 10 per level.
feet rather than 5 feet. Creatures that take a direct hit from an explosive Spontaneous Healing (Ex) You gain the ability to heal from wounds
bomb catch fire, taking 1d6 points of fire damage each round until the fire rapidly. As a free action once per round, you can heal 5 hit points as if you
is extinguished. Extinguishing the flames is a full-round action that requires had the fast healing ability. You can heal 90 hit points per day in this
a Reflex save. Rolling on the ground provides the target with a +2 to the manner. If you fall unconscious because of hit point damage and you still
save. Dousing the target with at least 2 gallons of water automatically have healing available from this ability, the ability activates automatically
extinguishes the flames. each round until you are conscious again or the ability is depleted for the
Explosive Missile (Su) As a standard action, the alchemist can infuse a day.
single arrow, crossbow bolt, or one-handed firearm bullet with the power Swift Alchemy (Ex) You can create alchemical items with astounding
of his bomb, load the ammunition, and shoot the ranged weapon. He must speed. It takes you half the normal amount of time to create alchemical
be proficient with the weapon in order to accomplish this. When the infused items, and you can apply poison to a weapon as a move action.
ammunition hits its target, it deals damage normally and detonates as if the Swift Poisoning (Ex) You can apply a dose of poison to a weapon as a swift
alchemist had thrown the bomb at the target. If the explosive missile action.
misses, it does not detonate.
Tanglefoot Bomb* (Su) A creature that takes a direct hit from a tanglefoot
Healing Touch (Ex) You gain the ability to heal other creatures. As a bomb must save against the bomb's DC or be entangled and glued to the
standard action, you may touch a creature and apply 1 round's effect of your floor as if it had failed its save against a tanglefoot bag (see page 160 of the
spontaneous healing discovery to that creature; this counts toward your Core Rulebook). Creatures in the splash area that fail their saves are
spontaneous healing limit for the day. Your daily limit for hit points healed entangled but not glued to the floor; those who make this save are not
by spontaneous healing increases to 5 times your alchemist level. This entangled at all.
ability only functions if the target is the same type of creature (humanoid,
Throw Anything (Ex) You gain the Throw Anything feat as a bonus feat.
undead, and so on) as you.
You add your Intelligence modifier to damage done with splash weapons,
Immunity to Poison (Ex) You never take poison damage. including the splash damage if any. This bonus damage is already included
Instant Alchemy (Ex) You can create alchemical items with almost in the bomb class feature.
supernatural speed. You can create any alchemical item as a full-round
action if you succeed at the Craft (Alchemy) check and have the appropriate Feats
resources at hand to fund the creation. You can apply poison to a weapon
as an immediate action. Alertness You often notice things that others might miss. You get a +2
bonus on Perception and Sense Motive skill checks. If you have 10 or more
Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill checks. ranks in one of these skills, the bonus increases to +4 for that skill.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Blind-Fight You are skillled at attacking opponents that you cannot clearly
Characters with low-light vision have eyes that are so sensitive to light that perceive. In melee, every time you miss because of concealment, you can
they can see twice as far as normal in dim light. Low-Light Vision is color
reroll your miss chance percentile roll one time to see if you actually hit. An
vision. A spellcaster with low-light vision can read a scroll as long as even
invisible attacker gets no advantages related to hitting you in melee. That
the tiniest candle flame is next to her as a source of light. Characters with
is, you don't lose your Dexterity bonus to Armor Class, and the attacker
low-light vision can see outdoors on a moonlit night as well as they can doesn't get the usual +2 bonus for being invisible. The invisible attacker's
during the day. bonuses do still apply for ranged attacks, however. You do not need to make
Multitalented (Ex) Half-elves choose two favored classes at first level and Acrobatics skill checks to move at full speed while blinded.
gain +1 hit point or +1 skill point whenever they take a level in either one
Brew Potion You can create magic potions. You can create a potion of any
of those classes.
3rd-level or lower spell that you know and that targets one or more
Mutagen (Su) You know how to create a mutagen that you can imbibe in creatures or objects. Brewing a potion takes 2 hours if its base price is 250
order to heighten your physical prowess at the cost of your personality. It gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its
takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent base price. When you create a potion, you set the caster level, which must
until used. You can only maintain one dose of mutagen at a time - if you be sufficient to cast the spell in question and no higher than your own level.
brews a second dose, any existing mutagen becomes inert. A mutagen that To brew a potion, you must use up raw materials costing one half this base
is not in your possession becomes inert until an alchemist picks it up again. price. See the magic item creation rules in Chapter 15 for more information.
When you brew a mutagen, you select one physical ability score - either When you create a potion, you make any choices that you would normally
Strength, Dexterity, or Constitution. It's a standard action to drink a make when casting the spell. Whoever drinks the potion is the target of the
mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and spell.

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Extra Bombs You can throw more bombs per day. You can throw two Sometimes this is just for a laugh; other times, it's to
additional bombs per day. Special - You can gain Extra Bombs multiple
times. Its effects stack.
revenge a perceived wrongdoing.
Fleet You are faster than most. While you are wearing light or no armor,
Conversation
your base speed increases by 5 feet. You lose the benefits of this feat if you
carry a medium or heavy load.
Great Fortitude You are resistant to poisons, diseases, and other deadly What do you think of Berinncorte?
maladies. You get a +2 bonus on all Fortitude saving throws.
Improved Iron Will Your clarity of thought allows you to resist mental
“It’s a town, isn’t it? Got people, and people need
attacks. Once per day, you may reroll a Will save. You must decide to use potions. So yeah, not a bad place, I guess. Speaking of
this ability before the results are revealed. You must take the second roll, needing potions, can I interest you in anything?”
even if it is worse.
Iron Will You are more resistant to mental effects. You get a +2 bonus on Do you know anything about the strife between Zugul
all Will saving throws. and Sheergath?
Lightning Reflexes You have faster reflexes than normal. You get a +2
bonus on all Reflex saving throws. “I’ve heard, probably the same things you have, and I
Master Alchemist Your mastery of alchemy is nearly supernatural. You live here. Law nuts are worried the Chaos folks are going
receive a +2 bonus on Craft (alchemy) checks, and you may create mundane to go crazy and destroy the town; Chaos folks are worried
alchemical items much more quickly than normal. When making poisons,
you can create a number of doses equal to your Intelligence modifier the Law nuts are going to get the Mayor to make the city
(minimum 1) at one time. These additional doses do not increase the time a police state. Nothing changes, though, so it’s nothing to
required, but they do increase the raw material cost. In addition, whenever me either way. They’re both loons, if you ask me; you
you make alchemical items or poisons using Craft (alchemy), use the item's
gp value as its sp value when determining your progress (do not multiply
gotta have balance if there’s to be any sanity around
the item's gp cost by 10 to determine its sp cost). here.”
Skill Focus (Craft (Alchemy)) You are particularly adept at your chosen
skill. You get a +3 bonus on all checks involving the chosen skill. If you have
What do you think of the Mayor and the government?
10 or more ranks in that skill, this bonus increases to +6.
“Don’t really care. They stay out of my way, keep
Throw Anything You are used to throwing things you have on hand. You do
not suffer any penalties for using an improvised ranged weapon. You some law and order, sure, that’s fine. Long as they don’t
receive a +1 circumstance bonus on attack rolls made with thrown splash try and tell me what I can and can’t do, they’re free to do
weapons. whatever they like.”
Known Spells Tell me about being an apothecary.
1st - Ant Haul, Detect Secret Doors, Detect Undead, Disguise Self, Identify,
See Alignment, Shield, Stone Fist, True Strike, Vocal Alteration, Youthful “Some might say it’s the work of the gods, taking
Appearance power and putting it in a bottle. If you can cast it, it can
2nd - Ablative Barrier, Aid, Alchemical Allocation, Alter Self, Barkskin, Blood go in a vial. Never know when you might need it to get
Transcription, Blur, Bull's Strength, Cat's Grace, Cure Moderate Wounds,
you out of a tough situation. I’ve yet to meet the person
Darkvision, Invisibility, Levitate, Spider Climb, Undetectable Alignment
3rd - Amplify Elixir, Fly, Gaseous Form, Haste, Remove Blindness/Deafness,
who can survive without potions—in the real world, mind
Remove Curse, Remove Disease, Tongues, Undead Anatomy I, Water you; not the cushy city life most of the folk around here
Breathing lead.”
4th - Discern Lies, Fire Shield, Restoration, Stoneskin, Touch of Slime,
Vitriolic Mist Do you do any… other sorts of work on the side?
5th - Dust Form, Nightmare, Planar Adaptation, Polymorph, Spell Resistance,
Stoneskin (Communal) “Not sure what you mean by that. Now, do you want a
6th - Elemental Body III, Giant Form I, Heal, Mislead, Monstrous Physique potion, or not? Stop wasting my time, strangers.”
IV, Plant Shape II, True Seeing, Wind Walk
Sense Motive check opposed by Aramil’s Knowledge
Habits and Logistics (Nature) check:
During daylight hours, Aramil can be found in his “Well, yes, it’s true—some of the things around here
Apothecary Shop. aren’t run-of-the-mill. Special-occasion, you see, for the
odd request that comes in here and there. Hardly ever
At night, he will often spend a good deal of the evening
use the stuff… but it’s wise to keep certain things on hand
in the Lower-Class Residential District, experimenting
in case there’s a need.”
on unwilling subjects. For at least three hours each night,
however, he will return to the Apothecary Shop, where he Heal check at DC 18:
sleeps.
“Those? Oh, those are surgeon’s tools, sure. Not
Background really all that useful for making most potions, you
understand, but sometimes, for some potions, you have
Aramil makes no apologies for his sinister appearance; in
to… extract components from dangerous sources. Teeth,
fact, he welcomes it, and the reputation it enforces.
poison glands, that sort of thing. Didn’t know you were
Frequently he will decorate his shop in macabre fashion.
quite the healer.”
The alchemist will occasionally “forget” which potion
should be sold to whom, and switches them around.

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Open Gaming License (OGL)


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The following text is the property of Wizards of the Coast, Inc. 6. Notice of License Copyright: You must update the COPYRIGHT
and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All NOTICE portion of this License to include the exact text of the
Rights Reserved. COPYRIGHT NOTICE of any Open Game Content You are copying,
1. Definitions: (a) "Contributors" means the copyright and/or modifying or distributing, and You must add the title, the
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including translations and derivative works under copyright law, in Open Game Content shall retain all rights, title and interest in
but specifically excludes Product Identity. (e) "Product Identity" and to that Product Identity.
means product and product line names, logos and identifying
8. Identification: If you distribute Open Game Content You must
marks including trade dress; artifacts, creatures, characters, clearly indicate which portions of the work that you are
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language, artwork, symbols, designs, depictions, likenesses,
9. Updating the License: Wizards or its designated Agents may
formats, poses, concepts, themes and graphic, photographic and
other visual or audio representations; names and descriptions of publish updated versions of this License. You may use any
characters, spells, enchantments, personalities, teams, personas, authorized version of this License to copy, modify and distribute
any Open Game Content originally distributed under any version
likenesses and special abilities; places, locations, environments,
creatures, equipment, magical or supernatural abilities or of this License.
effects, logos, symbols, or graphic designs; and any other 10. Copy of this License: You MUST include a copy of this License
trademark or registered trademark clearly identified as Product with every copy of the Open Game Content You distribute.
identity by the owner of the Product Identity, and which 11. Use of Contributor Credits: You may not market or advertise
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means the logos, names, mark, sign, motto, designs that are used You have written permission from the Contributor to do so.
by a Contributor to identify itself or its products or the 12. Inability to Comply: If it is impossible for You to comply with
associated products contributed to the Open Game License by the any of the terms of this License with respect to some or all of the
Contributor (g) "Use", "Used" or "Using" means to use, Open Game Content due to statute, judicial order, or
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create Derivative Material of Open Game Content. (h) "You" or Material so affected.
"Your" means the licensee in terms of this agreement. 13. Termination: This License will terminate automatically if You
2. The License: This License applies to any Open Game Content fail to comply with all terms herein and fail to cure such breach
that contains a notice indicating that the Open Game Content within 30 days of becoming aware of the breach. All sublicenses
may only be Used under and in terms of this License. You must shall survive the termination of this License.
affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as

© 2016 J. Evans Payne, all rights reserved. 15

Benjamin Stephens (Order #43172445)


IGS-VD-01 Quadded Statblocks to Enable Variable-Difficulty Adventures in Pathfinder RPG
14. Reformation: If any provision of this License is held to be Bulmahn, Ross Byers, John Compton, Robert N. Emerson,
unenforceable, such provision shall be reformed only to the Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom
extent necessary to make it enforceable. Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas
15. COPYRIGHT NOTICE M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer,
Owen K.C. Stephens, and Russ Taylor.
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
Inc. Pathfinder Roleplaying Game Mythic Adventures © 2013,
System Reference Document. Copyright 2000, Wizards of the Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-
Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben
Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith,
based on material by E. Gary Gygax and Dave Arneson.
Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider,
Pathfinder Roleplaying Game Reference Document. © 2011, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo
Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam
Publishing, LLC; Author: Jason Bulmahn, based on material by Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason
Jonathan Tweet, Monte Cook, and Skip Williams. Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Reynolds, and Russ Taylor.
Publishing, LLC; Author: Jason Bulmahn, based on material by
Pathfinder Roleplaying Game Occult Adventures. © 2015,
Jonathan Tweet, Monte Cook, and Skip Williams. Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes,
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim
Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben
Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen
Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert
MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider,
Pathfinder Roleplaying Game Pathfinder Unchained. © 2015,
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers,
Vaughan, based on material by Jonathan Tweet, Monte Cook, and Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock,
Skip Williams.
Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo
Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin
Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ
McComb, Rob McCreary, Jason Nelson, Stephen Radney-
Taylor, based on material by Jonathan Tweet, Monte Cook, and MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ
Skip Williams. Taylor.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Pathfinder Roleplaying Game Ultimate Campaign. © 2013,
Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah
Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck,
Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim
Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson,
Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason
Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie,
Wesley Schneider, Tork Shaw, and Russ Taylor. Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Taylor, and Stephen Townshend.
Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo
Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin
Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim
Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin
Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom
McComb, Jason Nelson, David Noonan, Richard Pett, Rich Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr,
Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Pathfinder Roleplaying Game Ultimate Equipment. © 2012
Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James,
Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson,
Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock,
Tork Shaw, Owen KC Stephens, and Russ Taylor
Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy,
Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid,
Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ
Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. ©
2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. © 2012,
Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner,
Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim
Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-
MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo
Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason

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