Quadded Statblocks Pathfinder
Quadded Statblocks Pathfinder
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Ethan Slayton
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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
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.
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
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!
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
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
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
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!
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.
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!
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)
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
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.