Sammael posted an excellent suggestion for Quick'n'dirty NPCs on EN World:
*AC*: 15 + level; flat-footed = 10 + Level (15 + Level for rogue and barabrian types); touch = 10 (15 for rogue and monk types)
*HD*: level
*HP*: level × class HD; don’t worry about Con modifier
*Saves*: level _ 2 (+5 for what should be good saves)
Attack_: level (-5 for sorcerer/wizard types, +5 for paladins, barbarians, rangers, +10 for fighters)
*Damage*: weapon + level _ 2 (level for fighters)
Skills_: pick one or two at level _ 2 (+5 if the NPC should be competent, +10 if he should be a master of that particular skill - e.g. Survival for an elf ranger)
Feats_: pick 1 feat plus 1 per 5 levels; *never* choose feats that modify stats; that’s already included in the above numbers
*Arcane Magic*: pick a high level spell and keep using it; pick a low level spell and fill the remaining slots with it
*Divine Magic*: if a cleric is present, give all his allied NPCs a bonus on attacks and saves equal to his level _ 5 (minimum 1) and focus on cure_inflict spells.
Looks like a useful thing to put in your DM folder or to stick on your DM screen (I don’t use one).
#RPG
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Reminds me a bit of the villain classes from *Iron Heroes*, or perhaps what the designers of 4E are going towards for monsters, i.e., don’t worry about making PCs and NPCs/monsters follow the same rules, so long as the effects and results are comparable.
– Adrian 2007-11-13 10:30 UTC