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Pathfinder RPG NPC Generator

For a quick walk through of how to get the best out of the NPC generator, watch the screencast.

Monster Selection by Letter:

Select Classes (optional)

Paid users can select a second class and a prestige class
Class
Skill Focus
Level (max level for paid users is 20)
Initial Stat values:

Elite (15, 14, 13, 12, 10, 8)

Nonelite (13, 12, 11, 10, 9, 8)

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Any problems with access please read this page Help with cookies. If you still have problems or have any queries please contact me at paul(at)dinglesgames.com

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This tool is for DMs who are tired of spending an hour generating a monster or NPC only to see their players kill it in a few brief rounds of combat. Using this monster generator, a DM can create a 20th level Stone Giant fighter in a minute or two or 3rd level Drider cleric in just a few seconds. Allowing you, the GM, to either experiment to find the right monster to really challenge your party or simply use the time you save creating monsters to write more adventures.

The monster and NPC generators follows all the rules of Pathfinder Roleplaying game for creating monsters with classes and NPCs. So the monsters / NPC you create with this tool are just as good as the ones you would create by hand. The results can be printed out directly from the web page or use the plain text option to cut & paste the monster into your adventure.

The tool is easy to use. Simply select the monster and optionally select its classes, levels and its skill focus. The focus controls how the monster's / NPCs skill points are used, ensuring that your monster / NPC has the right skills to terrorise your party. Special attacks and class abilities are allocated automatically but the monster generator / NPC generator lets the GM select the feats. Monsters / NPCs also start with their default weapons and attacks but these can be changed, as can the monster's ability scores and size.

Once you are happy with your changes press the RECALCLATE button to see how the changes effect the monster.

The monster generator and NPC Generator are free to use and supplied "as is". If you have any questions or problems, please write to us: CONTACT (at) DinglesGames (dot) com.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.

Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.

  1. admin says:

    Thanks Jezza, the rogue Informer default feat list has skill focus gather info on it, I’ve changed in to Diplomacy now, and removed skill focus gather info from pathfinder feats. I’ll look into anti-paladin.

  2. malletmann says:

    Could you add the bayonet as a simple weapon?

  3. malletmann says:

    Also, could you add the Protection/Magic Circle against Alignment spells to the pre-buffed list?

  4. jezzakstyles says:

    Hi Paul,

    The Extra Channel feat is not adding 2 extra uses to the Channel Energy ability (I’m sure it used to, I don’t remember having to adjust it manually).
    The special materials for armour, shields & weapons seems to be missing.

    Cheers
    Jezza

  5. admin says:

    Hi Jezza,
    The channel energy ability only displays the number of d6’s it channels, not the number of channels. The number is only displayed as cha mod + 3.
    The special materials on the armor and weapons only appears after some armor or weapon has been selected (I need to know what type of armor/weapon to work out the price). What monster/NPC type were you selecting?
    I think it will be easy to display the number of channels. I’ll look into it.

    Cheers
    Paul

  6. jezzakstyles says:

    Hi Paul,

    Special materials for weapons, armour and shields work OK for PF monsters you’ve added, but for any creatures added using the Add Monster feature, it doesn’t seem to give this option in the drop down boxes, even though I’ve added armour, weapon, shield, etc. into the relevant fields for AC and attacks?
    This seems to be the case for any creatures I’ve added, not just isolated cases.
    Never really noticed it before, but as the average party level for my group is now between 11 to 12, it becomes more relevant as some of the monsters I pit them against have the resources to have access to items made from special materials.
    Could you look into it?

    PS - Any chance of adding the Boreal, Protean and Shadow bloodlines for Sorcerers from the Advanced Player’s Guide in the near future?

    Cheers
    Jezza

  7. admin says:

    Hi Jezza,
    I’ve fixed the special material and I’ve also added the bloodlines you requested. Let me know if you find anything wrong with them
    Cheers
    Paul

  8. matthewkling says:

    are you going add the daemon,Pestilence & Imperious bloodline for sorcerer class? If you do,thank you
    Matthew

  9. admin says:

    Hi Matthew,
    I’ve now added the daemon,Pestilence & Imperious bloodline.

    Cheers
    Paul

  10. matthewkling says:

    are you going add the cursed earth,Polar Midnight & Unnatural Lust.If you do,thank you again.
    Matthew

  11. admin says:

    Hi matthewkling
    I’ve added the spells
    Cheers
    Paul

  12. jezzakstyles says:

    Hi Paul,

    The Frost Bomb discovery for an alchemist does not have a level 8 limit/pre-requisite; it doesn’t have any level limits.

    Additionally, can you look at adding the Style Feats from Ultimate Combat (pages 86 - 88). The Teamwork feats from page 88 should also be added in (and add to the bonus feat list for the Inquisitor and the cavalier’s Tactician abilities).

    Cheers
    Jezza

  13. matthewkling says:

    can you add Divine Guardian,Demon-Possessed Creature,Devilbound Creature & the mythic simple template If you do,thank you again.
    Matthew

  14. admin says:

    Hi Jezza,
    I’ve added the Style and Teamwork feats, also fixed the Frost Bomb. let me know if you find any problems
    Cheers
    Paul

  15. admin says:

    Hi matthewkling I’ve added the Demon-Possessed templates.

  16. matthewkling says:

    can you add Devilbound Creature & the mythic simple template If you do,thank you again.
    Matthew

  17. jezzakstyles says:

    Hi Paul,

    I noticed the following Discoveries are missing from the Alchemist class:

    Advanced Player’s Guide = Concentrate poison; elixir of life; force bomb; infusion; and sticky poison.

    Ultimate Magic = Greater Alchemical Simulacrum; preserve organs; and tentacle.

    Ultimate Combat (all) = Breath weapon bomb; explosive missile; immolation bomb; nauseating touch; poison conversion; and siege bomb.

    Can you please add these to your ‘to do’ list. As always, thanks for the best Pathfinder tool on the net.

    Cheers
    Jezza

  18. jezzakstyles says:

    Hi Paul,

    I just noticed that the Grand Mutagen (level 16) discovery for the Alchemist is also missing - from Advanced Player’s Guide.

    Also, could you add in the Alchemy ability for alchemist’s as it is not listed - use below text if you want:

    Alchemy (Ex) Alchemist’s gain a bonus equal to their class level on Craft – Alchemy checks when creating alchemical items; additionally, an alchemist can use Craft – Alchemy to identify the properties of potions as if using the Detect Magic spell (he must hold the potion for 1 round to make this check),

    Also, any chance of separating the Headband and Head slot items (as one item from each type can be worn at the same time).

    Cheers
    Jezza

  19. admin says:

    Hi Jezza, I’ve added Alchemist discoveries and the missing details.
    Cheers
    Paul

  20. matthewkling says:

    can you add the mythic simple template If you do,thank you again.
    Matthew

  21. admin says:

    Hi matthewkling
    I’m going to be very busy over the next few weeks so will not have much time for the site. I will have to some code changes for the simple templates as they add new rules to the system.
    Cheers
    Paul

  22. quackparker says:

    I noticed the Dervish Dancer feat doesnt seem to be present in the feat list.

  23. admin says:

    Hi quackparker I’ve now added the Dervish Dancer feat
    Cheers
    Paul

  24. Shadocel says:

    Hello Paul,

    Could you add outer dragons(lunar,solar,void,vortex) to the monster list?

    Thanks,
    Shadocel

  25. admin says:

    Hi Shadocel
    I will put them on my to do list. Dragons take quite a bit of work (one for each age category) so it may be a few weeks before I can get around to them. (I’m busy with a contract at the moment).
    Cheers
    Paul

  26. matthewkling says:

    Hi,how much longer is going to be,can please add Invincible & Savage simple temples,if you do.

    thank you again

    Matthew

  27. admin says:

    Hi Matthew, I’m coming to an end of my current contract, so should be back working on the site in a couple of weeks.
    Cheers
    Paul

  28. Deanthelis says:

    I did happen to notice that when I generate a Wizard, it only lists two spells known of each level, including 0th level. However, Wizards don’t have ’spells known’, they have a Spellbook.

    Starting Spells (See Spellbooks below): A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

    Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast. If he has chosen to specialize in a school of magic, one of the two free spells must be from his specialty school.

  29. admin says:

    Hi Deanthelis, The spell list for a wizard and cleric is for spells memorized not spells known .
    Bards and Sorcerers have a spells known list and a number of spells / level.
    I don’t yet have a spell book option, a random spell book has been requested though.

  30. inkedmsd says:

    Hi Paul,

    I was hoping when you get a chance you could add the psionic class Marksman and Soulknife to the class list. Thank you so much for all your amazing work.

    Adam

  31. monkplayer says:

    I’m SO impressed with your Pathfinder Monster Generator. I’m working on a final gaming session for my adventure “Rise of Judgement.” I have over 250 actual miniature in play at once, which will include a Dracolich army army battling a dragon army. Your template generator for dracolich’s was very efficient!

  32. admin says:

    Hi monkplayer, Glad you found the generator useful. 250 miniatures that’s some battle.

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