name: draw-steel-retainer-generator description: Generates Draw Steel TTRPG retainers (NPC followers) with formula-compliant stat blocks. Use when creating retainers, converting monsters to retainers, or designing NPC followers for the Draw Steel tabletop roleplaying game. license: MIT compatibility: Designed for Foundry VTT v0.11.0+, Claude Code, Cursor, Gemini CLI, and Antigravity Google following the Agent Skills specification. metadata: author: stgreenb version: "1.1"
Draw Steel Retainer Generator
Generate Draw Steel TTRPG retainers that strictly conform to official MCDM stat block format from the Retainers chapter.
Quick Start
Input Format: "Create a [Level] [Retainer Name], [Role] [options]"
Examples:
"Create a Level 1 Human Warrior, Defender""Create a Level 5 Goblin Guide, Harrier""Create a Level 3 Angulotl Hopper, Ambusher"
Output Formats: --format markdown (default) or --format foundry (for Foundry VTT v0.11.0 JSON)
Foundry VTT Export
Retainers can be exported to Foundry VTT JSON format using --format foundry. The generated JSON conforms to the Draw Steel v0.11.0 retainer actor type.
Reference: See references/foundry-export.md for complete JSON structure.
Key Export Differences from Monsters
| Aspect | Markdown | Foundry JSON |
|---|---|---|
| Actor Type | N/A | "retainer" |
| System Object | N/A | system.retainer |
| Recoveries | Not applicable | system.recoveries (6 max) |
| Token Disposition | N/A | 1 (friendly) |
Retainer Core Mechanics
What is a Retainer?
Retainers are NPC followers who fight alongside heroes. They have distinct mechanics from monsters:
- Mentor Relationship: Each retainer is bound to a specific hero (their mentor)
- Action Economy: Retainers act on their mentor's turn - they get 1 move, 1 maneuver, and 1 main action
- Recoveries: Retainers have 6 recoveries (like heroes)
- Death & Dying: Retainers go dying at 0 Stamina and die at negative half their maximum Stamina
- Surge Sharing: Retainers share surges with their mentor - when the retainer spends a surge, the mentor loses one
Mentor Relationship
- The retainer is bound to one specific hero (the mentor)
- Retainers act on their mentor's turn
- Abilities may reference "the retainer's mentor" or "adjacent to mentor"
- Positioning near mentor can provide bonuses (edges, cover, etc.)
Action Economy
Retainers receive these actions each turn:
- 1 Move: Standard movement
- 1 Maneuver: Doesn't consume main action
- 1 Main Action: Primary ability use
Retainer Advancement Formulas
Stamina Formula
Stamina = 21 + (9 × (Level - 1))
| Level | Stamina |
|---|---|
| 1 | 21 |
| 2 | 30 |
| 3 | 39 |
| 4 | 48 |
| 5 | 57 |
| 6 | 66 |
| 7 | 75 |
| 8 | 84 |
| 9 | 93 |
| 10 | 102 |
Free Strike Damage Progression
Free strike is assigned thematically based on creature concept - there is NO fixed formula.
Level 1 Typical Range: 2-3
- 2 is most common
- 3 for martial types (Brute, Defender)
Advancement Table Bonuses: +2 at levels 3, 6, 9
| Level | Free Strike Bonus |
|---|---|
| 1-2 | Base (2-3) |
| 3-5 | Base + 2 |
| 6-8 | Base + 4 |
| 9-10 | Base + 6 |
Role Guidance:
- Brutes: Higher free strike
- Artillery/Controllers: Lower free strike at same level
Characteristic Increases
Characteristics increase at levels 2, 5, and 8.
| Level | Characteristic Change | Max Characteristic |
|---|---|---|
| 2 | +1 to one characteristic | +2 |
| 5 | +1 to all characteristics | +3 |
| 8 | +1 to one characteristic | +4 |
Advancement Abilities
Retainers gain special abilities at levels 4, 7, and 10 based on their role.
Retainer Advancement Table
| Level | Stamina | Free Strike Bonus | Characteristic Increase | Advancement Ability |
|---|---|---|---|---|
| 1 | 21 | — | — | — |
| 2 | 30 | — | +1 to one (max +2) | — |
| 3 | 39 | +2 | — | — |
| 4 | 48 | — | — | Role ability (L4) |
| 5 | 57 | — | +1 to all (max +3) | — |
| 6 | 66 | +2 | — | — |
| 7 | 75 | — | — | Role ability (L7) |
| 8 | 84 | — | +1 to one (max +4) | — |
| 9 | 93 | +2 | — | — |
| 10 | 102 | — | — | Role ability (L10) |
Signature Ability Rules
What is a Signature Ability?
The signature ability is the retainer's primary combat ability. Every retainer MUST have exactly one signature ability.
Format:
- Name includes "(Signature Ability)" suffix
- Uses "Power Roll + highest characteristic"
- Has tier outcomes (≤11, 12-16, 17+)
Signature Ability Damage Scaling
Level 1 Base Damage Patterns:
- Pattern A: 3/5/7 (tier 1/2/3)
- Pattern B: 4/7/10 (tier 1/2/3)
Damage Scaling from Advancement Table:
- Tier 1: +1 damage every 2nd level
- Tier 2/3: +1 damage every level
Example Level 5 Signature:
- Base (L1): 3/5/7
- L5 scaling: Tier 1 +2, Tier 2 +4, Tier 3 +4
- L5 total: 5/9/11
Signature Ability Format
> 🗡 **Ability Name (Signature Ability)**
>
> **Melee 1** • **One creature**
>
> Power Roll + highest characteristic:
> - **≤11:** 3 damage
> - **12-16:** 5 damage
> - **17+:** 7 damage
Encounter Abilities
Encounter Keyword
Some retainer abilities have the Encounter keyword, meaning they can only be used once per encounter.
Recovery After Victory
Encounter abilities are recovered when the retainer's mentor earns a Victory.
Encounter Ability Format
> 🗡 **Ability Name (Encounter)**
>
> **Ranged 5** • **One creature**
>
> Power Roll + highest characteristic:
> - **≤11:** 4 damage
> - **12-16:** 7 damage
> - **17+:** 10 damage
Role Advancement Abilities
Retainers gain special abilities at levels 4, 7, and 10 based on their role.
Ambusher
| Level | Ability Name |
|---|---|
| 4 | Go for the Jugular |
| 7 | Hamstring Slice |
| 10 | Hold 'Em Down |
Artillery
| Level | Ability Name |
|---|---|
| 4 | Supporting Volley |
| 7 | Line 'Em Up |
| 10 | Ricochet Shot |
Brute
| Level | Ability Name |
|---|---|
| 4 | Big Windup |
| 7 | Overhand Swat |
| 10 | Dizzying Sweep |
Controller
| Level | Ability Name |
|---|---|
| 4 | Elemental Blast |
| 7 | Oil Slick |
| 10 | Shattering Shards |
Defender
| Level | Ability Name |
|---|---|
| 4 | Watch Out! |
| 7 | It's Me You Want! |
| 10 | Last Stand |
Harrier
| Level | Ability Name |
|---|---|
| 4 | Tackle |
| 7 | Meet You There |
| 10 | Nab and Stab |
Hexer
| Level | Ability Name |
|---|---|
| 4 | Backfire Curse |
| 7 | Take Root |
| 10 | Mazed |
Mount
| Level | Ability Name |
|---|---|
| 4 | Cavalry Charge |
| 7 | Giddyup! |
| 10 | Rearing Trample |
Support
| Level | Ability Name |
|---|---|
| 4 | Battlefield Medic |
| 7 | Focus Fire |
| 10 | Back from the Dead |
Magic/Psionic Keyword Swapping
In role advancement abilities:
- Magic keyword can be swapped for Psionic
- Psionic keyword can be swapped for Magic
- Keywords can be removed if effects are achieved through gadgetry or martial means
Custom Retainer Creation
Converting Monsters to Retainers
You can create custom retainers by converting existing monsters.
Restrictions
CANNOT be converted:
- Minion monsters
- Leader monsters
- Solo monsters
Conversion Rules
- Area/Multi-target abilities: Convert to single target only
- No malice abilities: Retainers don't have malice
- Use retainer stamina formula: Replace monster stamina with retainer formula
- Assign appropriate role: Match monster's combat style
- Create unique abilities: Don't copy monster abilities directly
Custom Retainer Example
Original: Level 3 Wolf (Platoon Harrier) Converted: Level 3 Wolf Companion (Harrier Retainer)
- Stamina: Use retainer formula (39)
- Signature: Single-target bite (not pack tactics)
- Role abilities: Harrier advancement abilities
Stat Block Format
Markdown Stat Block Structure
## Retainer Name
**Keywords** • Level X [Role]
| | |
|---|---|
| **1M** Size<br/> 5 Speed | 21 Stamina<br/> 2 Stability<br/> 2 Free Strike |
| **—** Immunity<br/> **—** Movement<br/> **—** With Captain<br/> **—** Weakness | **+2** Might<br/> **+1** Agility<br/> **−1** Reason<br/> **+1** Intuition<br/> **−1** Presence |
> 🗡 **Signature Ability Name (Signature Ability)**
>
> [Distance] • [Target]
>
> Power Roll + highest characteristic:
> - **≤11:** [Tier 1 effect]
> - **12-16:** [Tier 2 effect]
> - **17+:** [Tier 3 effect]
> ⭐️ **Trait Name**
>
> [Trait description]
> 🗡 **Other Ability Name**
>
> [Distance] • [Target]
>
> [Ability description]
Header Row
Contains: Keywords, Level, Role, EV
EV Field: Shows "—" for standard retainers
Stats Row
Contains: Size, Speed, Stamina, Stability, Free Strike
Size Notation:
- 1M: Medium humanoid (most common)
- 1S: Small creature
- 1L: Large creature
- 2: Huge creature
Speed by Role/Creature:
- Standard: 5 (base humanoid)
- Fast: 6-7 (agile creatures, Harriers)
- Very Fast: 8 (maximum typical)
- Special: Fly, Swim, Climb, Burrow
Defenses Row
Contains: Immunities, Movement types, With Captain, Weaknesses
Immunities: Thematic (devil → fire, undead → poison/corruption) With Captain: Always "—" for retainers (unlike minions) Weaknesses: Thematic or "—"
Characteristics Row
Contains: Might, Agility, Reason, Intuition, Presence
Characteristic Patterns by Role:
- Physical roles (Brute, Defender, Harrier): Higher Might/Agility
- Caster roles (Hexer, Controller): Higher Reason/Intuition/Presence
- Support role: Distributed based on theme
Typical Level 1 Range: -1 to +2
Ability Block Format
Abilities use blockquote format with icons:
| Icon | Ability Type |
|---|---|
| 🗡 | Melee strike abilities |
| 🏹 | Ranged strike abilities |
| ⚔️ | Melee or ranged abilities |
| 🔳 | Area abilities |
| ❗️ | Triggered actions |
| 👤 | Self/utility abilities |
| ⭐️ | Traits (passive) |
Published Retainer Examples
Angulotl Hopper (Level 1 Harrier)
## Angulotl Hopper
**Angulotl, Humanoid** • Level 1 Harrier Retainer
| | |
|---|---|
| **1S** Size<br/> 6 Speed | 21 Stamina<br/> 0 Stability<br/> 2 Free Strike |
| **Poison 2** Immunity<br/> **Climb, swim** Movement<br/> **—** With Captain<br/> **—** Weakness | **+1** Might<br/> **+2** Agility<br/> **0** Reason<br/> **0** Intuition<br/> **0** Presence |
> 🗡 **Leapfrog (Signature Ability)**
>
> **Melee 1** • **One creature or object**
>
> Power Roll + highest characteristic:
> - **≤11:** 3 damage
> - **12-16:** 5 damage
> - **17+:** 7 damage
>
> **Effect:** Before or after making this strike, the hopper jumps up to 2 squares, or up to 4 squares if they jump over their mentor's space.
> ⭐️ **Toxiferous**
>
> Whenever an adjacent enemy grabs the hopper or uses a melee ability against them, that enemy takes 3 poison damage.
Goblin Guide (Level 1 Harrier)
## Goblin Guide
**Goblin, Humanoid** • Level 1 Harrier Retainer
| | |
|---|---|
| **1S** Size<br/> 5 Speed | 21 Stamina<br/> 0 Stability<br/> 2 Free Strike |
| **—** Immunity<br/> **Climb** Movement<br/> **—** With Captain<br/> **—** Weakness | **−1** Might<br/> **+1** Agility<br/> **0** Reason<br/> **0** Intuition<br/> **+1** Presence |
> 🗡 **Stabbity Stab (Signature Ability)**
>
> **Melee 1** • **One creature or object**
>
> Power Roll + highest characteristic:
> - **≤11:** 3 damage
> - **12-16:** 5 damage
> - **17+:** 7 damage
>
> **Effect:** The target can't make opportunity attacks until the end of the guide's turn.
> ⭐️ **Crafty**
>
> The guide doesn't provoke opportunity attacks by moving.
Human Warrior (Level 1 Defender)
## Human Warrior
**Human, Humanoid** • Level 1 Defender Retainer
| | |
|---|---|
| **1M** Size<br/> 5 Speed | 21 Stamina<br/> 0 Stability<br/> 2 Free Strike |
| **—** Immunity<br/> **—** Movement<br/> **—** With Captain<br/> **—** Weakness | **+2** Might<br/> **0** Agility<br/> **0** Reason<br/> **0** Intuition<br/> **+1** Presence |
> 🗡 **Chop (Signature Ability)**
>
> **Melee 1** • **One creature or object**
>
> Power Roll + highest characteristic:
> - **≤11:** 3 damage
> - **12-16:** 5 damage
> - **17+:** 7 damage
>
> **Effect:** If the warrior is adjacent to their mentor, this ability gains an edge.
> ⭐️ **Supernatural Insight**
>
> The warrior ignores concealment if it's granted by a supernatural effect.
Cross-System Conversion
D&D/PF2e Anti-Patterns (NEVER USE)
| D&D/PF2e Term | Draw Steel Approach | Never Use |
|---|---|---|
| "hit points"/"HP" | Stamina | Use "stamina" |
| "armor class"/"AC" | — | Not used in Draw Steel |
| "saving throw" | Save | Use "save" not "saving throw" |
| "advantage"/"disadvantage" | Edge/Bane | D&D terminology |
| Dice notation (1d6, 2d8) | Fixed values | Use "5-6", "14-15" |
| "piercing", "slashing", "bludgeoning" | — | Invalid damage types |
| "necrotic", "radiant", "thunder" | — | Invalid damage types |
| "force" | — | Invalid damage type |
| "bonus action" | Maneuver | Use "maneuver" |
| "reaction" | Triggered action | Use "triggered action" |
| "short/long rest" | Respite | Use "respite" |
Conversion Rules
Inspiration Only - Do NOT copy mechanics directly:
- Extract THEME and CONCEPT
- Use creature type for keywords
- Reimagine abilities with Draw Steel mechanics
- Calculate using Draw Steel formulas
Dice to Fixed Value Conversion
| Dice | Fixed Value |
|---|---|
| 1d4 | 2-3 |
| 1d6 | 5-6 |
| 1d8 | 7-8 |
| 1d10 | 9-10 |
| 1d12 | 11-12 |
| 2d6 | 11-12 |
| 2d8 | 14-15 |
| 2d10 | 17-18 |
Advantage/Disadvantage → Edge/Bane
- D&D "advantage" → Draw Steel "edge"
- D&D "disadvantage" → Draw Steel "bane"
D&D Characteristics → Draw Steel
| D&D Stat | Draw Steel Characteristic |
|---|---|
| Strength | Might |
| Dexterity | Agility |
| Intelligence | Reason |
| Wisdom | Intuition |
| Charisma | Presence |
Valid Keywords Reference
When validating damage types or conditions:
../shared/DRAW_STEEL_BASICS.md
Valid Creature Keywords
- abyssal, accursed, animal, beast, construct, dragon, elemental, fey, giant, horror, humanoid, infernal, plant, soulless, swarm, undead
Valid Ability Keywords
- animal, animapathy, area, charge, chronopathy, cryokinesis, earth, fire, green, magic, melee, metamorphosis, psionic, pyrokinesis, ranged, resopathy, rot, performance, strike, telekinesis, telepathy, void, weapon
Potency Notation
Markdown Format
Use < notation for potency in markdown:
- **≤11:** 3 damage; M < 2 prone
- **12-16:** 5 damage; M < 3 prone
- **17+:** 7 damage; M < 4 prone
Potency Levels
| Level | Formula | Example (Agility +3) |
|---|---|---|
| WEAK | Characteristic - 2 | 1 |
| AVERAGE | Characteristic - 1 | 2 |
| STRONG | Characteristic | 3 |
DC is Never Used
Draw Steel does NOT use DC (Difficulty Class). Always use potency notation.
Fixed Damage Values
Critical Rule
Draw Steel NEVER uses dice notation. Always use fixed values.
- ❌ WRONG: "1d6+3 damage"
- ✅ CORRECT: "6 damage"
Damage Patterns
Signature ability damage follows predictable patterns based on level and tier.
Validation
Self-Validation Checklist
Before output, verify:
- Exactly one signature ability exists
- Signature ability has "(Signature Ability)" in name
- Power roll uses "highest characteristic" not specific characteristic
- Advancement abilities at levels 4, 7, 10 for appropriate levels
- Encounter abilities include "(Encounter)" in name
- Stamina matches formula: 21 + (9 × (Level - 1))
- Characteristics within bounds for level
- No D&D/PF2e terminology
- Damage types are valid Draw Steel types
- Conditions are valid Draw Steel conditions
- Ability keywords are lowercase and valid
Stamina Validation
Expected Stamina = 21 + (9 × (Level - 1))
Verify calculated stamina matches expected.
Characteristics Bounds
| Level | Max Characteristic |
|---|---|
| 1-4 | +2 |
| 5-7 | +3 |
| 8-10 | +4 |
No D&D/PF2e Terminology
Scan for forbidden terms:
- hit points, HP, AC, saving throw
- advantage, disadvantage
- dice notation (d4, d6, d8, d20)
- invalid damage types (piercing, slashing, etc.)
- invalid conditions (stunned, paralyzed, etc.)
Free Strike Values
Assignment Rules
Free strike is assigned thematically based on creature concept, NOT by formula.
Level 1 Guidelines:
- Standard: 2 (most common)
- Martial/combat-focused: 3 (Brutes, some Defenders, Orc Charger)
Advancement Bonuses:
- Level 3: +2
- Level 6: +2
- Level 9: +2
Role Guidance (Guidelines Only)
Free strike varies more by individual concept than by role:
| Role | Typical L1 Range | Notes |
|---|---|---|
| Brute | 2-3 | Combat-focused often 3 |
| Defender | 2-3 | Varies by concept |
| Harrier | 2-3 | Orc Charger has 3, others 2 |
| Ambusher | 2 | Standard |
| Artillery | 2 | Standard |
| Controller | 2 | Standard |
| Hexer | 2 | Standard |
| Mount | 2-3 | Varies by creature type |
| Support | 2 | Standard |
Stability Patterns by Role
Stability varies based on the retainer's individual concept, not just role. Use these as guidelines:
| Role | Stability Range | Notes |
|---|---|---|
| Defender | 0-4 | Shield-bearers tend toward 4, basic defenders may be 0 |
| Brute | 0-4 | Increases with level; L1 typically 0-2, L5+ often 2-4 |
| Artillery | 0-1 | Generally low stability |
| Hexer | 1-3 | Moderate based on casting theme |
| Harrier | 0 | Fast, mobile retainers |
| Ambusher | 0 | Light, stealthy retainers |
| Controller | 0 | Usually low stability |
| Mount | 0-4 | Varies by creature size/type |
| Support | 0 | Focus on abilities, not stability |
Size Patterns
| Size | Notation | Use |
|---|---|---|
| Small | 1S | Halflings, goblins, small animals |
| Medium | 1M | Humans, elves, dwarves |
| Large | 1L | Minotaurs, bugbears, large animals |
| Huge | 2 | Giants, very large creatures |
Speed Patterns
| Speed | Use |
|---|---|
| 5 | Standard humanoid |
| 6 | Agile creatures, some Harriers |
| 7 | Fast creatures, most Harriers |
| 8 | Very fast (maximum typical) |
Special Movement:
- Fly: Flying creatures
- Swim: Aquatic creatures
- Climb: Climbing creatures
- Burrow: Burrowing creatures
Signature Ability Damage Patterns
Level 1 Base Patterns
| Pattern | Tier 1 | Tier 2 | Tier 3 |
|---|---|---|---|
| A | 3 | 5 | 7 |
| B | 4 | 7 | 10 |
Scaling Rules
- Tier 1: +1 every 2nd level
- Tier 2: +1 every level
- Tier 3: +1 every level
Power Roll Format
Signature abilities always use:
Power Roll + highest characteristic:
Never specify a particular characteristic.
Ability Count Patterns
Standard Retainer
- 1 signature ability (required)
- 0-2 additional abilities
- Optional traits
Trait Marking
Traits use ⭐️ symbol and don't consume actions:
> ⭐️ **Trait Name**
>
> [Trait description]
Ability Types
| Type | Description |
|---|---|
| Main action | Primary combat abilities |
| Maneuver | Movement/utility (no main action) |
| Triggered action | Reactive abilities |
| Free triggered action | Immediate reactions |
| Trait | Passive/always-on |
Immunity Patterns
By Creature Type
| Type | Common Immunities |
|---|---|
| Devil | Fire |
| Undead | Poison, Corruption |
| Elemental | Matching element |
| Construct | Poison, Psychic |
| Humanoid | — (none) |
Immunity Values
- Typically equals retainer level
- Or small fixed value (2-6)
Movement Type Patterns
| Pattern | Notation |
|---|---|
| Ground only | — |
| Flying | Fly |
| Swimming | Swim |
| Climbing | Climb |
| Multiple | Climb, swim (comma-separated) |
Characteristic Patterns by Role
Physical Roles
Brute: High Might (+2), moderate Agility (+1), low mental stats Defender: High Might (+2), moderate Agility (+1), moderate Presence (+1) Harrier: High Agility (+2), moderate Might (+1), low mental stats
Caster Roles
Hexer: High Intuition/Presence (+2), moderate Reason (+1), low physical Controller: High Reason (+2), moderate Intuition (+1), low physical
Other Roles
Ambusher: High Agility (+2), moderate Might (+1) Artillery: Balanced Agility/Reason Mount: High Might (+2), low mental Support: Distributed based on theme
Mentor Integration Patterns
Abilities Benefiting Mentor
Abilities may reference the mentor:
> ⭐️ **Protective Instinct**
>
> While adjacent to their mentor, the retainer grants the mentor +2 stability.
Triggered Abilities Involving Mentor
> ❗️ **Guardian's Reflex**
>
> **Trigger:** An enemy targets the retainer's mentor with an attack.
> **Effect:** The retainer shifts up to 2 squares to become adjacent to the mentor.
Positioning Bonuses
Common when adjacent to mentor:
- Edge on abilities
- Cover bonuses
- Stability bonuses
Create Unique Abilities
Critical Rule
Each retainer should have unique, thematic abilities.
✅ DO:
- Create abilities fitting the retainer's theme
- Consider role, creature type, and concept
- Invent new names and effects
- Make abilities tell a story
❌ DO NOT:
- Copy published examples verbatim
- Use generic names ("Attack", "Strike")
- Copy D&D/PF2e mechanics
Example
Creating a Wolf Companion:
- ❌ WRONG: Copy "Stinger Strike" renamed to "Bite"
- ✅ RIGHT: Create "Pack Hunter's Fang" with bleeding and isolation bonuses
Power Roll Format
Standard Format
Power Roll + highest characteristic:
- **≤11:** [Tier 1 effect]
- **12-16:** [Tier 2 effect]
- **17+:** [Tier 3 effect]
Advancement Abilities with Power Rolls
Same format, may have variable effects per tier:
> 🗡 **Inspiring Word (Encounter)**
>
> **Ranged 5** • **The retainer's mentor or one ally adjacent to the mentor**
>
> Power Roll + Presence:
> - **≤11:** The target makes a save.
> - **12-16:** The target makes a save and gains 5 stamina.
> - **17+:** The target makes a save with an edge and gains 10 stamina.
Ability Action Types
| Type | Description | Icon |
|---|---|---|
| Main action | Primary combat ability | 🗡 🏹 ⚔️ |
| Maneuver | Movement/utility | 🗡 |
| Triggered action | Reactive | ❗️ |
| Free triggered action | Immediate reaction | ❗️ |
| Trait | Passive | ⭐️ |
Ability Distance Types
| Distance | Notation |
|---|---|
| Melee | Melee 1 (or higher for reach) |
| Ranged | Ranged X |
| Area burst | X burst |
| Area cube | X cube within Y |
| Line | X line |
| Self | Self |
| Special | Special or Self; See below |
Ability Target Types
| Target | Notation |
|---|---|
| Single creature | One creature or object |
| Single creature only | One creature |
| Multiple | X creatures/objects |
| Area | Each enemy in the area |
| Self | Self |
| Mentor | The retainer's mentor |
Stat Block Fields
EV Field
Always shows "—" for standard retainers.
With Captain Field
Always shows "—" for all retainers (unlike minions which have special bonuses).
Both fields appear in the defenses row of the stat block.
Using Examples as Inspiration
CRITICAL: Published examples are templates only.
- ✅ Use for structure and format reference
- ❌ Do NOT copy abilities verbatim
- ✅ Create unique, thematic abilities for each retainer
Self-Validation Checklist (Complete)
Run through all checks before output:
Signature Ability
- Exactly one signature ability exists
- Signature ability name includes "(Signature Ability)"
- Power roll uses "highest characteristic" (not specific)
Advancement Abilities
- L4+ retainers have appropriate role advancement ability
- L7+ retainers have second advancement ability
- L10 retainers have third advancement ability
- Encounter abilities marked with "(Encounter)"
Stamina & Stats
- Stamina matches formula: 21 + (9 × (Level - 1))
- Characteristics within bounds for level
- Stability appropriate for role
- Speed appropriate for creature type
Terminology
- No D&D/PF2e terminology
- No dice notation (d4, d6, d8, d20)
- Valid Draw Steel damage types
- Valid Draw Steel conditions
- Valid creature and ability keywords (lowercase)
Stat Block Format
- Correct header format (Keywords • Level X Role)
- Correct table structure
- EV shows "—"
- With Captain shows "—"
- Ability icons used correctly
- Traits marked with ⭐️