|Unofficial rules compendium|
The troop subtype represents an organized group of trained soldiers that act as a unit, rather than as individuals. Compared to a formation, a troop is an irregular or auxiliary force, more flexible and less disciplined and dangerous.
A troop is something of an abstraction, in that the component creatures that make up the troop are mostly irrelevant; only the troop as a whole matters for the purposes of combat. A troop is similar to a swarm, but is normally composed of Small or Medium creatures. Large groups of Tiny or smaller creatures should use the normal swarm rules.
A troop is not subject to flanking, but it is subject to critical hits and sneak attacks if its component creatures are subject to such attacks. Reducing a troop to 0 hit points or fewer causes it to break up, effectively destroying the troop , though the damage taken until that point does not degrade its abilities.
All troop s gain the following traits.
Troop Subtype: A troop is a collection of creatures that acts as a single creature, similar to a swarm, but typically as part of a military unit. A troop has the characteristics of its type, except as noted here.
A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. A troop has the compression creature ability.
A troop has a reach equal to that of the component creatures based on size or armament. A troop can attack any creature in its space or reach, regardless of what weapons it employs.
A troop is never staggered or reduced to a dying state by damage.
Immunity to Single Target Spells: A troop is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate and multiple target spells such as haste), though it is affected by spells or effects that target an area or a nonspecific number of creatures (such as fireball or mass hold monster).
Vulnerable to Area Effect Spells: A troop takes half again as much damage (+50%) from spells or effects that affect an area.
Effects of Damage If a troop is rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage. Reducing a troop to 0 hit points or lower causes it to lose cohesion and break up into component creatures. When this happens, each creature that was in the troop is panicked for 1d6 minutes and must make a Constitution check (DC 5). Creatures that roll 15 on this check pass unharmed. Creatures that roll 5 or more on this check take half their current hit points in damage. Creatures that fail to roll 5 on this check take damage equal to their current hit points and are staggered and disabled. Constructs and undead are not immune to this effect.
Troop Attack: Creatures with the troop subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. A troop 's stat block has “troop ” in its Melee entry with no attack bonus given. The amount of damage a troop deals is based on its Hit Dice. Unless stated otherwise, a troop 's attacks are non-magical. Damage Reduction sufficient to reduce a troop attack's damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the troop 's attacks. Some troop s also have other special attacks in addition to normal damage. Troops threaten all creatures within their reach or within their area, and attempt attacks of opportunity as normal with their troop attack.
Chaos of Combat: Because of the chaos of combat, spellcasting or concentrating on spells within the area of a troop or within its reach requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a successful DC 20 Will save.
Looting Troops Although troop s are composed of a number of individual creatures, the chaos and destruction of battle means that not all of these creatures' equipment survives the rigors of combat. As a result, parties who wish to claim usable gear or treasure from slain foes treat a troop as a single creature for the purposes of looting.
- This is a work in progress.
"Troop" is an acquired template that can be added to any Small or Medium creature. A troop uses all the base creature’s statistics and special abilities except as noted here.
A troop is a collection of creatures that acts as a single creature, similar to a swarm, but acting in intelligent coordination.
Size/Reach: A single troop occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the troop is the same as that of the component creatures. It has the same reach as the base creature.
Hit Points/Hit Dice: A troop has 100 hit points plus three times the base creature's hit points.
Speed: A troop’s speed is equal to that of the base creature.
Armor Class: As the base creature, with a +10 troop bonus.
CMB/CMD: As the base creature, with a +10 troop bonus.
Melee Attacks: A troop has a troop attack that hits automatically and does double the melee damage of the base creature. This counts as an area attack for the purpose of affecting swarms, troops, formations and similar composite creatures.
Ranged Attacks: Troops equipped with ranged weapons can fire a salvo of missile fire as a standard action. This attack takes the form of a 10 ft. spread with a range equal to twice the range increment of the weapon. All creatures in the area of effect take double the base creature's ranged weapon's damage, Reflex half (DC 10 +1/2 the troop's CR + the troop's Dexterity modifier).
Saves: A troop makes saving throws as its component creatures, with a +5 troop bonus.
Skills: Same as the base creature.
Feats: Same as the base creature.
Organization: Patrol (1), platoon (2-10), battalion (11-50), or army (51-2000).
Challenge Rating: As base creature +8.
- Troop subtype at d20pfsrd.com
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