Difference between revisions of "Troop (Apath)"
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Speed 30 ft.<br> | Speed 30 ft.<br> | ||
− | Melee longsword +7 ( | + | Melee longsword +7 (2d8+6/19–20) or shortspear +7(2d6+4)<br> |
− | Ranged longbow +12 ( | + | Ranged longbow +12 (2d8/×3)<br> |
Special Attacks favored enemy (orcs +2) | Special Attacks favored enemy (orcs +2) | ||
Revision as of 01:54, 1 February 2016
Unofficial rules compendium | |
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- This is a work in progress.
Just as a mob represents a wild and dangerous crowd, a troop represents an organized group acting in unison. Like a mob, a troop is very dangerous, but unlike a mob its actions have direction and purpose.
A troop is treated as a single entity similar to a swarm, except that it is made of larger creatures. A troop can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A troop that incorporates a crowd of goblin wolfriders and a crowd of humans is best modeled by two separate troops. You can use the following template to create specific types of troops.
Troop Template
"Troop" is an acquired template that can be added to any Small, Medium, or Large construct, elemental, humanoid, outsider, or undead. A troop can incorporate any riding animals used by such creatures as long as such mounts are Medium or Large. A troop is a creature two sizes larger than its component creatures, composed of twenty creatures of the base type. A troop is deliberately formed and requires a degree of training and organization, as well as at least a few minutes of actually ordering ranks before battle. Creatures with Intelligence 2 or less must be under the direct control of an intelligent creature in order to form troops. A troop uses all the base creature’s statistics and special abilities except as noted here.
Type: A troop retains all types and subtypes of the base creature and gains the troop subtype. A mounted troop gains all the mounts' types and subtypes as well.
Size and Reach: A troop is two size categories larger than the largest of its component creatures. Reach is unchanged.
Hit Points: A troop has a single pool of hit points. Troops have ten times total hit points and Hit Dice the component creatures. Add the hit points of any mounts to the base creature's hit points for this calculation. 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. That fail to roll 5 on this check take damage equal to their current hit points and are staggered and disabled.
Speed: A troop’s speed is 10 feet slower than that of the base creature (or its mount, if mounted).
Armor Class: As the base creature, with a +8 troop bonus. Ignore the Troop’s new size modifier; AC is based on the size code of component creatures. For mounted troops, use the worst AC of the component creatures.
CMB/CMD: NA. Troops cannot make combat maneuvers and are immune to combat maneuvers.
Attacks: A troop has the attacks of the base creature, with a +8 troop bonus on attack rolls and double damage. A mounted troop gains the attacks of both mount and rider.
Troop Traits (Ex)
Allies of the same size and type as the base creature can occupy the same space as the troop and move freely inside the space of the troop.
Troops are made up of relatively small numbers of individual creatures, so spells or effects that target specific numbers of creatures can have an effect on a troop.
- Troops take 50% extra damage from area attacks.
- A spell that affects ten and more targets has full normal effect on the troop.
- Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures inflicts damage to the troop equal to the hit points of the base creature. Effects that affect single creatures which do not incapacitate as above have no effect.
Troop Action (Ex): The troop is considered a single creature for the purpose of actions it can take. Different members of the troop cannot take different actions, they all act in concert. If attacking, all members of the troop must perform the same attack. Troops wield and draw weapons as characters do.
- Troop Melee Attack (Ex) When attacking in melee, the troop can make its melee attack against each creature within reach. Each such attack abides by the rules of the type of attack made (standard attack, full attack, or charge) the troop does. These attacks are considered area attacks for the purpose of damaging swarms, troops, and similar creatures vulnerable to area attacks.
- Troop Ranged Attack (Ex) When attacking in melee, the troop can make its ranged attack against each creature in a 10 ft. spread. Normal range penalties apply. These attacks are considered area attacks for the purpose of damaging swarms, troops, and similar creatures vulnerable to area attacks.
- Troop Abilities Troop can use abilities such as spells, spell-like abilities, or exceptional abilities that are not attacks. They can use such an ability five times per round, and they have five times the normal number of daily uses of each ability. If the troop targets itself, and only itself, with this ability, the troop as a whole benefits.
Saves: A troop makes saving throws as its component creatures, with a +8 troop bonus to Fortitude and Will saves. Use the worse save bonuses of mount and rider for mounted troops.
Skills: Same as the base creature. Use the mount's skill for Acrobatics, Climb, and Swim checks.
Feats: Same as the base creature(s).
Organization: Solitary, platoon (2-10), battalion (11-50), or army (51-2000). Troops are often accompanied by leaders and officers of the same size as the base creature.
Challenge Rating: As base creature +8.
Sample Troops
Half-Elven Warband
XP 3200
Troop of half-elven ranger 1)
LN Gargantuan Troop humanoid (elf, human, troop)
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 24, touch 21, flat-footed 21 (+3 armor, +3 Dex, +8 troop)
hp 120 (1d10+2)
Fort +11, Ref +5, Will +9; +2 vs. enchantments
Immune sleep
OFFENSE
Speed 30 ft.
Melee longsword +7 (2d8+6/19–20) or shortspear +7(2d6+4)
Ranged longbow +12 (2d8/×3)
Special Attacks favored enemy (orcs +2)
TACTICS
During Combat The ranger ambushes her target from stealth or takes cover in tree branches. If she has allies, she attacks enemies that her allies have injured. She uses a smokestick to signal trouble or cover her retreat.
STATISTICS
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB NA; CMD NA
Feats Point-Blank Shot, Skill Focus (Perception)
Skills Climb +6, Knowledge (local) +1, Knowledge (nature) +4, Perception +10, Stealth +7, Survival +5
Languages Common, Elven
SQ elf blood, track +1, wild empathy +0
Combat Gear (x20) potion of cure light wounds, alchemist's fire, masterwork arrows (3), smokestick; Other Gear masterwork studded leather, longbow with 20 arrows, longsword, shortspear, 15 gp
DESCRIPTION
This is an inexperienced band of young half-elf militia.
See Also
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