Formation (Apath)
Unofficial rules compendium | |
|
Just as a troop represents a mob, warband, or loosely organized formation, a squad represents an organized group acting in unison. Like a troop, a squad is very dangerous, but its actions have more direction. A squad has much more striking power than a troop, but is less fexible and cannot break formation without losing coherence.
A squad is treated as a single entity similar to a swarm, except that it is made of larger creatures. A squad can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A squad that incorporates a crowd of goblin wolfriders and a crowd of humans is best modeled by two separate squads. You can use the following template to create specific types of squads.
Squad Template
"Squad" is an acquired template that can be added to any Small, Medium, or Large construct, elemental, humanoid, outsider, or undead. A squad can incorporate any riding animals used by such creatures as long as such mounts are Medium or Large. A squad is a creature two sizes larger than its component creatures, composed of twenty creatures of the base type. A squad 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 squads. A squad uses all the base creature’s statistics and special abilities except as noted here.
A squad is a collection of creatures that acts as a single creature, similar to a swarm, but acting with precision and military unit drill. A squad has the characteristics of its type, except as noted here. A squad has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A squad makes saving throws as a single creature. A squad is never staggered or reduced to a dying state by damage.
Type: A squad retains all types and subtypes of the base creature and gains the squad subtype. A mounted squad gains all the mounts' types and subtypes as well.
Size and Reach: A squad is two size categories larger than the largest of its component creatures. Do not recalculate any of the squad's values based on the new size. Reach is unchanged.
Hit Points: A squad has a single pool of hit points. Squads have ten times total hit points. Add the hit points of any mounts to the base creature's hit points for this calculation. Reducing a squad 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 squad 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.
Speed: A squad’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 squad bonus. Ignore the Squad’s new size modifier; AC is based on the size code of component creatures. For mounted squads, use the worst AC of the component creatures.
CMB/CMD: NA. Squads cannot make combat maneuvers and are immune to combat maneuvers.
Attacks: A squad has the attacks of the base creature, with a +8 squad bonus on attack rolls and double damage. A mounted squad gains the attacks of both mount and rider.
Squad Traits (Ex)
Allies of the same size and type as the base creature can occupy the same space as the squad and move freely inside the space of the squad.
Squads 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 squad.
- Squads take 50% extra damage from area attacks.
- A spell that affects ten and more targets has full normal effect on the squad.
- Each specific creature that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures inflicts damage to the squad equal to the hit points of the base creature. Effects that affect single creatures which do not incapacitate as above have no effect.
Squad Action (Ex): The squad is considered a single creature for the purpose of actions it can take. Different members of the squad cannot take different actions, they all act in concert. If attacking, all members of the squad must perform the same attack. Squads wield and draw weapons as characters do.
- Squad Melee Attack (Ex) When attacking in melee, the squad 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 squad does. These attacks are considered area attacks for the purpose of damaging swarms, squads, and similar creatures vulnerable to area attacks.
- Squad Ranged Attack (Ex) When attacking in melee, the squad 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, squads, and similar creatures vulnerable to area attacks.
- Squad Abilities Squad can use abilities such as spells, spell-like abilities, or exceptional abilities that are not attacks using the following rules. All damage is doubled and all save DCs are increased by +6. Squads gain a +6 squad bonus on concentration checks. Any ability used by the squad is considered to be used up by all members of the squad when the squad dissolves.
- An ability that is a touch attack is used as either a melee or ranged attack, above.
- An ability that affects one or more targets affects either one squad or five times as many targets, no two of which can be more than 60 ft. apart. A summoning spell summons a troop of the summoned creature.
- An ability that is an area has all dimensions of that area doubled.
Saves: A squad makes saving throws as its component creatures, with a +6 squad bonus to Fortitude and Will saves. Use the worse save bonuses of mount and rider for mounted squads.
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). Squads are often accompanied by leaders and officers of the same size as the base creature.
Challenge Rating: As base creature +8.
Sample Squads
Half-Elven Warband
XP 3200
Squad of half-elven ranger 1)
LN Huge Squad humanoid (elf, human, squad)
Init +3; Senses low-light vision; Perception +10
DEFENSE
AC 24, touch 21, flat-footed 21 (+3 armor, +3 Dex, +8 squad)
hp 120 (1d10+2)
Fort +11, Ref +5, Will +9; +2 vs. enchantments
Immune sleep, squad traits
OFFENSE
Speed 20 ft.
Melee longsword +11 (2d8+6/19–20) or shortspear +11 (2d6+4)
Ranged longbow +12 (2d8/×3)
Special Attacks favored enemy (orcs +2)
Squad action
TACTICS
The squad ambushes targets from stealth. They use a smokestick to signal trouble or cover a 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 half-elf archers.
See Also
External Links
- Troop subtype at d20pfsrd.com