Difference between revisions of "Formation (Apath)"

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{{Apath}}
 
{{Apath}}
Just as a [[Troop (Apath) | troop]] represents a mob, warband, or loosely organized formation, a squad represents an organized group acting in unison. Like a [[Troop (Apath) | troop]], a squad is very dangerous, but its actions have more direction. A squad has much more striking power than a [[Troop (Apath) | troop]], but is less fexible and cannot break formation without losing coherence.
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Just as a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] represents a mob, warband, or loosely organized formation, a formation represents an organized group acting in unison. A formation fights better than a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop], but is less flexible and cannot break formation without losing coherence.
  
A squad is treated as a single entity similar to a swarm,
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A formation is treated as a single entity similar to a swarm,
except that it is made of larger creatures. A squad can be
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except that it is made of larger creatures. A formation can be
 
composed of Small, Medium, or Large creatures, but all
 
composed of Small, Medium, or Large creatures, but all
the individual creatures must be of the same type. A squad
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the individual creatures must be of the same type. A formation
 
that incorporates a crowd of goblin wolfriders and a crowd of humans
 
that incorporates a crowd of goblin wolfriders and a crowd of humans
is best modeled by two separate squads. You can use the
+
is best modeled by two separate formations. You can use the
following template to create specific types of squads.
+
following template to create specific types of formations.
  
==Squad Template==  
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=== Formation Traits (Ex) ===
"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.
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Allies of the same size and type as the base creature can occupy the same space as the formation and move freely inside the space of the formation.  
  
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.
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'''Vulnerable to Area Attacks''' Formations take 50% extra damage from area attacks.
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.  
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'''Vulnerable to Flanking''' A formation is considered flanked if attacked from two different sides; this does not need to be opposite sides.
  
'''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.
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'''Formation Anatomy''' Reducing a formation 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 formation is [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked 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.
  
'''Hit Points:''' A squad has a single pool of hit points. Squads 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 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 [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Panicked 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.
+
Formations 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 formation. A formation is immune to any non-damage effect that affects less than 10 targets. A spell or ability that affects ten and more targets has full normal effect on a formation.
  
'''Speed:''' A squad’s speed is 10 feet slower than that of the base creature (or its mount, if mounted).  
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''Formation Action (Ex):'' The formation is considered a single creature for the purpose of actions it can take. Different members of the formation cannot take different actions, they all act in concert. If attacking, all members of the formation must perform the same attack. Formations wield and draw weapons as characters do. 
 +
* ''Formation Melee Attack (Ex)'' When attacking in melee, the formation attacks as if it was five creatures. A mounted formation gains the attacks of both mount and rider. If more than one creature is within the formation's reach, the formation must divide its attacks between them as evenly as possible. Each such attack gains a +10 troop bonus and does the base creature's melee damage and abides by the rules of the type of attack made (standard attack, full attack, or charge) the formation does. 
 +
* ''Formation Ranged Attack (Ex)'' If armed with ranged weapons, the formation can make ranged attacks. Any ranged attack the formation makes is made separately against each creature in a 10 ft. spread. Normal range penalties apply and all attacks are made with a +10 troop bonus. Damage is double the base creature's ranged damage.
 +
* ''Formation Abilities'' Formation 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 +5. Formations gain a +5 formation bonus on concentration checks. 
 +
** 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 formation or five times as many targets, no two of which can be more than 60 ft. apart. A summoning spell summons a [[Troop (Apath) | troop]] of the summoned creature.
 +
** An ability that is an area has all dimensions of that area doubled.
  
'''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.
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'''Saves:''' A formation makes saving throws as its component creatures, with a +5 formation bonus to Fortitude and Will saves. Use the worse save bonuses of mount and rider for mounted formations.
  
'''CMB/CMD:''' NA. Squads cannot make combat maneuvers and are immune to combat maneuvers.  
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'''Skills:''' Same as the base creature. if mounted, use the mount's skill for Acrobatics, Climb, and Swim checks.
  
'''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.
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'''Feats:''' Same as the base creatures.
  
=== Squad Traits (Ex) ===
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'''Organization:''' Solitary, platoon (2-10), battalion (11-50), or army (51-2000). Formations are often accompanied by leaders and officers of the same size as the base creature.
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.
+
'''Challenge Rating:''' As base creature +8.
* 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.   
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==Formation Template==
* ''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.  
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"Formation" is an acquired template that can be added to any Small, Medium, or Large construct, elemental, humanoid, outsider, or undead.  A formation can incorporate any riding animals used by such creatures as long as such mounts are Medium or Large. A formation is a creature two sizes larger than its component creatures, composed of twenty creatures of the base type. A formation 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 5 or less must be under the direct control of an intelligent creature in order to form a formation. A formation uses all the base creature’s statistics and special abilities except as noted here.   
* ''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 doubles and all save DCs are increased by +6.
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A formation is a collection of creatures that acts as a single creature, similar to a swarm, but acting with precision and military unit drill. A formation has the characteristics of its type, except as noted here. A formation has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A formation makes saving throws as a single creature.
** An ability that is a touch attack is used as either a melee or ranged attack, above.
+
A formation is never staggered or reduced to a dying state by damage.
** 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.
+
 
** An ability that is an area has all dimensions of that area doubled.
+
'''Type:''' A formation retains all types and subtypes of the base creature and gains the formation subtype. A mounted formation also gains all the mounts' types and subtypes.  
  
'''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.
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'''Size and Reach:''' A formation is two size categories larger than the largest of its component creatures. Do not recalculate any of the formation's values based on the new size. Reach is unchanged.
  
'''Skills:''' Same as the base creature. Use the mount's skill for Acrobatics, Climb, and Swim checks.
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'''Hit Points:''' A formation has a single pool of hit points. Formations have 100 hit points plus double the base creature's hit points. Add the hit points of a single mount for this calculation.  
  
'''Feats:''' Same as the base creature(s).
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'''Speed:''' A formation’s speed is 10 feet slower than that of the base creature (or its mount, if mounted).  
  
'''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.   
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'''Armor Class:''' As the base creature, with a +10 formation bonus.  For mounted formations, use the worst AC of the component creatures.   
  
'''Challenge Rating:''' As base creature +8.
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'''CMB/CMD:''' NA. Formations cannot make combat maneuvers and are immune to combat maneuvers.  
  
==Sample Squads==
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==Sample Formations==
 
=== Half-Elven Warband ===
 
=== Half-Elven Warband ===
 
XP 3200<br>
 
XP 3200<br>
Squad of [http://www.d20pfsrd.com/bestiary/npc-s/npc-0/novice-scout-half-elf-ranger-1 half-elven ranger 1])<br>
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Formation of [http://www.d20pfsrd.com/bestiary/npc-s/npc-0/novice-scout-half-elf-ranger-1 half-elven ranger 1])<br>
LN Gargantuan Squad humanoid (elf, human, squad)<br>
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LN Huge Formation humanoid (elf, human, formation)<br>
 
Init +3; Senses low-light vision; Perception +10
 
Init +3; Senses low-light vision; Perception +10
  
 
DEFENSE
 
DEFENSE
  
AC 24, touch 21, flat-footed 21 (+3 armor, +3 Dex, +8 squad)<br>
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AC 24, touch 21, flat-footed 21 (+3 armor, +3 Dex, +8 formation)<br>
 
hp 120 (1d10+2)<br>
 
hp 120 (1d10+2)<br>
 
Fort +11, Ref +5, Will +9; +2 vs. enchantments<br>
 
Fort +11, Ref +5, Will +9; +2 vs. enchantments<br>
Immune sleep, squad traits
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Immune sleep, formation traits
  
 
OFFENSE
 
OFFENSE
  
Speed 30 ft.<br>
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Speed 20 ft.<br>
Melee longsword +11 (2d8+6/19–20) or shortspear +11(2d6+4)<br>
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Melee longsword +11 (2d8+6/19–20) or shortspear +11 (2d6+4)<br>
 
Ranged longbow +12 (2d8/×3)<br>
 
Ranged longbow +12 (2d8/×3)<br>
 
Special Attacks favored enemy (orcs +2)<br>
 
Special Attacks favored enemy (orcs +2)<br>
Squad action
+
Formation action
  
 
TACTICS
 
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.
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The formation ambushes targets from stealth. They use a smokestick to signal trouble or cover a retreat.
  
 
STATISTICS
 
STATISTICS
Line 94: Line 95:
 
DESCRIPTION
 
DESCRIPTION
  
This is an inexperienced band of young half-elf militia.
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This is an inexperienced band of half-elf archers.
  
 
== See Also ==
 
== See Also ==
* [[Troop (D&D creatures) | Squad for 3.5]]
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* [[Troop (Apath) | Troop Template]]
 +
* [[Troop (D&D creatures) | Formation for 3.5]]
 +
 
 +
== External Links ==
 +
* [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop Troop subtype] at d20pfsrd.com

Latest revision as of 15:08, 6 October 2017

ApathApath Logo
Unofficial rules compendium

Just as a troop represents a mob, warband, or loosely organized formation, a formation represents an organized group acting in unison. A formation fights better than a troop, but is less flexible and cannot break formation without losing coherence.

A formation is treated as a single entity similar to a swarm, except that it is made of larger creatures. A formation can be composed of Small, Medium, or Large creatures, but all the individual creatures must be of the same type. A formation that incorporates a crowd of goblin wolfriders and a crowd of humans is best modeled by two separate formations. You can use the following template to create specific types of formations.

Formation Traits (Ex)

Allies of the same size and type as the base creature can occupy the same space as the formation and move freely inside the space of the formation.

Vulnerable to Area Attacks Formations take 50% extra damage from area attacks.

Vulnerable to Flanking A formation is considered flanked if attacked from two different sides; this does not need to be opposite sides.

Formation Anatomy Reducing a formation 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 formation 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.

Formations 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 formation. A formation is immune to any non-damage effect that affects less than 10 targets. A spell or ability that affects ten and more targets has full normal effect on a formation.

Formation Action (Ex): The formation is considered a single creature for the purpose of actions it can take. Different members of the formation cannot take different actions, they all act in concert. If attacking, all members of the formation must perform the same attack. Formations wield and draw weapons as characters do.

  • Formation Melee Attack (Ex) When attacking in melee, the formation attacks as if it was five creatures. A mounted formation gains the attacks of both mount and rider. If more than one creature is within the formation's reach, the formation must divide its attacks between them as evenly as possible. Each such attack gains a +10 troop bonus and does the base creature's melee damage and abides by the rules of the type of attack made (standard attack, full attack, or charge) the formation does.
  • Formation Ranged Attack (Ex) If armed with ranged weapons, the formation can make ranged attacks. Any ranged attack the formation makes is made separately against each creature in a 10 ft. spread. Normal range penalties apply and all attacks are made with a +10 troop bonus. Damage is double the base creature's ranged damage.
  • Formation Abilities Formation 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 +5. Formations gain a +5 formation bonus on concentration checks.
    • 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 formation 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 formation makes saving throws as its component creatures, with a +5 formation bonus to Fortitude and Will saves. Use the worse save bonuses of mount and rider for mounted formations.

Skills: Same as the base creature. if mounted, use the mount's skill for Acrobatics, Climb, and Swim checks.

Feats: Same as the base creatures.

Organization: Solitary, platoon (2-10), battalion (11-50), or army (51-2000). Formations are often accompanied by leaders and officers of the same size as the base creature.

Challenge Rating: As base creature +8.

Formation Template

"Formation" is an acquired template that can be added to any Small, Medium, or Large construct, elemental, humanoid, outsider, or undead. A formation can incorporate any riding animals used by such creatures as long as such mounts are Medium or Large. A formation is a creature two sizes larger than its component creatures, composed of twenty creatures of the base type. A formation 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 5 or less must be under the direct control of an intelligent creature in order to form a formation. A formation uses all the base creature’s statistics and special abilities except as noted here.

A formation is a collection of creatures that acts as a single creature, similar to a swarm, but acting with precision and military unit drill. A formation has the characteristics of its type, except as noted here. A formation has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A formation makes saving throws as a single creature. A formation is never staggered or reduced to a dying state by damage.

Type: A formation retains all types and subtypes of the base creature and gains the formation subtype. A mounted formation also gains all the mounts' types and subtypes.

Size and Reach: A formation is two size categories larger than the largest of its component creatures. Do not recalculate any of the formation's values based on the new size. Reach is unchanged.

Hit Points: A formation has a single pool of hit points. Formations have 100 hit points plus double the base creature's hit points. Add the hit points of a single mount for this calculation.

Speed: A formation’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 +10 formation bonus. For mounted formations, use the worst AC of the component creatures.

CMB/CMD: NA. Formations cannot make combat maneuvers and are immune to combat maneuvers.

Sample Formations

Half-Elven Warband

XP 3200
Formation of half-elven ranger 1)
LN Huge Formation humanoid (elf, human, formation)
Init +3; Senses low-light vision; Perception +10

DEFENSE

AC 24, touch 21, flat-footed 21 (+3 armor, +3 Dex, +8 formation)
hp 120 (1d10+2)
Fort +11, Ref +5, Will +9; +2 vs. enchantments
Immune sleep, formation 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)
Formation action

TACTICS

The formation 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