Difference between revisions of "Troop (Apath)"

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{{Apath}}{{wip}}
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{{Apath}}
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.
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The [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  subtype represents an organized group of trained soldiers that act as a unit, rather than as individuals. Compared to a [[Formation (Apath) | formation]], a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] is an irregular or auxiliary force, more flexible and less disciplined and dangerous.
  
A troop is treated as a single entity similar to a swarm,
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  is something of an abstraction, in that the component creatures that make up the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  are mostly irrelevant; only the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  as a whole matters for the purposes of combat. A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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.
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==  
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==Troop Subtype==
"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.
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  to 0 hit points or fewer causes it to break up, effectively destroying the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] , though the damage taken until that point does not degrade its abilities.
  
'''Type:''' The troop’s type remains unchanged from the base creature (ignore the type of any mounts).
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=== Troop Traits ===
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All [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] s gain the following traits.
  
'''Size and Reach:''' A troop is a creature two sizes larger than its component creatures, but has the same reach as the base creature.  
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'''Troop Subtype:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  has the characteristics of its type, except as noted here.  
  
'''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 which immediately take half of their maximum hit points in damage and are [http://www.d20pfsrd.com/gamemastering/conditions#TOC-Frightened frightened] for 1d6 minutes and run away from the battle to the best of their ability. Damage taken until that point does not degrade its ability to attack or resist attack. Troops are never staggered or reduced to a dying state by damage.
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troophas a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] makes saving throws as a single creature.  
  
'''Speed:''' A troop’s speed is 10 feet slower than that of the base creature (or its mount, if mounted).  
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The exact number of a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] 's component creatures varies, but in general, a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  of Small or Medium creatures consists of approximately 20 creatures. Larger creatures cannot form [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]s.
  
'''Armor Class:''' As the base creature, with a +4 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.
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A single [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  is the same as that of the component creatures. A troop has the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Compression-Ex- compression] creature ability.  
  
'''Attacks:''' A troop has the attacks of the base creature, with a +4 troop bonus on attack rolls and double damage. A mounted troop gains the attacks of both mount and rider.
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  can move through squares occupied by enemies and vice versa without impediment, although the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  provokes an attack of opportunity if it does so.  
  
'''Attack Options:''' Troops gain the following attack options. <br>
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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.
  
''Expert Grappler (Ex):'' A troop can maintain a grapple without penalty and still make attacks against other targets (normally, attacking other targets while grappling imposes a –20 penalty on grapple checks). A troop is never considered flat-footed while grappling.  
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] is never staggered or reduced to a dying state by damage.
  
''Multiple Opportunities (Ex):'' Each time a troop makes an attack of opportunity, all of the eligible attackers in the troop can make an attack of opportunity.<br>
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Immunity to being Tripped or Bull Rushed: A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  cannot be tripped, grappled, or bull rushed, except by area effects that include such effects. A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] can inflict these conditions on an opponent.
  
''Troop Anatomy (Ex)'' Troops take 50% extra damage from area attacks.
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Immunity to Single Target Spells: A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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).
  
''Troop Anatomy (Ex):'' 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. 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. <br> Although troops are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the troop. If a troop is dispersed by nonlethal attacks, there are no casualties. If the troop is dispersed by lethal attacks, assume that 30% of its number are slain and 30% are reduced to 0 hit points. To determine a specific individual’s fate, simply roll d%: a result of 01–30 indicates death, 31–60 indicates the victim is reduced to 0 hit points, and a roll of 61–100 indicates the victim escapes relatively unscathed.<br> 
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Vulnerable to Area Effect Spells: A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  takes half again as much damage (+50%) from spells or effects that affect an area.  
  
''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 do the same kid of attack. Troops wield and draw weapons as characters do.
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'''Effects of Damage''' If a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troopis rendered unconscious by means of nonlethal damage, it disperses and does not reform until its hit points exceed its nonlethal damage. Reducing a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  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.
  
''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). These attacks are considered area attacks for the purpose of damaging swarms, troops, and similar creatures vulnerable to area attacks.
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'''Troop Attack:''' Creatures with the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] 's stat block has “[http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] ” in its Melee entry with no attack bonus given. The amount of damage a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  deals is based on its Hit Dice. Unless stated otherwise, a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] 's attacks are non-magical. Damage Reduction sufficient to reduce a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  attack's damage to 0 or other special abilities can give a creature immunity (or at least resistance) to the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] 's attacks. Some [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  attack.
  
''Troop Ranged Attack (Ex)'' When attacking in melee, the troop can make its melee 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.
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'''Chaos of Combat:''' Because of the chaos of combat, spellcasting or concentrating on spells within the area of a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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.
  
'''Saves:''' A troop makes saving throws as its component creatures, with a +4 troop bonus. Use the worse save bonuses of mount and rider for mounted troops.
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'''Looting Troops''' Although [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  as a single creature for the purposes of looting.
  
'''Abilities:''' A troop’s abilities are the same as the base creature, as well as the following:  
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== Troop Template ==
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{{wip}}
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"Troop" is an acquired template that can be added to any Small or Medium creature. A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  uses all the base creature’s statistics and special abilities except as noted here.  
  
'''Skills:''' Same as the base creature; do not recalculate based on the troop’s new Hit Dice, but do include modifiers for changes in size and speed. Mounts and riders use the best value in each skill.   
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A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  is a collection of creatures that acts as a single creature, similar to a swarm, but acting in intelligent coordination.   
  
'''Feats:''' Same as the base creature; do not recalculate based on the troop’s new Hit Dice.   
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'''Type:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  retains all types and subtypes of the base creature and gains the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  subtype.   
  
'''Organization:''' Solitary, platoon (2-4), battalion (5-10), or army (11-200). Troops are often accompanied by leaders and officers of the same size as the base creature, who can occupy the same space as the troop because of the size difference.
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'''Size/Reach:''' A single [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  occupies a 20-foot-by-20-foot square, equal in size to a Gargantuan creature, though the actual size category of the [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  is the same as that of the component creatures. It has the same reach as the base creature.
  
'''Challenge Rating:''' As base creature +6 if the base creature is Small or Medium. As base creature +2 if the base creature is Large.
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'''Hit Points/Hit Dice:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] has 100 hit points plus three times the base creature's hit points.  
  
'''Advancement:''' As base creature.
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'''Speed:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]’s speed is equal to that of the base creature.  
  
'''Level Adjustment:'''
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'''Armor Class:''' As the base creature, with a +10 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  bonus. 
  
==Sample Troops==
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'''CMB/CMD:''' As the base creature, with a +10 [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop]  bonus. 
The following statistics blocks, presented in a new format.
 
  
===Elven Warband (Troop of Elven warrior 1) CR 6===
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'''Melee Attacks:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] has a [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop 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.
CG Gargantuan humanoid (troop of Medium elves) <br>
 
'''Init''' +1; '''Senses Nightvision, Listen''' +2, Spot +2 <br>
 
'''Languages''' Common, Elven <br>
 
'''AC''' 20 (+2 Dex, +3 studded leather, +1 light shield, +4 troop) touch 15, flat-footed 18 <br>
 
'''Hp''' 45 (10 HD) <br>
 
'''Fort''' +7, '''Ref''' +4, '''Will''' +2 <br>
 
'''Speed''' 20 ft. (4 squares) <br>
 
'''Melee''' 6 Longsword +6 (1d8+1/19-20) <br>
 
'''Ranged''' 12 longbow +7 (1d8/×3) <br>
 
'''Space''' 20 ft.; Reach 5 ft. <br>
 
'''Base Atk''' +5; Grp +6 <br>
 
'''Atk Options''' expert grappler, multiple opportunities <br>
 
'''Abilities''' Str 13, Dex 13, Con 0, Int 10, Wis 9, Cha 8 <br>
 
'''SQ''' elf traits, troop anatomy <br>
 
'''Feats''' Weapon Focus (longbow) <br>
 
'''Skills''' Hide -11, Listen +2, Search +3, Spot +2 <br>
 
  
===Goblin Regular Wolfriders (Troop of goblins on wolves) CR 8===
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'''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).  
NE Gargantuan humanoid (troop of small goblins and medium wolves) <br>
 
'''Init''' +1; '''Senses Darkvision, Listen''' +2, Spot +2 <br>
 
'''Languages''' Common, Goblin <br>
 
'''AC''' 19 (+1 size, +1 Dex, +2 leather armor, +1 light shield, +4 troop) touch 15, flat-footed 18 <br>'''Hp''' 175 (30 HD) <br>
 
'''Fort''' +18, '''Ref''' +11, '''Will''' +9 <br>
 
'''Speed''' 40 ft. (8 squares) <br>
 
'''Melee''' 6 Morningstar +6 (1d6) and 6 bite +7 (d6+1)  <br>
 
'''Ranged''' 9 javelin +7 (1d6) <br>
 
'''Space''' 20 ft.; Reach 5 ft. <br>
 
'''Base Atk''' +5; Grp +6 <br>
 
'''Atk Options''' expert grappler, multiple opportunities, trip <br>
 
'''Abilities''' Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6 <br>
 
'''SQ''' goblin traits, troop anatomy <br>
 
'''Feats''' Alertness, Track (B), Weapon Focus (Bite) <br>
 
'''Skills''' Hide -10, Listen +3, Move Silently +3, Ride 5, Spot +3, Survival +1 (+5 when tracking by scent). <br>
 
  
===Veteran Cohort (Troop of human warrior 3) CR 8===
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'''Saves:''' A [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop troop] makes saving throws as its component creatures, with a +5 troop bonus.
LN Gargantuan humanoid (troop of Medium humans) <br>
 
'''Init''' +4; '''Senses''' Listen -1, Spot -1 <br>
 
'''Languages''' Common <br>
 
'''AC''' 22 (+4 chain shirt, +4 wall shield, +4 troop) touch 14, flat-footed 22 <br>
 
'''Hp''' 166 (30 HD) <br>
 
'''Fort''' +18, '''Ref''' +10, '''Will''' +10 <br>
 
'''Speed''' 20 ft. (4 squares) <br>
 
'''Melee''' 9 Shortsword +7 (1d6+1/19-20) <br>
 
'''Ranged''' 9 Javelin +6 (1d6+1) <br>
 
'''Space''' 20 ft.; '''Reach''' 5 ft. <br>
 
'''Base Atk''' +7; '''Grp''' +8 <br>
 
'''Atk Options''' expert grappler, multiple opportunities <br>
 
'''Abilities''' Str 13, Dex 11, Con 12, Int 8, Wis 10, Cha 9 <br>
 
'''SQ''' troop anatomy, wall shield  <br>
 
'''Feats''' Weapon Focus (short sword), Weapon Focus (javelin), Improved Initiative <br>
 
'''Skills''' Climb -5, Jump -9 <br>
 
  
===Dwarf Elite Axemen (Troop of dwarf warrior 4) CR 9===
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'''Skills:''' Same as the base creature.   
LG Gargantuan humanoid (troop of Medium dwarfs) <br>
 
'''Init''' +0; Senses Darkvision, Listen 0, Spot +3 <br>
 
'''Languages''' Common <br>
 
'''AC''' 27 (+8 masterwork full plate, +2 masterwork heavy shield, +4 troop, +3 phalanx) touch 17, flat-footed 27 <br>
 
'''Hp''' 300 (40 HD) <br>
 
'''Fort''' +24, '''Ref''' +15, '''Will''' +14 <br>
 
'''Speed''' 10 ft. (2 squares) <br>
 
'''Melee''' 6 Masterwork warven war axe +11 (1d10+1/x3) <br>
 
'''Space''' 20 ft.; Reach 5 ft. <br>
 
'''Base Atk''' +8; Grp +10 <br>
 
'''Atk Options''' expert grappler, pounce, multiple opportunities <br>
 
'''Abilities''' Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8 <br>
 
'''SQ''' troop anatomy, darkvision (60 ft), dwarf traits <br>
 
'''Feats''' Weapon Focus (dwarven war axe), Phalanx Fighting, Hold the Line <br>
 
'''Skills''' Climb +3, Spot +3 <br>
 
  
===Air Elemental Horde (Troop of medium air elementals) CR 9===
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'''Feats:''' Same as the base creature. 
N Gargantuan elemental (troop of Medium air elementals) <br>
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'''Init''' +9; '''Senses''' Darkvision, Listen +3, Spot +4 <br>
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'''Organization:''' Patrol (1), platoon (2-10), battalion (11-50), or army (51-2000).  
'''Languages''' Auran <br>
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'''AC''' 22 (+5 Dex, +3 natural, +4 troop), touch 19, flat-footed 17 <br>
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'''Challenge Rating:''' As base creature +8.
'''Hp''' 260 (40 HD) <br>
 
'''Fort''' +15, Ref +27, Will +14 <br>
 
'''Speed''' Fly 90 ft. (perfect) (18 squares) <br>
 
'''Melee''' 6 Slam +12 (1d6+1<br>
 
'''Space''' 20 ft.; Reach 5 ft. <br>
 
'''Base''' Atk +7; Grp +8 <br>
 
'''Atk Options''' expert grappler, pounce, multiple opportunities, air mastery, whirlwind <br>
 
'''Abilities''' Str 12, Dex 11, Con 14, Int 9, Wis 10, Cha 8 <br>
 
'''SQ''' Troop anatomy, darkvision 60 ft., elemental traits <br>
 
'''Feats''' Dodge, Flyby Attack, Improved Initiative (B), Weapon Finesse (B) <br>
 
'''Skills''' Listen +3, Spot +4 <br>
 
  
 
== See Also ==
 
== See Also ==
 +
* [[Formation  (Apath) | Formation Template]]
 
* [[Troop (D&D creatures) | Troop for 3.5]]
 
* [[Troop (D&D creatures) | Troop for 3.5]]
[[Category:D&D]]{{OGL}}
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 +
== External Links ==
 +
* [http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-troop Troop subtype] at d20pfsrd.com
 +
{{OGL}}

Latest revision as of 15:17, 7 March 2016

ApathApath Logo
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.

Troop Subtype

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.

Troop Traits

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 troop has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single armor class. A troop makes saving throws as a single creature.

The exact number of a troop 's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 20 creatures. Larger creatures cannot form troops.

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 can move through squares occupied by enemies and vice versa without impediment, although the troop provokes an attack of opportunity if it does so.

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 being Tripped or Bull Rushed: A troop cannot be tripped, grappled, or bull rushed, except by area effects that include such effects. A troop can inflict these conditions on an opponent.

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.

Troop Template

Notepad.png 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.

Type: A troop retains all types and subtypes of the base creature and gains the troop subtype.

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.

See Also

External Links

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