Elite Town Guard: Difference between revisions

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'''Space / Reach:'''  20 ft. / 5 ft. (special; see Troop Subtype)
'''Space / Reach:'''  20 ft. / 5 ft. (special; see Troop Subtype)


'''Single Melee''' Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue
'''Single Melee''' Assault (1d8+5, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue


'''Full Melee''' Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue
'''Full Melee''' Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue


'''Ranged''' -  
'''Ranged''' Rain of Stones (1d8+5 to all creatures in a 20x20 space within 100 feet, Reflex save (DC 19) for half damage)  


'''Special Attacks''' Troop Subtype, Subdue  
'''Special Attacks''' Troop Subtype, Subdue  
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=== Special Abilities ===
=== Special Abilities ===
; Troop Subtype (Ex)
; Troop Subtype (Ex)
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. 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. The area occupied by a troop is completely shape-able, though the troop must remain in contiguous squares to accurately reflect the teamwork of trained military units. A troop has a reach equal to that of the component creatures based on size or armament. 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 can move through any area large enough for its component creatures. The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.
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. 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 a reach equal to that of the component creatures based on size or armament. 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 can move through any area large enough for its component creatures, but must end its move in a space large enough for its size or it is considered squeezing (-4 to hit, -4 to AC). The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.


Unlike swarms, Troops can be critically hit and are subject to precision damage.  Furthermore, troops do not have the swarm Distraction ability, though casting a spell while adjacent or inside of a troop requires a combat casting check.
Unlike swarms, Troops can be critically hit and are subject to precision damage.  Furthermore, troops do not have the swarm Distraction ability, though casting a spell while adjacent or inside of a troop requires a combat casting check.
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; Troop Attacks (Ex)
; Troop Attacks (Ex)
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 troops 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.
Similar to swarms, troops deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. 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 troops 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.
 
Troop attacks still require a standard action or a full attack action to perform.  Note that a troop's full attack is equal to the normal single attack damage for its CR, and it's standard attack is half the listed damage for its CR.  This is to compensate for the auto-hit nature of the attacks.


Town Guard Squadrons can deal either lethal or non-lethal damage to their targets, as they prefer, with no penalties for either choice.  Most Town Guard Squadrons use non-lethal damage inside their town limits, and lethal damage against anyone attempting to invade or overrun the town's defenses.  Town Guard Squadrons might use lethal damage inside the town limits if the town's laws on murder are particularly lax.
Town Guard Squadrons can deal either lethal or non-lethal damage to their targets, as they prefer, with no penalties for either choice.  Most Town Guard Squadrons use non-lethal damage inside their town limits, and lethal damage against anyone attempting to invade or overrun the town's defenses.  Town Guard Squadrons might use lethal damage inside the town limits if the town's laws on murder are particularly lax.
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; Subdue (Ex)
; Subdue (Ex)
If a town guard squadron moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the squadron's swarm-like nature.  After doing so, during its attack action, the town guard squadron may also attempt a grapple check against the target as a free action.  A single town guard squadron can attempt grapples against up to two creatures, each no larger than size large, at any one time.  While engaged in a grapple, the town guard squadron does not suffer any of the penalties normally associated with being in a grapple.  Each round the grapple is sustained, the squadron can deal damage to the grappled creature as well as any other nearby creatures, and may move any part of the squadron that isn't engaged in a grapple, as long as the squadron's shape remains contiguous at all times.
If a town guard squadron moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the squadron's swarm-like nature.  After doing so, during its attack action, the town guard squadron may also attempt a grapple check against the target as a free action.  A single town guard squadron can attempt grapples against up to two creatures, each no larger than size large, at any one time.  While engaged in a grapple, the town guard squadron does not suffer any of the penalties normally associated with being in a grapple.  Grappled creatures are dragged along with the squadron when it moves, but always take damage as though subjected to a full attack action (2d8+10) whenever the squadron makes an attack action (even a standard attack action).
 
 
; Rain of Stones (Ex)
As a standard action, the squadron may launch a hail of sling bullets into a 20' x 20' space within 100 feet of the troop.  Creatures within the affected area must make a reflex save, DC 19, or take 1d8+5 points of bludgeoning damage.  Those who succeed on the save take only half damage.




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=== Combat Tactics ===
=== Combat Tactics ===
While quite large, squadrons can stack with themselves without impairment and can reconfigure their shape as needed, though only two squadrons can attack a single opponent in a given round.  However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies.   
While quite large, squadrons can stack with themselves without impairment and can move through narrow gaps as needed, though only two squadrons can attack a single opponent in a given round.  However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies, as long as they end their move in a space large enough for their size.   


Squadrons can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so.  However, this lets the squadron close with the back ranks of a party easily.  In combat, squadrons will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want.  Squadrons are reasonably smart, so if space allows, they will spread out to ensure that all targets get the full two squadron attacks each round.  (Remember that the squadron attacks everyone it is sharing a square with AND everyone it is adjacent to).
Squadrons can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so.  However, this lets the squadron close with the back ranks of a party easily.  In combat, squadrons will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want.  Squadrons are reasonably smart, so if there are multiple squadrons present, they will spread out to ensure that all targets get the full two squadron attacks each round.  (Remember that the squadron attacks everyone it is sharing a square with AND everyone it is adjacent to).


Squadrons threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.  However, even though it can attack creatures it is sharing squares with, a squadron does not threaten its own internal squares. It only threatens its outside perimeter, regardless of the shape that perimeter has taken.
Squadrons threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.


Note that when a squadron reconfigures its shape, this is treated as movement.  Each square of the squadron can only move 30 feet from its starting point during a move action, it must always end adjacent to one or more members of its squadron, and all parts of the squadron must remain contiguous.  While a squadron will frequently provoke attacks of opportunity from its movement, note that it can only provoke once per enemy from any part of the squadron's movement -- it is a single creature making a single move action, thus it can only provoke once.
While a squadron will frequently provoke attacks of opportunity from its movement, note that it can only provoke once per enemy from any part of the squadron's movement -- it is a single creature making a single move action, thus it can only provoke once.


Squadrons will use their Subdue power to hamper movement and prevent their enemies from escaping.  However, it is nearly always in the squadron's best interests to hold one or more squadrons in reserve (rather than attacking), because only two squadrons can ever attack the same target.  Given their mobility and adjustable shape, it should be trivially easy for just a few squadrons to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.
Squadrons will use their Subdue power to hamper movement and prevent their enemies from escaping.  However, it is nearly always in the squadron's best interests to hold one or more squadrons in reserve (rather than attacking), because only two squadrons can ever attack the same target.  Given their mobility and ranged attacks, it should be trivially easy for just a few squadrons to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.


Town Guard Squadrons are trained to never fall back or run away, so most will fight to the death.  Note that "death" doesn't actually mean that the squadron is slaughtered to the last man. Like swarms, "death" just means the squadron is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.
Town Guard Squadrons are trained to never fall back or run away, so most will fight to the death.  Note that "death" doesn't actually mean that the squadron is slaughtered to the last man. Like swarms, "death" just means the squadron is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.


On that note, GM's should probably encourage the party to use non-lethal damage themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight.
On that note, GM's should probably encourage the party to use non-lethal damage themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight.

Revision as of 21:27, 19 September 2015


xx

Town Guard Squadron (CR 10)

A squadron of town guards is a squad of approximately 16 to 20 town guardsmen who have been trained to act as a single fighting force in combat. Because of this coordination, town guard squadrons are actually significant threats and ample defenders of a town, even against some of the mightier threats a town might face, such as ogres and orcs.

Most towns have dozens of town guard squadrons, and significant defense points, such as city gates, might have several squadrons on duty at all times. Larger villages and cities likely also utilize these squadrons to police the cities, ensuring the citizens are protected from lawbreakers and banditry. Of course, not all town guard squadrons are quite so noble, and it is not unheard of for squadrons to partake of a little banditry themselves.


General

CR 10 Hit Dice 15

XP 9,600

LN (or any alignment) Gargantuan Swarm (individual components are Medium Humanoid (Human))

Init +5; Senses Perception +15


Defense

AC 30, touch 19, flat-footed 25 (+6 armor, +5 dex, +5 natural, +4 deflection)

hp 175

Fort +13, Ref +10, Will +10

Aura: -

SR: -

Special Defenses: -

Immunities:

  • Flanking (but NOT critical hits or precision damage)
  • Any attack targeting the troop's CMD
  • any spell which targets a specific number of creatures

Weaknesses: Vulnerable to area of effect spells (+50% extra damage)


Offense

Speed 30 ft.

Space / Reach: 20 ft. / 5 ft. (special; see Troop Subtype)

Single Melee Assault (1d8+5, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue

Full Melee Assault (2d8+10, auto-hit swarm attack) lethal or non-lethal damage, plus Subdue

Ranged Rain of Stones (1d8+5 to all creatures in a 20x20 space within 100 feet, Reflex save (DC 19) for half damage)

Special Attacks Troop Subtype, Subdue

Action Points 0


Statistics

Str 14, Dex 12, Con 12, Int 10, Wis 9, Cha 11

Base Atk +10; CMB +16; CMD 26

Feats -

Skills Sense Motive +15

Languages Common


Special Abilities

Troop Subtype (Ex)

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. 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 a reach equal to that of the component creatures based on size or armament. 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 can move through any area large enough for its component creatures, but must end its move in a space large enough for its size or it is considered squeezing (-4 to hit, -4 to AC). The exact number of a troop's component creatures varies, but in general, a troop of Small or Medium creatures consists of approximately 12 to 30 creatures. Larger creatures can form troops, but the area occupied by such a troop should increase proportionally according to the size of the component creatures.

Unlike swarms, Troops can be critically hit and are subject to precision damage. Furthermore, troops do not have the swarm Distraction ability, though casting a spell while adjacent or inside of a troop requires a combat casting check.

Multiple troops can move into, stop and occupy spaces that other troops occupy without ever suffering from the squeezing rule. However, no more than two troops can inflict damage or effects on a single target in a single round.


Troop Attacks (Ex)

Similar to swarms, troops deal automatic damage to any creature within reach or whose space they occupy at the end of their move, with no attack roll needed. 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 troops 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.

Troop attacks still require a standard action or a full attack action to perform. Note that a troop's full attack is equal to the normal single attack damage for its CR, and it's standard attack is half the listed damage for its CR. This is to compensate for the auto-hit nature of the attacks.

Town Guard Squadrons can deal either lethal or non-lethal damage to their targets, as they prefer, with no penalties for either choice. Most Town Guard Squadrons use non-lethal damage inside their town limits, and lethal damage against anyone attempting to invade or overrun the town's defenses. Town Guard Squadrons might use lethal damage inside the town limits if the town's laws on murder are particularly lax.


Subdue (Ex)

If a town guard squadron moves into the same square as an enemy they are fighting, it provokes an attack of opportunity as normal, but neither it nor the enemy suffer from the squeezing rule, due to the squadron's swarm-like nature. After doing so, during its attack action, the town guard squadron may also attempt a grapple check against the target as a free action. A single town guard squadron can attempt grapples against up to two creatures, each no larger than size large, at any one time. While engaged in a grapple, the town guard squadron does not suffer any of the penalties normally associated with being in a grapple. Grappled creatures are dragged along with the squadron when it moves, but always take damage as though subjected to a full attack action (2d8+10) whenever the squadron makes an attack action (even a standard attack action).


Rain of Stones (Ex)

As a standard action, the squadron may launch a hail of sling bullets into a 20' x 20' space within 100 feet of the troop. Creatures within the affected area must make a reflex save, DC 19, or take 1d8+5 points of bludgeoning damage. Those who succeed on the save take only half damage.


Treasure

sell value of approximately 5,000 gp


Combat Tactics

While quite large, squadrons can stack with themselves without impairment and can move through narrow gaps as needed, though only two squadrons can attack a single opponent in a given round. However, this lets squadrons easily navigate narrow alleyways, or other closely confined spaces, and still bring their full might to bear against their enemies, as long as they end their move in a space large enough for their size.

Squadrons can move through enemy squares without restriction, though it does provoke attacks of opportunity to do so. However, this lets the squadron close with the back ranks of a party easily. In combat, squadrons will provoke attacks of opportunity whenever necessary, if it will give them the positioning they want. Squadrons are reasonably smart, so if there are multiple squadrons present, they will spread out to ensure that all targets get the full two squadron attacks each round. (Remember that the squadron attacks everyone it is sharing a square with AND everyone it is adjacent to).

Squadrons threaten adjacent squares, which means they can make attacks of opportunity like traditional creatures.

While a squadron will frequently provoke attacks of opportunity from its movement, note that it can only provoke once per enemy from any part of the squadron's movement -- it is a single creature making a single move action, thus it can only provoke once.

Squadrons will use their Subdue power to hamper movement and prevent their enemies from escaping. However, it is nearly always in the squadron's best interests to hold one or more squadrons in reserve (rather than attacking), because only two squadrons can ever attack the same target. Given their mobility and ranged attacks, it should be trivially easy for just a few squadrons to fully engage a whole party of enemies, assuming they're not too spread out, leaving the remaining squadrons to circle around, take up blocking positions or just stand ready to fill in, when the first squadrons fall.

Town Guard Squadrons are trained to never fall back or run away, so most will fight to the death. Note that "death" doesn't actually mean that the squadron is slaughtered to the last man. Like swarms, "death" just means the squadron is dispersed, meaning that some individuals will likely get away to tell the tale of any big bad party of PC's who just butchered the town's only defense against external invaders.

On that note, GM's should probably encourage the party to use non-lethal damage themselves, since killing lots of town guards might have certain legal ramifications for them later, should they decide to ever visit this town again after the fight.