Sangfrere Troop: Difference between revisions

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| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName=<onlyinclude>{{#ifeq:{{{transcludesection|MonsterName}}}
| MonsterName | Troop
| MonsterName | Sangfrere Troop
   }}</onlyinclude>
   }}</onlyinclude>


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   <!-- Put any 'immunity' or 'hardened' values here;
   <!-- Put any 'immunity' or 'hardened' values here;
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
         immunities based on type (e.g. Vermin) or role (e.g. Threat) are automatically added
           '''''Hardened (damage):'''''
           '''''Hardened (&frac12; damage):'''''
           '''''Immune (no effect):'''''                                                                  -->
           '''''Immune (no effect):'''''                                                                  -->


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   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->
   <!-- Values: "S" for strong caster, "W" for weak caster, leave blank if unneeded; will auto-detect Combat Casting and include it -->


| Ability-1-Description = Once per round, if the Troop slays an enemy creature, the troop may slide up to 10 feet as a free action any time before the end of their current turn.  This may be done in the middle of a full attack action.  If so, any new enemy creatures brought into their reach by the move become valid targets for the remainder of their attacks this round.
| Ability-1-Description = Once per round, if the Sangfrere Troop slays an enemy creature, the troop may slide up to 10 feet as a free action any time before the end of their current turn.  This may be done in the middle of a full attack action.  If so, any new enemy creatures brought into their reach by the move become valid targets for the remainder of their attacks this round.


   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
   <!-- Insert colons ":" before each paragraph after first; replace any to-hit, damage or save DC numbers with variables:
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<!--  COMBAT TACTICS  -->
<!--  COMBAT TACTICS  -->


| CombatTactics = Guards are relatively predictable, if savage, foes.  They are strong and fast, but largely undisciplined, when it comes to choosing targets.  Everyone not on their side is an enemy, and all enemies should be slain.  Rather than tactically choosing targets (like singling out the magic users first), they will systematically hew through whomever is closest.  Even their March of Death power is often misused, merely letting them get closer to the next victim in their path, rather than skirting around some troublesome knot for more opportunistic targets.
| CombatTactics = Sangfrere Guards are relatively predictable, if savage, foes.  They are strong and fast, but largely undisciplined, when it comes to choosing targets.  Everyone not on their side is an enemy, and all enemies should be slain.  Rather than tactically choosing targets (like singling out the magic users first), they will systematically hew through whomever is closest.  Even their March of Death power is often misused, merely letting them get closer to the next victim in their path, rather than skirting around some troublesome knot for more opportunistic targets.




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<!--  OUT OF COMBAT    -->
<!--  OUT OF COMBAT    -->


| OutOfCombat = Guards' pasttimes follow the cultural model of the Empire of the Spear, in the use of gaunts, listening to the valorous tales of the skealds, and partaking heavily of ale (but only when off duty).  They take their guard duty very seriously, and cannot be bought or manipulated into betraying their contracts.
| OutOfCombat = Sangfrere Guards' pasttimes follow the cultural model of the Empire of the Spear, in the use of gaunts, listening to the valorous tales of the skealds, and partaking heavily of ale (but only when off duty).  They take their guard duty very seriously, and cannot be bought or manipulated into betraying their contracts.





Latest revision as of 21:30, 7 January 2023

Sangfrere Troop (CR 4)

Lawful Evil - Medium - Humanoid (Troop)
Lore: Know (Local)
8 23
Basic DC Full DC
Initiative
Initiative Icon 2.png
9
Perception:
18 +8
Passive Active
Ambush:
10+
on a d20

Senses:

Movement Types:

Defense

AC
Shield Icon 3.png
21
Man Def
Shield Icon 3.png
19
Monster Health
61 30 6
Hit Points Bloodied Hit Dice
Saving Throws
Fort: +7
Refl: +2
Will: +2

Strong Against:

  • (Troop 1) Immune (no effect): Flanking
  • (Troop 2) Immune (no effect): any attack that targets Maneuver Defense
  • (Troop 3) Immune (no effect): any spell that targets a specific number of creatures, except mind-affecting spells

Weak Against:

  • (Troop 1) Vulnerable (1.5x damage): area of effect spells (including Channel Divinity)

Offense

Size: Medium
5 ft. 5 ft.
Space Reach
To-Hit
+7
Sword Icon 3.png
Man Off
+7
Sword Icon 3.png
Action
0
Points

Standard Attack (Melee):

  • 1x Smashing Phalanx (troop -- auto-hit) (1d8+3/19-20 x2)
    as bludgeoning (physical, common)

Full Attack (Melee):

  • 2x Smashing Phalanx (troop -- auto-hit) (1d8+3/19-20 x2)
    as bludgeoning (physical, common)

Standard Attack (Ranged):

Full Attack (Ranged):

Siege Damage: Not siege capable

Statistics

18
STR
14
DEX
17
CON
8
INT
11
WIS
11
CHA

Skills:

Languages: Common, Fontaigne (pidgin)

Feats:

Special Abilities

March of Death (Ex)

Once per round, if the Sangfrere Troop slays an enemy creature, the troop may slide up to 10 feet as a free action any time before the end of their current turn. This may be done in the middle of a full attack action. If so, any new enemy creatures brought into their reach by the move become valid targets for the remainder of their attacks this round.

The personal guards of Chairman Regent Pascale Durand

Sangfrere Troop

Nearly all of the Chairman Regent's personal guards are Arrakanza (bru-kin), whose loyalties have been purchased away from the Empire of the Spear. These imposing people stand around a foot taller than most other humanoids, and have a bulkiness of muscle to back up their towering height. Arrakanza are famous for their ferocity and tenacity in battle. Their culture celebrates the excision of weakness from the body and from the people as a whole, often through literal cutting rites.

The guards are dressed in heavy cloaks and masks, attempting to hide themselves within the pageantry of the Exhaltation Gala. However, the Chairman Regent has signaled them to attack, and they have thrown off their cloaks, revealing the fact that they are well armed and armored. They carry a variety of weapons, but each of them is menacing and large. They seem to favor hammers, maces, and mauls, but several swords, and even a terbutje, are present as well. Each guard is armored in heavy chain mail, with brigandine plates at the joints. Despite this, they move with surprising agility.

Combat Tactics

Sangfrere Guards are relatively predictable, if savage, foes. They are strong and fast, but largely undisciplined, when it comes to choosing targets. Everyone not on their side is an enemy, and all enemies should be slain. Rather than tactically choosing targets (like singling out the magic users first), they will systematically hew through whomever is closest. Even their March of Death power is often misused, merely letting them get closer to the next victim in their path, rather than skirting around some troublesome knot for more opportunistic targets.

Out of Combat

Sangfrere Guards' pasttimes follow the cultural model of the Empire of the Spear, in the use of gaunts, listening to the valorous tales of the skealds, and partaking heavily of ale (but only when off duty). They take their guard duty very seriously, and cannot be bought or manipulated into betraying their contracts.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 1.6 cu. ft.

Optional Treasure Rules: Roll a d20 on Table 1 below once per encounter (NOT per creature). Any items discovered are in addition to the normal treasure for the encounter.

Table 1: Remnant(s) Found
1 - 10 Nothing Found
11 - 14 1 Languid Remnant (tier 1)
15 - 17 1 Pale Remnant (tier 2)
18 - 19 1 Bright Remnant (tier 3)
20 Roll on Table 2
### Nothing to see here!
### Or here. Move along.
Table 2: Remnant(s) Found
1 - 5 3 Languid Remnants (tier 1)
6 - 10 3 Pale Remnants (tier 2)
11 - 14 1 Intense Remnant (tier 4)
15 - 17 1 Blazing Remnant (tier 5)
18 - 19 1 Vital Remnant (tier 6)
20 Roll on Table 3
### Or here. Move along.
Table 3: Remnant(s) Found
1 - 5 3 Bright Remnants (tier 3)
6 - 8 3 Intense Remnants (tier 4)
9 - 11 3 Blazing Remnants (tier 5)
12 - 14 3 Vital Remnants (tier 6)
15 - 17 1 Prime Remnant (tier 7)
18 - 19 1 Mythic Remnant (tier 8)
20 1 Empyrean Remnant (tier 9)