Troop

A troop is a body of well trained infantry, armed for battle. Although comprised of several dozen, individual soldiers, a troop is trained to act as a single entity on the battlefield.

Sample Troop
Orc Troop
Size/Type: Gargantuan Humanoid (Orc)
Hit Dice: 31d8+31 (170 hp)
Initiative: +0
Speed: 20 ft. (4 squares)
Armor Class: 9 (+3 studded leather armor), touch 6, flat-footed 9
Base Attack/Grapple: +23/+26
Attack: Troop (5d6)
Full Attack: Troop (5d6)
Space/Reach: 20 ft./0 ft.
Special Attacks: Ranged volley (javelin), trample
Special Qualities: Darkvision 60 ft., light sensitivity, troop anatomy
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Athletics +5, Notice +1
Feats: Alertness, Bull Rush, Improved Overrun
Environment: Temperate hills
Organization: Militia (1-2), army (3-6)
Challenge Rating: 9
Treasure: Standard
Alignment: Often chaotic evil
Advancement:
Level Adjustment:

Ranged Volley (Ex): An orc troop can forego their regular attack and instead unleash a volley of javelins, dealing 5d6 points of damage to all creatures within a 20-foot radius spread. The range of the attack is 30 ft. Opponents who are the subject of such attacks can make a Reflex save (DC 25) to take half damage. Opponents with shields can apply their shield’s bonus to this save.

Trample (Ex): An orc troop that simply moves over a creature and doesn’t end its movement with that creature in one of its squares can trample the creature. A trampled creature takes 2d6+4 points of damage. The victim can either make an attack of opportunity against the orc troop or make a Reflex save (DC 28) to take half damage.

Troop Anatomy (Ex): An orc troop has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A troop cannot be flanked, tripped, grappled, or bull rushed.

Unlike standard swarms, orc 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 an orc troop. Each specific creatures that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the troop. An orc troop that gains negative levels equal 30 Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. An orc troop that takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons, and evocation spells.

Although orc troops are treated as one creature, it sometimes becomes necessary to determine the fate of a specific individual caught up in the troop. If an orc troop is dispersed by nonlethal attacks, there are no casualties. If the orc 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.

Creating a Troop
“Troop” is an acquired template that can be added to any Small, Medium, or Large creature capable of wielding a weapon. A troop uses all the base creature’s statistics and special abilities except as noted here.

Size and Type: A troop is a Gargantuan creature composed of either forty-eight Small or Medium creatures, or twelve Large creatures. The troop’s type remains unchanged from the base creature.

Hit Dice: All troops have +30 HD in addition to the base creature’s Hit Dice. This number represents the troop’s mentality and physical mass rather than its race or class, since the individual members of a troop don’t use their own abilities or experience to aid the whole. The type of the additional Hit Dice rolled is set by the troop’s racial Hit Dice. Thus a troop of fighters would roll d8’s for their additional Hit Dice, instead of d10’s.

Reducing a troop to 0 hit points or fewer causes it to break up, though 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.

Initiative: A troop’s initiative modifier is always +0.

Speed: A troop’s speed is 10 feet slower than that of the base creature.

Armor Class: As the base creature, modified by -4 for the troop’s Gargantuan size.

Base Attack: Since all troops gain a bonus 30 Hit Dice, their base attack bonuses are increased depending on their type.

Troop Type Base Attack Bonus
Fey or undead +15
Aberration, animal, construct, elemental, giant, humanoid, ooze, plant, or vermin +22
Dragon, magical beast, monstrous humanoid, or outsider +30

Grapple: As base attack bonus, modified by +12 for its size, and as a appropriate for its Strength modifier.

Attack/Full Attack: Troops don’t make standard attacks. Rather they are treated similar to swarms in combat. A troop deals 5d6 points of damage to any creature whose space it occupies at the end of its move, with no attack roll needed. Troop attacks ignore concealment and cover. A troop’s attacks are nonmagical, unless the base creature’s attacks are magical. Damage reduction applies to troop attacks. The type of damage delivered by a troop (bludgeoning, piercing, slashing), is based on the weapon wielded by the base creature.

Troops wielding magical weapons double the item’s enhancement bonus when dealing damage. Troops wielding weapons that inflict additional damage (such as energy damage), roll two additional dice of the appropriate type. Troops wielding weapons that deal ability damage deal an additional 2 points of ability damage on each attack. Troops wielding weapons that require saving throws add +5 to the DC. Troops wielding weapons that require a critical hit to activate, roll a d20 each round to see if the weapon’s ability activates. Abilities granted by other weapons, either function normally (such as distance weapons), or have no effect at all (such as keen weapons). As DM, use your best judgment to determine how these weapon abilities function in game.

Space/Reach: A troop occupies a square 20 feet on a side. Its reach is 0 feet. In order to attack, a troop moves into an opponent’s space, which provokes an attack of opportunity. A troop can occupy the same space as a creature, since it tramples over and moves around its victim. A troop can move through squares occupied by enemies, and vice versa, without impediment, although a troop provokes an attack of opportunity if it does so. A troop can move through openings large enough for its component creatures.

Larger troops are represented by multiples of single troops. The area occupied by larger troops is shapeable, though the troops usually remain in contiguous squares.

Special Attacks: In order to function effectively, a troop requires that nearly all of its soldiers act as a single unit. As a result, most of the individual creatures that make up a troop are unable to use any attack options that require actions, such as breath weapons, spell-like abilities, and the like. That said, if the base creature has these abilities, up to two soldiers in a troop can use these abilities each round. The save DCs for these abilities are the same as the base creature.

If the base creature has attack options that affect the damage it deals (such as poison, energy drain, ability damage, improved grab, constrict, rend, or swallow whole), those special attacks function normally on any creature damaged by the troop. Attack options, such as gaze weapons, that function constantly continue to function normally. The save DCs for any of these attacks should be recalculated based on the troop’s additional 30 Hit Dice.

In addition, troops gain the following attack options.

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.

Pike Square (Ex): While a troop normally has a reach of 0, troops using reach weapons that can be set against a charge (such as a longspear) deal an automatic 5d6 points of damage each round to all opponents within 5 ft. Opponents can make a Reflex save (DC 25 + the base creature’s Strength modifier) to take half damage. A charging opponent takes double damage from this attack.

Troops wielding weapons that inflict additional damage (such as energy damage), roll two additional dice of the appropriate type. Troops wielding weapons that deal ability damage deal an additional 2 points of ability damage on each attack. Troops wielding weapons that require saving throws add +5 to the DC. Troops wielding weapons that require a critical hit to activate, roll a d20 each round to see if the weapon’s ability activates. Abilities granted by other weapons, either function normally (such as distance weapons), or have no effect at all (such as keen weapons). As DM, use your best judgment to determine how these weapon abilities function in game.

A troop cannot form a phalanx while in a pike square or ranged volley formation.

Ranged Volley (Ex): If a troop has ranged weapons, they can forego their regular attack and instead unleash a volley, dealing 5d6 points of damage to all creatures within a 20-foot radius spread. The range of the attack is the same as the range increment of the weapon used. Opponents who are the subject of such attacks can make a Reflex save (DC 10 + ½ the base creature’s Hit Dice + the base creature’s Dexterity modifier) to take half damage. Opponents with shields can apply their shield’s bonus to this save.

Troops wielding weapons that inflict additional damage (such as energy damage), roll two additional dice of the appropriate type. Troops wielding weapons that deal ability damage deal an additional 2 points of ability damage on each attack. Troops wielding weapons that require saving throws add +5 to the DC. Troops wielding weapons that require a critical hit to activate, roll a d20 each round to see if the weapon’s ability activates. Abilities granted by other weapons, either function normally (such as distance weapons), or have no effect at all (such as keen weapons). As DM, use your best judgment to determine how these weapon abilities function in game.

A troop cannot make a ranged volley attack while in a phalanx or pike square formation.

Trample (Ex): A troop that simply moves over a creature and doesn’t end its movement with that creature in one of its squares can trample the creature. A trampled creature takes damage equal to 2d6 points +1½ times the troop’s Strength modifier. The victim can either make an attack of opportunity against the troop or make a Reflex save (DC 25 + the troop’s Str modifier) to take half damage.

Special Qualities: A troop retains all the special qualities of the base creature. In addition, it gains the following special qualities.

Phalanx (Ex): All creatures within the area of a troop using tower shields gain improved cover against opponents. That is, they gain a +8 bonus to their armor class, a +4 bonus to all Reflex saves, and effectively gain improved evasion against any attack to which their Reflex bonus applies. Furthermore, individual creatures within the area gain a +10 bonus on Hide checks against all creatures outside the phalanx.

The automatic damage from a troop in a phalanx formation is reduced from 5d6 to 4d6. A troop in a phalanx formation cannot form a pike square or make ranged volley attacks.

Troop Anatomy (Ex): A troop has no clear front or back and no discernible anatomy, so it is not subject to critical hits or sneak attacks. A troop cannot be flanked, tripped, grappled, or bull rushed.

Unlike standard swarms, 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 creatures that is slain, disabled, or otherwise incapacitated by spells or effects that target specific creatures bestows two negative levels on the troop. A troop that gains negative levels equal 30 Hit Dice breaks up as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. A troop that takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons, and evocation spells.

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.

Saves: A troop’s saving throws are recalculated to include the additional 30 Hit Dice gained for a creature of its type.

Abilities: Same as the base creature.

Skills: Same as the base creature; do not recalculate based on the troop’s additional 30 Hit Dice.

Feats: Same as the base creature; all troops gain Improved Bull Rush and Improved Overrun as bonus feats.

Organization: Militia (1-2 troops), or army (3-6 troops)

Challenge Rating: Same as the base creature +8

Advancement:

Level Adjustment:

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