On a fact finding mission about "mercenary companies"


Advice


So, for the moment in my own games, I have been making a lot of use of what I call "companies", moderately sized groups of enemies (lower CR than the party) that use smart tactics to nonetheless present a credible challenge. I've been experimenting with them, and I was wondering if anybody had ever created a guide/articles about fighting smart with low-CR or numerous enemies (something like tucker's kobolds).

Eventually I hope to make a little selection of "mercenary companies", groups of soldiers that can be used for dynamic, creative encounters. I've already got a few (not fully posted)

1) The barghest-kin: goblins with a few class levels, focus on stealth & ranged attacks
2) The shadow-stalkers: dark folk, focus on deeper darkness+stabby stab. A lot of flanking.
3) Vegypygmy hunting party: A group of vegipymies led by a chief (bard) who gang up on enemies in caves.
4) The scurvy dogs: a group of pirates, specialising in ranged artilery, and quick passage from ranged to melee. A lot of numbers
Hoping to build:
5) The red lancers: A powerful group of lancers (led by a battle herald) specializing in hit & run tactics, powerful attacks.
6) The swiftriders: A group of horse archers (led by a battle herald) that also focus on hit & run, peppering enemies form range.
7) The kobold trapsmen: Sneaky kobolds, specializing in traps, containement, ranged attacks, basically tucker's kobolds.

In summation:
a) Are there already guides for this sort of thing?
b) Any other "mercenary companies" ideas?

I will consider I have succeeded as a GM if I can make my players fear these "lesser creatures" more than a demon, as the GM tucker did.


I don't think it'll be any good (mechanicly), but how about the good old fashion phalanx? A group of fighters, possibly Phalanx Soldiers or Polearm masters. Any foe closing to meele range will face a couple of AoO when moving past their spears. Give them Shield Wall and Paired Opportunists as well.

In general, look through the list of teamwork feats (http://www.d20pfsrd.com/feats/teamwork-feats). That could serve as inspiration for some well coordinated groups.

Scarab Sages

The Marines: A group of Merfolk or Udine specialized in the quick raiding of ships (either at port or on a river, at sea the distances are improbably large), lead by a Watersinger (bard archetype)

Equip them with underwater crossbows and tridents, get a Rope of Climbing and some smokesticks for being all sneaky like.


gotta go with BzAli.

good use of teamwork feats can really up the threat level.
One of the best examples of this is a small group (like 4 or 5) low level cavaliers. Each has a different teamwork bonus feat and can use its tactician ability to grant it to their allies, effectively giving each of them 4 or 5 teamwork feats for 1 encounter/day

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