help -orc troops


Homebrew and House Rules


My PCs are going through the Hold of Belkzen and while I'm having great fun designing sergeants and leaders and the like with character classes, the cannon fodder is leaving a bit to be desired.

Having 20 orcs on initiative gums up a combat like nobody's business. Also my party is fighter/fighter/cavalier/Inquisitor, so the orcs are basically fishing for 20s to hit any of their ACs anyway.

So I want to troop-ify a group of orcs. Say, 20 or so of them. My party is level 6, so the CR should be 6-8 ish. I want them to have a ranged attack available (shortbows, maybe, I like the idea of a sort of volley fire thing going on) as well as melee options. I want their Ferocity to be represented in some fashion.

I made some guesses at this last night, but I thought what I came up with was a little easy for the CR range I was going for, and I'd love to hear some fresh ideas as well. Suggestions/help?

-awp


Why not use the... troop subtype? It's a swarm of larger creatures.


I think that's what he wants, but there haven't been any guidelines on how to turn a large group of mooks into a troop, unless there were some in the RoW AP book that introduced troops.


yes, that's exactly what i want. But Troop is not a template I can just tack onto a monster. So I want some ideas on how to make a Troop of Orcs.


To create a troop of orcs, first you need a man orc and a woman orc, then you need some Barry White music ...

Oh, wait, you mean otherwise? I don't think it's exactly an exact science. Here's the troop subtype from D20pfsrd:

Spoiler:
Troop subtype
Troop Subtype

The troop subtype represents an organized group of trained soldiers that act as a unit, rather than as individuals. 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.

Traits: 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 ability to attack or resist attack.

All troops 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. 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 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 grapple 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. 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.
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 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.
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 troops 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.

As far as the details, I think this answers all of it, except the vital question of amount of damage.

As a rule of thumb, I would base the troop's melee damage off of its weapons, on the assumption that in combat, two weapons would hit each PC. So, if the orcs are wielding longswords, they'll do 2d8 damage. I think orcs with ranged attacks could fire their bows to do a sort of area attack with damage equal to 2 arrows.

Beyond that, I draw a blank.


Ok I gave it a shot, took the Monster Creation Guidelines and plaid a lil' bit. Now, in no way I am a master of monster building, so I request anyone who sees some flaws in my designs to point them out.

Let's take 2 squads of well organized orc marauders. One will be for melee one for ranged attacks.

CR 6 is roughly 2,400 exp to spend, so we may try making 2 squads with this. An ork warrior group for 1600 and a host of younger archer orcs for 800.

The melee (mostly took the basic warrior orc and gave him the template and a few HD/levels):

Spoiler:

XP 1600
NE Medium humanoids (Orc, troop)
Init +0; Senses Perception +0
DEFENSE
AC 19, touch 10, flat-footed 19 (+3 Armor,+6 natural)
hp 6d10+18
Fort +6, Ref +2, Will +3
Defensive Abilities troop traits
OFFENSE
Speed 30 ft.
Melee - troop (2d4+6)
Space 20 ft.; Reach 5 ft.
Special Attacks - Brutal charge (Ex)
STATISTICS
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
CMB +20; CMD 34
Feats - Toughness, Iron will
Skills …..
Languages - Orc
Equipment - St.Leather and falchions

SPECIAL ABILITIES

Brutal charge (Ex) orcs troop collides with the enemy in a brutal onslaught. The troop makes a charge attack as per charge rules, only instead of getting +2 to attack they double their STR bonus to damage in the resulting automatic attack (Reflex DC 15 for half).


The ranged host (same deal but with longbows and shortwords, less HD):

Spoiler:

XP 800
NE Medium humanoids (Orc, troop)
Init +4; Senses Perception +0
DEFENSE
AC 17, touch 10, flat-footed 17 (+3 Armor, +4 natural)
hp 4d10+8
Fort +5, Ref +1, Will +0
Defensive Abilities - troop traits
OFFENSE
Speed 30 ft.
Melee troop (1d6+3)
Space 20 ft.; Reach 5 ft.
Special Attacks arrow volley (DC 14)
STATISTICS
Str 17, Dex 11, Con 12, Int 7, Wis 8, Cha 6
CMB +20; CMD 34
Feats –Improved initiative
Skills ….
Languages - Orc
Equipment - St.Leather, Longbows, shortswords

SPECIAL ABILITIES

Arrow Volley (Ex) As a full round action the troop can launch a volley of arrows at a distance up to 100ft, this volley covers a 30-foot-radius area, anyone caught in that area takes 2d8 piercing damage (Reflex DC 13 for half). This ability takes 1d2 rounds to recharge. The save DC is Dexterity-based.

Special abilities are original… so not too well balanced. These did came out strong. But troops are a deadly thing to have on the field of battle.
You can take them, mix up, maybe combine the two for a bigger troop. Since the template is vague there are only a few rules of thumb I used. The attack is as if 1 Orc was using the weapon, +1 additional orc for every 4 HD and measure everything up to the monster creation table…


Sample Formations-Medieval

I know the formatting could be cleaner, but I can never seem to post links on these forums. But here ya go!

Peasant Rebellion:

HP: 8d6+36 (70hp) (toughness, endurance, diehard, alcohol(temporary con boost)

AC: 14

Init: +0

BAB: +4

Speed: 30 ft (x5 run)

F: +5, R: +3, W: +2

Damage Reduction: 0

Swarm: 3d6 (clubs, staves, pitchforks/tools, etc)

Volley: 3d6 Reflex DC: 14 for 1/2. Catch on fire on failed save (Rocks and Tar/Oil Pots)

Skills

Bluff:+8, Craft(Alchemy)+7

Feats:

Endurance, Toughness, Diehard, Run, Volley

Treasure: Incidental

CR: 5

Build Points: 1/2

Barbarian War Party(Heavy Melee Weapons, Low Defense)

HP: 11d10+44 (140 HP) (Endurance, Diehard, Toughness, Drugged)

AC: 18

BAB: +11

Speed: 30 ft

F: +9, R: +4, W: +7(drugged)

Damage Reduction: 4 (Agile breastplate, power attack penalty)

Swarm: 6d6+6 (Greatswords, power attack)

Skills: Athletics +10, Intimidate: +10, HandleAnimal +5, Perception: +14

Feats:

Toughness, Endurance, Diehard, Drugged, Power Attack, Improved Overrun, Trackers

Equipped: Greatswords/Greataxes, Agile Breastplate, Guard Dogs

Treasure: Standard

CR: 8

Build Points: 2

Scout Sniper Unit(Wilderness Archers)

11d8+11 (80hp)

AC: 23

Init: +7

BAB: +7

Speed: 30ft

F: +4, R: +10, W:+5

Damage Reduction: 2(Leather armor)

Swarm: 3d6

Volley: 4d6+8 Reflex 1/2 DC: 20 (ability focus) + poison(ability focus+2 base DC)

Skills:

Stealth+17, Perception+16, Survival+16, Craft:Alchemy +14, Craft:Trapmaking(+14)

Feats: Ability Focus(x2), Sacrificed swarm melee for volley, Point Blank Shot, Deadly Aim, Poisoners, Trappers

Treasure: Standard

Equipped: Shortbows, leather armor, poison, entrenching and survival gear

CR: 8

Build Points: 2

Field Archers (English Longbowmen. Agincourt motha f*@+a!)

11d8+11 (80hp)

AC: 20

Init: +7

BAB: +7

Speed: 30ft

F: +4, R: +10, W:+5

Damage Reduction: 2(Leather armor)

Swarm: 3d6

Volley: 3d6+2d8+4 Reflex 1/2 DC: 20 (ability focus)

Skills:

Stealth+17, Perception+16, Survival+16, Knowledge(Geography) +14, Craft:Trapmaking(+14)

Feats: Ability Focus:Volley, Sacrificed swarm melee for volley, Point Blank Shot, Far Shot, precise shot, improved precise shot, rapid shot (+1 die)

Treasure: Standard

Equipped: Longbows, leather armor, entrenching and survival gear

CR: 8

Build Points: 3

Infantry Legion (Tower Shields/Shortsword/Pilum) [Tactical]

HP: 11d10+22 (100HP)

AC: 23

Init: +1

BAB: +10

F: +9, R: +6(tower shields), W: +5

Damage Reduction: 9 (Scale Mail+Tower Shields)

Swarm: 5d6

Volley: 4d6 (Pilums. Embed in shields)

Skills:

Athletics:+5, Intimidate:+10, Disable Device: +17, CraftBlacksmithing)+10

Feats:

Shield-Wall, Tortoise Formation, Volley, Set Stakes, Sappers, Endurance(forced marches), Missile Shield

Treasure: Standard

Equipped: Tower Shields, ScaleMail, Pilums, shortswords, mw tools

CR: 8

Build Points: 3

Heavy Infantry Company (Tower Shields/Bastard Swords)

HP: 11d10+22 (100hp)

AC: 21

BAB: +10

F: +9, R: +4, W: +5

Damage Reduction: 15(Field Plate/Tower Shield/Shield Focus)

Swarm: 3d6+1d10+8 Weapon Focus, Improved, Weapon Spec: Improved)

Skills:

Athletics: +5, Intimidate: +15, KnowledgeLocal, Nobility)+5

Feats:

Shield Focus, Power Attack, Pushing Assault, Weapon Focus, Improved, Weapon Spec: Improved, Set Stakes

Equipped: Field plate, tower shield, bastard sword

Treasure: Standard

CR:8

Build Points: 4

Polearm Phalanx (This is Sparta!)

HP: 11d10+22 (100hp)

AC: 18

BAB: +10

F: +9, R: +4, W: +5

Speed: 15ft

Damage Reduction: 8 (Heavy Shield+Breastplate)

Swarm: 3d6+1d8 (shortspears, lunge feat, monkey lunge, patrol guard)Reach: 10 ft normal 20ft if stationary. Brace feature (spear damage double +8 on a brace vs. charge)

Skills:

Athletics:+7, Intimidate:+10, Bluff: +10(Hide their readiness)

Feats: Quickdraw, lunge, monkey lunge, patrol guard, shield-wall, tortoise formation, phalanx

Equipped: Shortspears + longspears, heavy shields, breastplate)

Treasure: Standard

CR:8

Build Points: 2

Lancers: (Heavy horse cavaliers, European cavalry)

Hp: 11d10+22 (100hp)

AC: 17

BAB: +10

F:+9, R:+6, W:+4

Speed: 50 ft

Damage Reduction: 10 (Light shield/fullplate)

Swarm: 3d6+1d8+Trample 3d4(Spirited charge w/ heavy lance and trample: 3d6+3d8+3d4+ Fort DC: 19 vs. stun 1 rd)

Skills:

Handle Animal:+15, Diplomacy:+8, Knowledge: Religion, Nobility,History, +5

Feats:

Mounted combat(avoid 1 aoo per round), Ride-by atk, Spirited Charge, Trample, Wedge, Run(from the mounts), Wheeling Charge(90 degree turn mounted charge)

Equipped: Heavy lances, field plate, light shields, heavy horses

Treasure: Standard

CR:9 (+1 for mounts)

Build Points: 5

Mounted Archers: (Mongolian/Seljuk Style Horseback marksmen)

HP: 11d8+11 (80hp)

AC: 18

BAB: +7

F:+8, Refl:+7, W:+3

Speed: 60 ft

Damage Reduction: 4 (hide armor)

Swarm: 4d6+8 (Shortbows+Deadly Aim)

Skills:

Handle Animal:+15, Survival:+8, Know:Nature, Geography, local: +5

Feats:

Mounted combat (avoid 1 aoo per round), ride by attack, mounted archery, point blank shot, Deadly Aim, Run(from the mounts)

Equipped: Shortbows, light horses, hide armor

Treasure: Standard

CR:9 (+1 for mounts)

Build Points: 4

Militia Unit: (Sneaky Wilderness)

HP:11d8+11 (80hp)

AC:23 10+10+3

Init:+7

BAB:+7

Speed:30 ft

F:+4, R: +10, W: +5

DamageReduction: 2 (Chainshirt Armor, reduced by power attack)

Swarm:4d6(Shortswords)

Volley: Reflex for 1/2 DC: 10+1/2 level+Dex mod+ability focus DC: 20

5d6+4(Bolt Action Rifles or muskets) (represents either bigger guns firing in columns or lighter guns firing every round)

Skills:

Stealth:+17, Perception: +16, Survival: +16, Craft: Trapmaking:+14,

Feats:

Deadly Aim, Blindfight, Ability Focus: Volley, Improved Initiative,

Quickdraw:(smokesticks-Concealment,20% miss chance)

Treasure:Standard

CR: 8

(2 build points)


I trade the immunity to weapon damage and instead give them the base weapon die added to the swarm damage. I added some DR for their armor types because otherwise there would literally be no purpose to armor and shields between fights involving rival troop swarms.

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