| Peter Green |
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In the following is my homebrewed 'Angry Mob' for Pathfinder. I imagine I'm not the only one who ever wanted to teach his PCs not to go pushing the hoi-polloi around too much lest they start taking it personally. It's a modification of the old '3.5 Advanced Dungeon Master's Guide' entry, so I can't take too much credit. Still, I thought you all might like to use it from time-to-time.
Angry Mob: CN gargantuan Quasi-Swarm. Init +4; AC 6 (touch 6, flat-foot 6); Hit Points 165 (30 HD); Saves +12 Fort, +12 Ref, +19 Will; Spd 20.ʹ Melee 5d6; BAB/CMB/CMD +22 / +28 (+32 grapple) / 38. Abilities: 11 Str, 11 Dex, 11 Con, 10 Int, 10 Wis, 10 Cha.
Feats: Coordinated Maneuvers ([APG pg.156] added in); Coordinated Defense ([APG pg.156] added in); Bludgeoner ([UC pg.90] inflict nonlethal damage with bludgeoning weapons); Tandem Trip ([UC pg.122] roll 2 dice for trip attempts & take the higher result); Great Fortitude; Improved Great Fortitude; Iron Will; Improved Iron Will; Lightning Reflexes; Improved Lightning Reflexes; Improved Initiative; Improved Unarmed Strike; Toughness; Catch Off-Guard; Skill Focus (Perception); Skill Focus (Intimidate); Improved Grapple(B); Greater Grapple(B) (B = bonus feat).
Skills: Intimidate +30, Perception +30, Sense Motive +24.
Special Qualities:
• Space/Reach: This quasi-swarm individually comprises about 10 small & 50 medium sized humanoids; a square 20ʹ on a side, or a circle with a radius of 11ʹ4.ʺ Its reach is zero. In effect, each individual rioter represents half a HD. In order to attack, the swarm moves into its opponent’s space, provoking an AoO.
• Mob Damage (ex): A mob does 5d6 points of damage automatically to enemies caught in its wake. However, damage-type DR might possibly apply given that 3d6 is bludgeoning, 1d6 is piercing, 1d6 is slashing; & none of it is magical. The mob is not subject to a miss chance due to concealment or cover. As might be expected, mobs distract opponents. Thus, spellcasting or concentrating on spells while inside a mob’s wake require a caster level check equal to 20 + the spell’s level. Similarly, using a skill requiring patience or concentration necessitates a DC 20 Will save.
• Trip (ex): The mob may attempt to trip as a free action without provoking an AoO. Note also the ‘Tandem Trip’ feat above. Once an opponent has been tripped, the mob tramples him.
• Trample (ex): As a full round action, the mob overruns any prone creature of ‘Large’ or smaller size. It need not make a check to do so; but merely moves over its opponent, thereby dealing 7d6 bludgeoning damage. A target of the trample may make an AoO, but at a −4 penalty, & with light weapons only. If a target forgoes an AoO, he may attempt a DC 25 Reflex save for half damage.
• Entropic Rage (ex): As it’s a macro-generalized form of “barbarian rage,” the mob emotionally feeds off its own furor, thus preventing individual members to take most actions requiring concentration or patience. Therefore the mob can neither cast spells (including spell-like abilities), nor can it make Cha, Dex, or Int-based skill checks (except Acrobatics & Intimidate).
• Quasi-Swarm Traits (ex): As it has no clear front or back, nor a discernable anatomy, the mob is niether subject to critical hits nor sneak attacks. It also cannot be flanked, tripped, bull rushed, or grappled; but unlike most swarms, a mob can grapple opponents. Also unlike most swarms, some spells that target individuals, like Magic Missile, work normally against a mob. However, targeted spell effects that fail to deal hit point damage against the mob are obviated (e.g., the Slow spell has no effect on a mob). The mob is considered a medium-sized creature for purposes of spell effects like Gust of Wind. Poison, stun, energy-drain, or mind-affecting magicks that fail to subdue 15 or more Hit Dice are forestalled (i.e., it must overcome at-least half the mob’s HD total to have any effect). Once a mob is brought below 55 hit points, it must make a DC 30 Will save or disband. Each time it takes additional damage bringing its hit point total lower still, it must attempt another Will save at 1 point higher (DC 30, then 31, then 32, & so on) or disband.
• Crowd Vulnerabilities (ex): Area damage (e.g., a splash-weapon, an alchemist’s bomb, or the Fireball spell) do half-again as much damage (+50%) to a mob. Additionally, if an enemy attacking the mob employs the ‘Cleave’ feat, he deals half-again damage. If he utilizes ‘Great Cleave’ or ‘Whirlwind Attack’ he deals double damage.
6500 XP.
| Gulian |
This is brilliant.
Swarming Combat Maneuvers (Ex)
Whenever the Mob performs a combat maneuver against a player, it may roll as many times against his CMD as its HD, however every 5 new rolls decrease the mob's size category by one, representing each member of the mob jumping upon one target to perform their chosen combat maneuver.
If grappled, the character must treat every roll made by the mob as an individual grapple, therefore requiring an equal amount of rolls to break free.
Something like that too, maybe? To represent a pile of farmers on the barbarian?
I'm Hiding In Your Closet
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I would change the alignment to LE. Make no mistake - a good social studies education and a lifetime of viewing Humanity from an outsider's perspective has made it clear to me that the mob mentality (or as I've always called it, the Human Hivemind) is law and order in it's purest, worst form.
Other than that, good job!