Troop Creation Rules


Pathfinder Second Edition General Discussion


I love the new bestiary 3 and the new troop monsters are very cool. I am however a little disappointed that they never released the rules for GM's to make their own. That seems like a bit of a hole in the rules seeing as there are no big GM or monster books coming out in the foreseeable future.

Would Paizo be willing to release these rules as a small paid pdf/addendum to bestiary 3? or has anyone crunched the math and are able to share what they have done?


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It's just the normal creature creation rules, with a couple exceptions:

1) Troops get the Troop Defenses, Form Up, and Troop Movement abilities.
2) They look to all have AoE attacks rather than strikes.

Most have a ranged attack and their standard 1-3 action strike, and possibly other attack options. The exception so far is the Shambler, which is also an exception in a couple other ways.

Edit: for instance, I made this one within the edit window after I first commented.
Shoony Mosh Pit
NG Gargantuan Shoony Humanoid Troop
Level -1
Perception +5, imprecise scent 30'
Athletics +4, Acrobatics +4, Performance +4, Shoony Lore +2
Str +2, Dex +3, Con +0, Int +0, Wis +2, Cha +2
AC 14; Fort +2; Ref +8; Will +5
HP 9; Thresholds 6 (12 squares), 4 (8 squares)
Weaknesses area damage 2, splash damage 1
Troop Defenses
Vulnerable to Music If music is playing during their turn, the Shoony Mosh Pit must succeed a DC 10 flat check or be slowed 1 until the end of their turn.
Speed 30 ft; troop movement
Throw Mud >> A shoony mosh pit can sling mud at their foes. This is a 10 foot burst within 30 feet of the Shoony Mosh Pit that deals 1d4 non lethal damage (DC 13 basic Reflex save). When the Shoony Mosh pit is reduced to 8 or fewer squares, this area decreases to a 5 foot burst.
Form Up >
Party The Shoony mosh pit is less organized than other troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures.
Rough up > to >>> Frequency once per round; Effect The shoony mosh pit does not tolerate trouble makers in their midst, and engage in a melee attack against each enemy within 5 feet or within their squares, with a DC 13 basic Reflex save. The damage depends on the number of actions.
> 1 nonlethal bludgeoning damage
>> 1d4 nonlethal bludgeoning damage
>>> 1d4+1 nonlethal bludgeoning damage
Troop Movement Whenever the shoony mosh pit Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the guards enters difficult terrain, the extra movement cost applies to all the shoony.


How do you calculate the variable attacks? Some increase the damage dice and others increase the base damage.


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Whichever works for you. It doesn't matter as long as the average damage is consistent with Unlimted Use area damage of their level, with 1 action being about half the table value, and 3 actions being about half again the table value.

Edit: This is the relevant section of the building creature rules:

Quote:
On Table 2–10, you'll find a damage expression (a die roll or rolls plus a flat modifier) you can use as is, or you can take the damage in parentheses and build your own damage expression to hit that number. If you do the latter, remember that a d4 counts as 2.5 damage, a d6 as 3.5, a d8 as 4.5, a d10 as 5.5, and a d12 as 6.5. Usually a damage expression works best when roughly half the damage is from dice and half is from the flat modifier. If your creature deals special damage, like 1d6 fire from flaming attacks, that counts toward its total damage per Strike. Keep in mind that a creature using a weapon should have a damage value that feels right for that weapon. Extreme damage works well for two-handed weapons that uses d10s or d12s for damage. On the other hand, a dagger uses only d4s, so a dagger wielder would need something like sneak attack to deal extreme damage, or you might compensate for the dagger's lower damage per Strike by giving the creature the ability to attack more efficiently or use other tricks.
Quote:

For abilities that deal damage in an area, use Table 2–12 below. These numbers are based on a 2-action activity (e.g., most damaging spells). Single actions should deal much less damage. An ability that has another significant effect, like applying a condition, should deal less damage; for this, look at the damage for 2 or more levels lower, and judge which value would best match based on the severity of the additional effect. These abilities typically allow a basic saving throw. The table includes values for unlimited‑use abilities (ones that can be used at-will) and limited-use ones (which can be used once or, like a Breath Weapon, once or twice but not on consecutive turns).

You can use the dice given or generate your own expression based on the damage in parentheses, as detailed in the Strike Damage section on page 64. If a high-level effect has a small area compared to similar abilities, you have it deal more damage.


Thank you for all the help! you are a star.


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AnimatedPaper wrote:

It's just the normal creature creation rules, with a couple exceptions:

1) Troops get the Troop Defenses, Form Up, and Troop Movement abilities.
2) They look to all have AoE attacks rather than strikes.

Most have a ranged attack and their standard 1-3 action strike, and possibly other attack options. The exception so far is the Shambler, which is also an exception in a couple other ways.

Edit: for instance, I made this one within the edit window after I first commented.
Shoony Mosh Pit
NG Gargantuan Shoony Humanoid Troop
Level -1
Perception +5, imprecise scent 30'
Athletics +4, Acrobatics +4, Performance +4, Shoony Lore +2
Str +2, Dex +3, Con +0, Int +0, Wis +2, Cha +2
AC 14; Fort +2; Ref +8; Will +5
HP 9; Thresholds 6 (12 squares), 4 (8 squares)
Weaknesses area damage 2, splash damage 1
Troop Defenses
Vulnerable to Music If music is playing during their turn, the Shoony Mosh Pit must succeed a DC 10 flat check or be slowed 1 until the end of their turn.
Speed 30 ft; troop movement
Throw Mud >> A shoony mosh pit can sling mud at their foes. This is a 10 foot burst within 30 feet of the Shoony Mosh Pit that deals 1d4 non lethal damage (DC 13 basic Reflex save). When the Shoony Mosh pit is reduced to 8 or fewer squares, this area decreases to a 5 foot burst.
Form Up >
Party The Shoony mosh pit is less organized than other troops. It can move into other creatures' spaces, and other creatures can move into its spaces. Its spaces are difficult terrain to other creatures.
Rough up > to >>> Frequency once per round; Effect The shoony mosh pit does not tolerate trouble makers in their midst, and engage in a melee attack against each enemy within 5 feet or within their squares, with a DC 13 basic Reflex save. The damage depends on the number of actions.
> 1 nonlethal bludgeoning damage
>> 1d4...

I may need to steal this creature.


By all means.

I admit, I've been thinking what other small races would have as their mosh pit abilities. Gnomes would have 3 spontaneous primal cantrips, for example, and Kobolds arcane, and they'd lose access to spells as they hit their thresholds.

Though a Gnome mosh pit might more properly be described as a "Rave". And a Kobold one would be "Panic at a Disco."


I am very surprised a goblin horde wasn't created to show of small creature troops. They should definitely have a mosh pit ability!
I'm making an Orc Warband at the moment and then goblins so i might share them on here.


Pathfinder Rulebook Subscriber

These guidelines are nice. I was wondering of anyone has some ideas for a high level troop. My campaign has reached level 20 and I was kind of hoping B3 would contain an epic troop...


richienvh wrote:
These guidelines are nice. I was wondering of anyone has some ideas for a high level troop. My campaign has reached level 20 and I was kind of hoping B3 would contain an epic troop...

What kind of creatures fit the campaign?


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Man, troops are making my pine for a real life game again. They feel like they would work a lot better with actual figures than VTT.


Davido1000 wrote:

I am very surprised a goblin horde wasn't created to show of small creature troops. They should definitely have a mosh pit ability!

I'm making an Orc Warband at the moment and then goblins so i might share them on here.

They actually do exist, just, not for this edition. Nevertheless, a handy seed if you're trying to build one of your own, even if troops do work pretty differently between editions.

Captain Morgan wrote:
Man, troops are making my pine for a real life game again. They feel like they would work a lot better with actual figures than VTT.

I'm not sure. With all their movable squares, troops feel like they'd be a pain in either form. For many reasons I stick to theater of the mind, and I'm glad that I can at least save the time of having to position the troops ... because I really like them and would want to use them a lot.


Indeed, thus why i found its omission odd. i would probably make them similar to the shambler swarm where you can share squares and it acts more like a swarm. Here is my Orc Troop:

Orc Warband
NG Gargantuan Orc Humanoid Troop
Level 5
Perception +11, darkvision
Athletics +15, Intimidation +11, Survival +9
Str +5, Dex +4, Con +5, Int -4, Wis +2, Cha +2
AC 24; Fort +13; Ref +12; Will +9
HP 96; Thresholds 64 (12 squares), 32 (8 squares)
Weaknesses area damage 10, splash damage 10
Troop Defenses
Undying Hordes R
Trigger The troop would drop below a threshold.
Effect The troop stays 1 hp above the closest threshold it dropped below.
Speed 25 ft; troop movement

Battle Roar >
The orc warband unleashes a loud roar of bloodlust that terrifies enemy soldiers. Each creature in an 60-foot emanation must attempt a DC 21 Will save. Regardless of the result, creatures are temporarily immune for 1 minute.

Critical Success The creature is unaffected.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is fleeing for 1 round and frightened 3.

Hurl Javelins! >>
The orc warband draw their javelins, then launch a ranged attack in the form of a volley. This volley is a 10-foot burst within 30 feet that deals 3d6 piercing damage (DC 19 basic Reflex save). When the orc warband are reduced to 8 or fewer squares, this area decreases to a 5-foot burst.

Form Up >
The troop chooses one of the squares it currently occupies and redistributes its squares to any configuration in which all squares are contiguous and within 15 feet of the chosen square. The troop can’t share its space with other creatures.

Cleave Through > to >>> Frequency once per round; Effect The orc warband swings there necksplitters against each enemy within 5 feet, with a DC 19 basic Reflex save. The damage depends on the number of actions.
> 1d8+1 slashing damage
>> 1d8+8 slashing damage
>>> 1d8+11 nonlethal slashing damage

Troop Movement
Whenever the orc warband Stride, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the warband enters difficult terrain, the extra movement cost applies to all the orcs.


Pathfinder Rulebook Subscriber
Captain Morgan wrote:
richienvh wrote:
These guidelines are nice. I was wondering of anyone has some ideas for a high level troop. My campaign has reached level 20 and I was kind of hoping B3 would contain an epic troop...
What kind of creatures fit the campaign?

The campaign is about the Treerazer being a rehashed abomination god that also has the ability to control undead. Sort of like Cthulhu is now this dragon that commands abominations and undead, so any creature from these two groups.

I was wanting a few troops to make an encounter prior to the BBEG showdown. The party of heroes would face the troops as they storm the Cthulhurazer's seat of power.


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By abomination, I assume you mean aberration?

In any case:

Wyrmwraith Exaltation - Creature 22
A screaming array of barely perceptible dragons tumble together in a cloud formation. They cause madness to those that behold them.
CE; Gargantuan; Dragon; Incorporeal; Undead; Wraith; Troop
Perception +29; darkvision, lifesense 120 feet
Languages Aklo, Common, Draconic, Necril
Skills Acrobatics +37, Arcane +37, Intimidation +42, Occult +37, Religion +42, Stealth +42
Str -5, Dex +10, Con +0, Int +8, Wis +8, Cha +10

AC 47; Fort +36, Ref +39, Will +39
HP 420; Thresholds 280 (12 squares); 140 (8 Squares); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 24 (except force, ghost touch, or positive; Weaknesses area damage 24, splash damage 12
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42
Sunlight Powerlessness A wyrmwraith exaltation in sunlight is clumsy 2 and stunned 2.
Troop Defenses

Speed 50 feet; fly 80 feet
Divine Innate Spells DC 42 Synesthesia (at will)
Breath Weapon >> (divine, necromancy, negative) A wyrmwraith exaltation can focus the breath weapon of several wyrmwraiths into a single breath attack that deals 23d6 negative damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). They can't use Breath Weapon for 1d4 rounds after using it.
Divine Dispelling (abjuration, divine) A wyrmwraith exaltation's claws rend divine magic. Whenever a wyrmwraith exaltation hits a creature with a spectral claws assault, the wyrmwraith exaltation can attempt a Religion check to counteract an ongoing divine spell effect on the creature.
Drain Life (divine, necromancy) When a wyrmwraith exaltation deals damage to a living creature with its spectral claw assault, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC 45 Fortitude save or become drained 2. Further damage dealt by the wyrmwraith's spectral jaws or spectral claws Strikes increases the value of the drained condition by 2 on a failed save, to a maximum of drained 4.
Form up >
Expel DeathTrigger Wyrmwraith exaltation loses enough HP to drop below a threshold; Effect the wyrmwraith exaltation immediately regains the use of their breath weapon and uses it.
Spectral Claws Assault > to >>> Frequency once per round; Effect The wyrmwraith exaltation attacks with a frenzy of claws and teeth to enemies within 15 feet (DC 44 basic reflex save) for an amount of negative damage depending on the number of actions.
> 2d8+8
>> 4d8+18
>>> 6d8+18
Troop Movement Whenever a wyrmwraith exaltation Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move. This works just like a Gargantuan creature moving; for instance, if any of the wyrmwraith exaltation's squares enter difficult terrain, the extra movement cost applies to the whole group.


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I want to see enormous from the Mu Spore slapped on a troop of wyrmwraiths!


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It would be nice if there was just a whole book an castles, siege warfare, armies, and troops.


Pathfinder Rulebook Subscriber
AnimatedPaper wrote:

By abomination, I assume you mean aberration?

In any case:

Wyrmwraith Exaltation - Creature 22
A screaming array of barely perceptible dragons tumble together in a cloud formation. They cause madness to those that behold them.
CE; Gargantuan; Dragon; Incorporeal; Undead; Wraith; Troop
Perception +29; darkvision, lifesense 120 feet
Languages Aklo, Common, Draconic, Necril
Skills Acrobatics +37, Arcane +37, Intimidation +42, Occult +37, Religion +42, Stealth +42
Str -5, Dex +10, Con +0, Int +8, Wis +8, Cha +10

AC 47; Fort +36, Ref +39, Will +39
HP 420; Thresholds 280 (12 squares); 140 (8 Squares); Immunities death effects, disease, paralyzed, poison, precision, unconscious; Resistances all 24 (except force, ghost touch, or positive; Weaknesses area damage 24, splash damage 12
Frightful Presence (aura, emotion, fear, mental) 90 feet, DC 42
Sunlight Powerlessness A wyrmwraith exaltation in sunlight is clumsy 2 and stunned 2.
Troop Defenses

Speed 50 feet; fly 80 feet
Divine Innate Spells DC 42 Synesthesia (at will)
Breath Weapon >> (divine, necromancy, negative) A wyrmwraith exaltation can focus the breath weapon of several wyrmwraiths into a single breath attack that deals 23d6 negative damage to all creatures in a 60-foot cone (DC 45 basic Reflex save). They can't use Breath Weapon for 1d4 rounds after using it.
Divine Dispelling (abjuration, divine) A wyrmwraith exaltation's claws rend divine magic. Whenever a wyrmwraith exaltation hits a creature with a spectral claws assault, the wyrmwraith exaltation can attempt a Religion check to counteract an ongoing divine spell effect on the creature.
Drain Life (divine, necromancy) When a wyrmwraith exaltation deals damage to a living creature with its spectral claw assault, the wyrmwraith gains 18 temporary Hit Points, and the creature must succeed at a DC...

This is great, thanks a lot =)


Hm, my paladin player probably won't like that he can't wade through a troop of low-level enemies with his high armor, as every attack by the troops asks for a reflex save so AC is meaningless. Does anyone know why even melee attacks require a reflex save? You'd think having good armor helps when wading through a bunch of goblins or orcs.


Lawrencelot wrote:
Hm, my paladin player probably won't like that he can't wade through a troop of low-level enemies with his high armor, as every attack by the troops asks for a reflex save so AC is meaningless. Does anyone know why even melee attacks require a reflex save? You'd think having good armor helps when wading through a bunch of goblins or orcs.

It does. That's what Bulwark is for.

And my guess for troops requiring reflex saves is because of the sheer number of attacks coming your way. Consider spells like Weapon Storm as examples.


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I'm less concerned about the AC vs reflex thing, and more a little worried about how things like Whirlwind Attack, Swipe, and Impossible Volley interact with troops. Those types of feats should by all rights decimate hoards but as written I think the troop is counted as one creature and can't take multiple hits from one of these feats. On the other hand allowing Whirlwind Attack to make a strike against every soldier within reach might just one shot the troop. Not sure how I would run things.

Perpdepog wrote:
Davido1000 wrote:

I am very surprised a goblin horde wasn't created to show of small creature troops. They should definitely have a mosh pit ability!

I'm making an Orc Warband at the moment and then goblins so i might share them on here.

They actually do exist, just, not for this edition. Nevertheless, a handy seed if you're trying to build one of your own, even if troops do work pretty differently between editions.

Captain Morgan wrote:
Man, troops are making my pine for a real life game again. They feel like they would work a lot better with actual figures than VTT.
I'm not sure. With all their movable squares, troops feel like they'd be a pain in either form. For many reasons I stick to theater of the mind, and I'm glad that I can at least save the time of having to position the troops ... because I really like them and would want to use them a lot.

Oh, ToM is definitely the best way to go, but there's something appealing about taking figures off the board as the troop takes damage, and I think I'd want to try them that way at least once.


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Captain Morgan wrote:
I'm less concerned about the AC vs reflex thing, and more a little worried about how things like Whirlwind Attack, Swipe, and Impossible Volley interact with troops. Those types of feats should by all rights decimate hoards but as written I think the troop is counted as one creature and can't take multiple hits from one of these feats. On the other hand allowing Whirlwind Attack to make a strike against every soldier within reach might just one shot the troop. Not sure how I would run things.

Whirlwind is limited to your reach anyway, so even if you were in the middle of a unit and triggered it, you'd cover 8 squares, which is what the troop would lose anyway from the first threshold. There's no problem unless you have reach.

I'd allow whirlwind to do more than 1 threshold, but you would need to explain to me how you can cover the space. If you could that, for example with reach, or if they were deployed in a 3x3 instead of 4x2 it would be fine. Also, I would give the area damage weakness for whirlwind.


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AoE Weakness for AoE-like martial attacks seems a decent houserule.

If trying to figure out further, the Giant Barbarian with Whirlwind and a Reach weapon would tear through a troop. The point of a troop is that the individuals bolster each other in ways that make them superior to being alone (otherwise why form up?). So that first guy (or several) falls on the sword (et al) for the sake of the rest.

Note that technically the same problems arise with a swarm.
Boundless Reprisals would get crazy!
"I block every single gnat. Individually."

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