Table 1: Troop Adjustment
Level | Size | Survivors | Temp HP Bonus | Leverage |
---|---|---|---|---|
1 | 1-2 | 1 | 20 | 2 |
2 | 3–4 | 1 | 40 | 4 |
3 | 5–6 | 1 | 60 | 6 |
4 | 7–9 | 1 | 80 | 8 |
5 | 10–13 | 1 | 100 | 10 |
6 | 14–18 | 2 | 120 | 12 |
7 | 19–27 | 2 | 140 | 14 |
8 | 28–36 | 3 | 160 | 16 |
9 | 37–53 | 5 | 180 | 18 |
10 | 54–75 | 7 | 200 | 20 |
11 | 76–99 | 10 | 220 | 22 |
12 | 100–150 | 15 | 240 | 24 |
13 | 151–215 | 22 | 260 | 26 |
14 | 216–300 | 30 | 280 | 28 |
15 | 301–425 | 42 | 300 | 30 |
16 | 426–600 | 60 | 320 | 32 |
17 | 601–850 | 85 | 340 | 34 |
18 | 851–1,200 | 120 | 360 | 36 |
19 | 1,201–1,700 | 170 | 380 | 38 |
20 | 1,701–2,400 | 240 | 400 | 40 |
Consider the Troop Adjustment levels as Elite Adjustments (Pathfinder Bestiary pg. 6) applied via Leadership Rules (Pathfinder Gamemastery Guide 164), provided as a easy way to create a troop of any size to virtually any creature. To create a Troop Adjustment, refer to the Troop Adjustment table and take the following steps.
Choose a Creature: when a troop forms, determine a representative creature that best represents the average unit and their capabilities. For example, a troop of 150 city guards may be represented by a CR 1 Guard creature as the most common creature within the troop.
Determine Troop Size: determine the number of creatures acting as a unified troop for the Size of the troop, then add the corresponding Level to the CR of the creature. For example, 130 CR 1 Guards would form a level 12 troop to create a CR 13 Guard Troop stat block.
Determine Army Health: Add temporary hit points equal to the troop level times 20, provided in the Army Adjustment table. When these hit points are depleted, the troop's level is recalculated based on the number of survivors (see "Resizing Troops").
Determine Leverage: Leverage provides bonus to AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2.
Trigger an effect would reduce the troop's temporary hit points to 0 or below Effect Change the troop's size to it's Survivor count, adjusting it's level to the corresponding value based on the Troop Adjustment table. It immediately chooses to Fight to The Death or Retreat Fight to The Death
the troop's survivors close ranks for a last stand. For 10 minutes, the troop retains it's original leverage bonus from before downsizing, but gains no additional temporary hit points.
Retreat
the troop's survivors dedicate all available resources toward aiding their fallen and reducing the number of casualties by fleeing or administering first aid. The troop doubles the number of survivors and gains temporary hit points equal to their new troop level per the Troop Adjustment table.
Determine Swarm Status a troop may act as a swarm to an enemy through sheer outnumbering, adding their Leverage bonus to Resistance (bludgeoning, slashing, piercing). Likewise, add the same bonus to Weaknesses (area, splash damage).
At the GM's discretion, a troop may lose the Swarm trait and related Resistances and Weaknesses — especially among troops of low number (ten or fewer) or in combat between two troops where strength in numbers roughly cancel out.Table 2: Cost of Troop Units
Level
Req. Level
Cost
-1 or 0
3
15 gp
1
4
60 gp
2
5
105 gp
3
6
180 gp
4
7
300 gp
5
8
480 gp
6
9
750 gp
7
10
1,080 gp
8
11
1,500 gp
9
12
2,100 gp
10
13
3,000 gp
11
14
4,200 gp
12
15
6,000 gp
13
16
9,000 gp
14
17
13,500 gp
15
18
19,500 gp
16
19
30,000 gp
17
20
45,000 gp
For players looking to use the Leadership system, the Troop Adjustment table corresponds with the Leadership Levels and can be used interchangeably given an Organization would consist of a single representative creature stat block. For example, an Organization of 500 goblins of varying classes and capabilities could be considered for simplicity as five disparate CR 12 troops (100 units each) of CR 1 Goblins, with each 100-unit troop having roughly 5 Lieutenants built within the troop statblock. This Organization would cost 30,000GP to purchase permanently and would provide the party with five CR 13 troops to command. For a more granular approach to Leadership, a player may further divide their followers into several individual statblocks to account for the various creatures types within the organization (guards, soldiers, mages, laborers, etc.) Consider a CR 4 Palace Guard, sized to match a CR 8 Assassin. To create a matched fight, a CR 8 creature would be met with 7-9 units of a CR 4 creature, and the CR 8 troop would be given a strong enough boost to account for their numbers. Strictly by the advancement per CR, the Palace Guard troop will have higher stats than the Assassin, however with the disadvantage of fewer abilities and actions to choose from.Table 3: Creature-Troop Comparison
Stat
Palace Guard
Palace Guard Troop
Assassin
CR
4
8
8
AC
22
30
26
Attack
+14
+22
+20
Avg. Dmg
12
20
16
Fortitude
+13
+21
+12
Reflex
+8
+16
+19
Will
+10
+18
+14
HP
60
140
130
Perception
+15
+23
+16
From the standpoint of flat bonuses, troop adjustments Leverage bonuses of +2 per CR increase will out-perform the base stat increases of equal CR creatures. On average, most of the base stats increase by a rate of 1.5 per level rather than 2 per level. For most creatures, however, the balance between a high CR creature and a equally high CR troop built from a lower CR creatures is in the number of options each creature has. For example, consider a match-up of CR 3 Mages for Hire versus one CR 10 Ghost Mage. A troop of 60 CR 3 Mages (raised to CR 10 as a result) will have a potent leverage bonus of +20 to the spell attack, spell DC, and spell damage of their spells. This out-performs the Ghost Mage in pure numbers, however the Ghost Mage has choice advantage as a spellcaster with access to higher-level spells.
Table 4: Average Creature Stat by CR
CR | AC | Fort | Ref | Will | HP | Hit | Dmg |
---|---|---|---|---|---|---|---|
0 | 13 | 3 | 2 | 0 | 7 | 6 | 3 |
1 | 15 | 4 | 4 | 3 | 18 | 7 | 5 |
2 | 16 | 6 | 5 | 3 | 29 | 8 | 8 |
3 | 18 | 7 | 6 | 6 | 44 | 9 | 9 |
4 | 19 | 7 | 9 | 6 | 53 | 11 | 10 |
5 | 20 | 11 | 9 | 8 | 68 | 13 | 14 |
6 | 21 | 13 | 10 | 11 | 96 | 15 | 16 |
7 | 21 | 13 | 10 | 10 | 118 | 17 | 18 |
8 | 25 | 14 | 13 | 12 | 128 | 18 | 20 |
9 | 27 | 15 | 15 | 14 | 143 | 19 | 22 |
10 | 26 | 18 | 16 | 15 | 203 | 20 | 26 |
11 | 30 | 19 | 16 | 16 | 198 | 22 | 25 |
12 | 31 | 21 | 19 | 21 | 180 | 23 | 28 |
13 | 33 | 24 | 21 | 22 | 250 | 25 | 30 |
14 | 33 | 24 | 19 | 24 | 302 | 26 | 34 |
15 | 35 | 26 | 26 | 23 | 328 | 28 | 41 |
16 | 38 | 29 | 24 | 26 | 288 | 29 | 38 |
17 | 39 | 29 | 26 | 28 | 309 | 30 | 36 |
18 | 40 | 31 | 25 | 27 | 317 | 32 | 41 |
19 | 43 | 34 | 30 | 29 | 343 | 34 | 47 |
20 | 44 | 32 | 31 | 33 | 365 | 35 | 46 |
The Troop Adjustment Table is designed to be dynamic, allowing players and GMs to change the power of a troop or army based on the number of active units participating in a battle. Since a troop acts as a flat Leverage bonus to a standard creature's statblock, the value of the Leveerage bonus can change as the number of troops fluctuates. For example, a troop of 320 Owlbears (CR 18) could split into separates battles as two troops of 100 and 220 Owlbears (CR 15 and CR 17, respectively). Since splitting troops into smaller divisons will nearly always increase the threat of the encounter, it is advised that subdivisions are minimal, allowing instead for the Leverage bonus of the troop as a whole to manage the abstraction of mass combat.
Troop combat is designed to reduce the number of total creatures on initiative count by combining like enemies into single statblocks of their unified threat and power. Consider this when designing encounters, as the number of troops in a combat should not exceed the number of units one would include in a typical combat. It may be more advantageous to combine several troops of different types into a single troop stat to account of the average unit qualities. For example, a troop of CR 2 Fighters and CR 6 Sorcerers could be formed as a troop of Battlemages (Fighter 2/Sorcerer 3) to create a CR 5 base stat for the combined fighting force
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