No, not The Mob, although that could be a fun template too.
This is something to represent a big group of lowly, 1-2HD creatures, to make running big battles (with scores or hundreds of mooks) easier. I could have used one of the mass combat rulesets out there, but none of them are really designed for what I want: running big fights between a huge horde of mooks, and a few high-level PCs. Instead of representing each orc with an individual mini/counter and rolling hundreds of attack rolls, you can glomp 20-30 of them into one collective, thus making the logistics much simpler. It's like a swarm, but for bigger creatures.
Mob
"Mob" is an inherited template that can be added to any Small or Medium creature with 2 HD or fewer. Rather than a single individual, a mob represents 20-30 individual base creatures. A mob retains all the characteristics of the base creature, except as noted here.
Size and Type: Change size to colossal, but do not recalculate the creature's abilities, attacks or AC. Type remains unchanged.
Hit Dice: Multiply the base creature's HD by 20. Apply Con bonus (if any) as normal to each HD.
AC: A mob takes a -5 penalty to AC.
Attacks: A mob retains all the attacks of the base creature. It gains a +15 bonus to all attack rolls and grapple checks.
Space/Reach: Space becomes 30'. A mob's space is shapeable, like that of a swarm. A mob has no reach; it attacks enemies by surrounding them, much as a swarm does.
Special Qualities: A mob retains all the special qualities of the base creature, and gains the following.
Dispersed (Ex): A mob is immune to grappling, bull rush, trip, disarm, and sundering attempts. In turn, it cannot bull rush, trip, disarm or sunder. Area spells and effects with a burst, spread, cone, or emanation area of effect do double damage to a mob. Targeted spells and effects do not affect a mob unless the spell or effect can target at least 20 individual creatures. A mob is immune to critical hits and sneak attack, and can't be flanked.
A mob provokes attacks of opportunity as normal. An enemy with multiple attacks of opportunity per round (eg via the Combat Reflexes feat) can choose to take as many attacks of opportunity as they want, up to their limit per round, each time the mob provokes an attack of opportunity. This is an exception to the rule that you can only make one attack per given opportunity.
A mob is treated as 8 creatures for the purposes of figuring melee and ranged weapon attacks that affect multiple targets simultaneously (eg Whirlwind Attack).
Skills: A mob gains a +5 bonus to Listen and Spot checks, and a -5 penalty to Hide and Move Silently checks.
Example mob
This mob uses a 1st level orc warrior as the base creature.
Colossal Humanoid (orc)
Hit Dice: 20d8+20 (110 hp)
Initiative: +0
Speed: 20 ft (base 30 ft)
Armor Class: 8 (+3 studded leather armour, -5 size), touch 5, flat-footed 8
Base Attack/Grapple: +1/+19
Attack: Falchion +19 melee (2d4+4/18-20) or javelin +16 ranged (1d6+3)
Full Attack: Falchion +19 melee (2d4+4/18-20) or javelin +16 ranged (1d6+3)
Space/Reach: 30 ft (shapeable)/0 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft, light sensitivity, dispersed
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Hide -6, Listen +6, Move Silently -6, Spot +6
Feats: Alertness
Environment: Temperate hills
Organization: --
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic evil
Advancement: --
Level Adjustment: --
This is something to represent a big group of lowly, 1-2HD creatures, to make running big battles (with scores or hundreds of mooks) easier. I could have used one of the mass combat rulesets out there, but none of them are really designed for what I want: running big fights between a huge horde of mooks, and a few high-level PCs. Instead of representing each orc with an individual mini/counter and rolling hundreds of attack rolls, you can glomp 20-30 of them into one collective, thus making the logistics much simpler. It's like a swarm, but for bigger creatures.
Mob
"Mob" is an inherited template that can be added to any Small or Medium creature with 2 HD or fewer. Rather than a single individual, a mob represents 20-30 individual base creatures. A mob retains all the characteristics of the base creature, except as noted here.
Size and Type: Change size to colossal, but do not recalculate the creature's abilities, attacks or AC. Type remains unchanged.
Hit Dice: Multiply the base creature's HD by 20. Apply Con bonus (if any) as normal to each HD.
AC: A mob takes a -5 penalty to AC.
Attacks: A mob retains all the attacks of the base creature. It gains a +15 bonus to all attack rolls and grapple checks.
Space/Reach: Space becomes 30'. A mob's space is shapeable, like that of a swarm. A mob has no reach; it attacks enemies by surrounding them, much as a swarm does.
Special Qualities: A mob retains all the special qualities of the base creature, and gains the following.
Dispersed (Ex): A mob is immune to grappling, bull rush, trip, disarm, and sundering attempts. In turn, it cannot bull rush, trip, disarm or sunder. Area spells and effects with a burst, spread, cone, or emanation area of effect do double damage to a mob. Targeted spells and effects do not affect a mob unless the spell or effect can target at least 20 individual creatures. A mob is immune to critical hits and sneak attack, and can't be flanked.
A mob provokes attacks of opportunity as normal. An enemy with multiple attacks of opportunity per round (eg via the Combat Reflexes feat) can choose to take as many attacks of opportunity as they want, up to their limit per round, each time the mob provokes an attack of opportunity. This is an exception to the rule that you can only make one attack per given opportunity.
A mob is treated as 8 creatures for the purposes of figuring melee and ranged weapon attacks that affect multiple targets simultaneously (eg Whirlwind Attack).
Skills: A mob gains a +5 bonus to Listen and Spot checks, and a -5 penalty to Hide and Move Silently checks.
Example mob
This mob uses a 1st level orc warrior as the base creature.
Colossal Humanoid (orc)
Hit Dice: 20d8+20 (110 hp)
Initiative: +0
Speed: 20 ft (base 30 ft)
Armor Class: 8 (+3 studded leather armour, -5 size), touch 5, flat-footed 8
Base Attack/Grapple: +1/+19
Attack: Falchion +19 melee (2d4+4/18-20) or javelin +16 ranged (1d6+3)
Full Attack: Falchion +19 melee (2d4+4/18-20) or javelin +16 ranged (1d6+3)
Space/Reach: 30 ft (shapeable)/0 ft
Special Attacks: --
Special Qualities: Darkvision 60 ft, light sensitivity, dispersed
Saves: Fort +3, Ref +0, Will -2
Abilities: Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: Hide -6, Listen +6, Move Silently -6, Spot +6
Feats: Alertness
Environment: Temperate hills
Organization: --
Challenge Rating: 6
Treasure: Standard
Alignment: Chaotic evil
Advancement: --
Level Adjustment: --