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Garnfellow's World [Updated 12.26.05]
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<blockquote data-quote="Garnfellow" data-source="post: 1838457" data-attributes="member: 1223"><p><strong>Ruckish Hordes!</strong></p><p></p><p>AEG’s excellent <em>World’s Largest Dungeon</em> introduces the Horde subtype, which is like a Swarm of 30 Medium humanoids. (Evidently an issue of Dragon Magazine features the similar Mob subtype.) This strikes me as a very clever d20 mechanic for modeling oodles of mooks.</p><p></p><p>=====</p><p></p><p><strong>Black-Blade Squadron:</strong> horde of 30 ruck-men Strong heroes 1; CR 12; Medium Humanoid (ruck, horde); HD 30d8+30; hp 165; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +30; Grp +36; Atk/Full Atk +32 melee (6d4+12/18–20, ruckblades) or +30 ranged (3d6+6, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6.</p><p></p><p><em>Skills and Feats</em>: Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapons Proficiency. * Includes –2 armor check penalty.</p><p></p><p><strong>Horde Traits:</strong> A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent.</p><p></p><p>A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as <em>disintegrate</em>), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells.</p><p></p><p>A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.</p><p></p><p>=====</p><p></p><p><strong>Cataphract Squadron:</strong> horde of 30 ruck-men Strong heroes 1; CR 13; Medium Humanoid (ruck, horde); HD 30d8+60; hp 300; Init +0; Spd 30 ft; AC 15, touch 11, flat-footed 15; BAB +30; Grp +37; Atk/Full Atk +33 melee (6d4+15/18–20, ruckblades) or +30 ranged (3d6+9, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +3, Ref +0, Will +1; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 6.</p><p></p><p><em>Skills and Feats</em>: Climb +2*, Intimidate +2, Jump +2*, Knowledge (tactics) +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapon Proficiency. * Includes –2 armor check penalty.</p><p></p><p><strong>Horde Traits:</strong> A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent.</p><p></p><p>A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as <em>disintegrate</em>), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells.</p><p></p><p>A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.</p></blockquote><p></p>
[QUOTE="Garnfellow, post: 1838457, member: 1223"] [b]Ruckish Hordes![/b] AEG’s excellent [I]World’s Largest Dungeon[/i] introduces the Horde subtype, which is like a Swarm of 30 Medium humanoids. (Evidently an issue of Dragon Magazine features the similar Mob subtype.) This strikes me as a very clever d20 mechanic for modeling oodles of mooks. ===== [B]Black-Blade Squadron:[/b] horde of 30 ruck-men Strong heroes 1; CR 12; Medium Humanoid (ruck, horde); HD 30d8+30; hp 165; Init -1; Spd 30 ft; AC 14, touch 10, flat-footed 14; BAB +30; Grp +36; Atk/Full Atk +32 melee (6d4+12/18–20, ruckblades) or +30 ranged (3d6+6, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +2, Ref -1, Will +0; Str 15, Dex 9, Con 12, Int 9, Wis 10, Cha 6. [I]Skills and Feats[/i]: Climb +0*, Intimidate +1, Jump +0*, Survival +1; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapons Proficiency. * Includes –2 armor check penalty. [B]Horde Traits:[/b] A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent. A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as [i]disintegrate[/i]), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells. A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage. ===== [B]Cataphract Squadron:[/b] horde of 30 ruck-men Strong heroes 1; CR 13; Medium Humanoid (ruck, horde); HD 30d8+60; hp 300; Init +0; Spd 30 ft; AC 15, touch 11, flat-footed 15; BAB +30; Grp +37; Atk/Full Atk +33 melee (6d4+15/18–20, ruckblades) or +30 ranged (3d6+9, javelins); Space/Reach 20 ft/5 ft; SA melee smash; SQ horde traits, low-light vision, weapon familiarity (ruckblade); SV Fort +3, Ref +0, Will +1; Str 17, Dex 10, Con 14, Int 11, Wis 12, Cha 6. [I]Skills and Feats[/i]: Climb +2*, Intimidate +2, Jump +2*, Knowledge (tactics) +1, Survival +2; Archaic Weapons Proficiency, Armor Proficiency (light), Simple Weapon Proficiency. * Includes –2 armor check penalty. [B]Horde Traits:[/b] A horde has no clear front or back and no discernible anatomy, so it is not subject to critical hits or flanking. Reducing a horde to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Hordes are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, bull rushed, or grappled by an opponent. A horde is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as [i]disintegrate[/i]), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). A horde takes twice as much damage from spells or effects that affect an area, such as splash weapons and many evocation spells. A horde rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage. [/QUOTE]
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