DrunkonDuty said:
So this is basically a monster template? Interesting. I hadn't thought of trying to run units this way.
Yep, it gives interesting results.
Added this line to the text under Hit Dice.
A unit that ends up with more than 500 Hit Points has its CR adjusted up by +4.
For example...
Argo’s Fist of Freedom (CR 20)
This unit uses a 5th-level human warrior as the base creature. It's commanders include a human cleric/radiant servant/prestige paladin (18 levels), halfling rogue/dragon shaman (16 levels), and a frost giant with two class levels, one in fighter and one in trader.
hp 687 (50d8+450 plus 12)
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Male and female human warriors 5
N Colossal humanoid (unit of 94 humans)
Init +5;
Senses Listen +16, Spot +16
Languages Common
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AC 28 [-8 size, +4 armor, +2 shield, +2 leadership, (+29 commander)], touch 10 (+6 commander), flat-footed 27 (+28 commander)
Immune Critical hits and sneak attacks; cannot be bull rushed, grappled, or tripped
Epic Save +15
Fort +38,
Ref +22,
Will +25
Weakness Gains two negative levels for each individual incapacitated by spells or effects that target specific individuals; takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations
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Speed 30 feet (6 squares)
Melee Short swords +47 (10d6+8/17-20/x2)
Ranged Shortbows +29 (10d6/19-20/x3, 120 ft.)
Space 50 ft.;
Reach 5 ft.
Base Atk +20;
Grp +43;
Epic Atk +15
Attack Options Cleave, Great Cleave, Improved Bull Rush, Improved Overrun, Improved Sunder, Mounted Archery, Mounted Combat, Point Blank Shot, Power Attack, Precise Shot, expert grappler, trample 10d6+25
Special Actions Ranged attack
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Abilities Str 45 (+17), Dex 8 (-1), Con 28 (+9), Int 11 (+0), Wis 15 (+2), Cha 15 (+2)
SA Expert grappler, ranged attack, trample
SQ Commander (Argo Flameheart), commander (Amaryllis Greenbottle), commander (Shötte), unit anatomy
Feats Alertness, Cleave, Endurance (B), Great Cleave, Far Shot, Improved Bull Rush (B), Improved Critical (short sword), Improved Critical (shortbow), Improved Overrun (B), Improved Sunder, Mounted Archery, Mounted Combat, Point Black Shot, Power Attack, Precise Shot, Quick Draw, Run, Shield Specialization (light), Weapon Focus (short sword), Weapon Focus (shortbow)
Skills Bluff +13, Climb +25, Diplomacy +17, Gather Information +14, Handle Animal +14, Hide -10, Intimidate +14, Jump +27, Knowledge (local) +10, Listen +16, Move Silently +6, Profession (soldier) +14, Ride +13, Search +10, Sense Motive +13, Spot +16, Survival +4 (+6 following tracks), Swim +21, Tumble +8
Possessions As under the individual warrior entry times by 94
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Ranged Attack (Ex) Argo’s Fist of Freedom can make a ranged attack, as a standard action. The unit gets only one ranged attack a round. The attack hits an area equal to 50 feet. Any opponents in the area must make a Reflex save (DC 34); if successful then the opponent only takes half damage.
Expert Grappler (Ex) Argo’s Fist of Freedom can maintain a grapple without penalty and still make melee attacks against other targets (normally, attacking other targets while grappling imposes a -20 penalty on grapple checks). The unit is never considered flat-footed while grappling.
Argo’s Fist of Freedom can grapple individuals, but not other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Trample (Ex) Argo’s Fist of Freedom that simply moves over a creature and doesn’t end its movement with that creature in one of its occupied squares can trample the creature. A trampled creature takes 10d6+25 points of damage. The victim can either make an attack of opportunity against the unit or make a Reflex save (DC 52) to take half damage.
Argo’s Fist of Freedom can trample individuals, as well as other units. Argo, Amaryllis, and Shötte are immune to this ability unless the unit turns on them.
Unit Anatomy (Ex) Argo’s Fist of Freedom is immune to critical hits and sneak attacks, but can be flanked by other units and Gargantuan or larger sized creatures. The unit cannot be bull rushed, grappled, or tripped.
Argo’s Fist of Freedom gains two negative levels for each individual incapacitated by spells or effects that target specific individuals. If this unit gains negative levels equal to its Hit Dice then it breaks up, as if reduced to 0 hit points. Negative levels gained in this manner are not the result of negative energy (and thus cannot be blocked by death ward or removed by restoration), but never result in permanent level loss. The unit takes half again as much damage (+50%) from spells and effects that affect an area, such as splash weapons and evocations.
Argo’s Fist of Freedom is only affected by mass spells if the spell caster is high enough to target every member of the unit. Standard cure spells cannot restore Hit Points to the unit as such spells can only target individuals. This rule applies to other standard spells that have mass equivalents (i.e. bear’s endurance, bull’s strength, cat’s grace, etc)