Hellknight Hunter Squad
Level 15Abilities
Hellknight hunters can use Monster Lore to Recall Knowledge about creatures of any type. Whenever one of the squad's damaging abilities would affect only a single creature that lacks the swarm or troop trait, they gain a +2 status bonus to that ability's Reflex save DC.
Trigger An adjacent enemy uses a manipulate or move action, or leaves an adjacent space during a move action it's using Effect The hunters stab with their longspears. The triggering enemy takes (4d8+9) piercing damage (DC 33 reflex save). If the enemy critically fails this saving throw, the triggering action is disrupted.
Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment. A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen. Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.
Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.
The Hellknights defensively lock their shields. Until the start of this troop's next turn, the troop and all allies within a 5-foot emanation gain a +1 circumstance bonus to their AC and Reflex saving throws.
The squad's members throw a volley of javelins. Each creature in a 10-foot burst within 30 feet of the troop takes (5d6+9) piercing damage with a DC 33 reflex save. When the Hellknight hunters are reduced to 2 segments, this area decreases to a 5-foot burst.
The hunters bandage an adjacent creature. The target regains (5d8+20) healing Hit Points, after which the target is immune to this ability for 1 day.
Frequency once per round Effect The Hellknight hunters strike outward with their longspears in a uniform melee attack against each enemy in a 10-foot emanation (DC 33 reflex save). The damage depends on the number of actions. 1 (1d8+5) piercing damage 2 (4d8+9) piercing damage 3 (5d8+13) piercing damage
Description
Against immense prey, Order of the Pike Hellknights assemble elite squads trained to strike as one, shield each other from fiery breath, protect civilians, and stand strong against foes that would terrify lesser troops.