Hryngar Breccia Squad
Level 9Abilities
The hryngar breccia squad draws or reloads its crossbows, then launches a ranged attack in the form of a volley. This volley is a 10-foot area within 120 feet that deals 4d8 piercing damage (DC 28 reflex save). When the hryngar breccia squad is reduced to 8 or fewer squares, this area decreases to a 5-foot area.
1 to 3
Frequency once per round
Effect The hryngar breccia squad engages in a coordinated attack with its melee weapons against each enemy in a 5-foot area (DC 28 reflex save). The damage depends on the number of actions.
1 (1d8+6)[bludgeoning|options:area-damage] damage
2 (2d8+10)[bludgeoning|options:area-damage] damage
3 (3d8+14)[bludgeoning|options:area-damage] damage
The hryngar breccia squad raises steel shields, with the effects of Raise a Shield.
Effect: Raise a Shield
Whenever the hryngar breccia squad Strides, it first Forms Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then moves up to its Speed. This works just like a Gargantuan creature moving; for instance, if any square of the hryngar breccia squad enters difficult terrain, the extra movement cost applies to the entire hryngar breccia squad.
Requirements The hryngar breccia squad has its shields raised
Effect The hryngar breccia squad pushes against adjacent foes, knocking them back. The hryngar breccia squad attempts an Athletics check to Shove, comparing the result to the Fortitude DC of each enemy within 5 feet of the hryngar breccia squad. The hryngar breccia squad is not knocked Prone on a critical failure.
A hryngar breccia squad is a group of hryngar martial combatants armed with melee weapons and steel shields. Though more likely to be encountered near large hryngar settlements, these strike forces see wide use throughout the Darklands. Hryngar breccia squads often serve as military units, mercenary companies, city patrols, and caravan guards. Like all warriors, the favored combat methods of a hryngar breccia squad change by location, often due to surrounding environment and popular equipment.
Deep under the surface of Golarion, dwarves still dwell in the darkness. Once abandoned by their kin who were obsessed with reaching the surface, these dwarves have found that by working harder than their brethren, they can build a society far greater than anything under the sun. Droskar, Master of the Dark Furnace, teaches them that toiling for their masters, who in turn toil for their masters above, will lead all of them to become stronger than ever. Every hryngar knows that their labor defines them, and brings them glory in the eyes of Droskar and their peers. Exhaustion at the end of the work day is an honor, proof of their worth in society.
Rift Jumpers
Hryngar breccia squads that specialize in spelunking are known as Rift Jumpers, named for their reckless leaps into perilous chasms. They swap their shields and warhammers for light picks and train with their climbing equipment until it serves as an extension of their body. Rift Jumpers lose the Raise Shields, Shield Block, and Push Back actions, and gain a climb Speed of 20 feet.