Pure Legion Regiment
Level 10Abilities
When attempting a saving throw against a spell or effect with the divine trait, a Pure Legion regiment gets an outcome one degree better than the result of their roll. However, the regiment can't ever be a willing target for helpful divine spells.
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 regiment draws or reloads their crossbows and concentrates fire on creatures in a 10-foot burst within 60 feet that deals 4d8 piercing damage (DC 26 reflex save). When the regiment is reduced to 2 segments, this area decreases to a 5-foot burst.
Frequency once per day Effect With one voice, the Pure Legion regiment decries the authority of a single deity of their choice, forcing all worshippers of that deity within a 30-foot emanation to attempt a DC 28 will save. Regardless of the result of the saving throw, a creature is temporarily immune to Denounce Divinity for 24 hours. Critical Success The creature is unaffected. Success The creature becomes Stupefied 1 for 1 hour, with the flat check from stupefied for Casting a Spell applying exclusively to spells from the divine tradition. Failure As success, but the creature is Stupefied 2. Critical Failure As success, but the creature is Stupefied 3 and Frightened 1 as their faith is shaken to its core.
Frequency once per round Effect The regiment strikes with their longswords against enemies in a 5-foot emanation (DC 26 reflex save). Damage dealt depends on the number of actions. If a creature critically fails the Reflex save while affected by the regiment's Denounce Divinity, it is unable to reduce its stupefied or frightened condition by any means for 1 round. 1 (1d8+2) slashing damage 2 (2d8+11) slashing damage 3 (3d8+13) slashing damage
Description
The Pure Legion is the national law enforcement agency responsible for imposing Rahadoum's Laws of Mortality by ensuring that the nation is kept free from religion in any form. This includes worship of or proselytizing for deities, as well as possession of written scripture or religious paraphernalia.