Difference between revisions of "Group template"

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* '''Senses''' Passive Perception 16
* '''Senses''' Passive Perception 16
* '''Languages''' --
* '''Languages''' --
* '''Challenge''' 2 (? XP)
* '''Challenge''' 5 (? XP)
* '''Proficiency Bonus''' +2
* '''Proficiency Bonus''' +2



Revision as of 15:41, 19 March 2023

Using groups is a way to make larger numbers of less intimidating creatures more viable to powerful heroes by simplifying the combat. It's considered that the group makes multiple actual attacks or other actions, but use fewer and more likely-to-hit dice rolls instead of rolling a multitude of dice. Similarly for saves such as a dexterity save is more likely to be effective as individual members may be downed instantly, but then covers for others.

Applying a group template is for a creature type large enough to have their own stat block. It's simply more of them grouped up than multiples of a weaker or smaller creature. So packs of rats or wolves could be a group, or a small guard squad could be one. The statistics reflect the members helping one another by making multiple attack attempts, exposing weak spots or to protect each other. Working closely together like this doesn't require as much space to position in combat and consider individual members at times may weave in and out of their main formation which can help them reach foes further away or avoid getting cramped by a foe.

These are based around small and medium creatures with homogenous traits and though the template may be useful for tiny or creatures larger than medium, make sure to see the results before using it in an encounter.


Group traits

The group is a unit of several members joining together making it count both as the group unit as well as individuals. A group can alter its formation as long as total movement doesn't exceed the group's movement and it can move through any opening large enough for a member of the group, but treat any opening smaller than a group member's normal square size as difficult terrain.

Treat the killing of an individual (even if it's multiple individuals) as a direct decrease to the group's amount and remove one instance of base creature HP from the pool, but if a single attack doesn't do enough damage to down a "whole member", the damage is instead distributed in the group HP pool. Any one specific-target attack or spell can at most deal damage equivalent to the Base Creature to the group. Area damage is applied to the group HP pool.

Single-target attacks or spells only deal full damage to one member, dealing one base creature HP to the pool. If enough damage is dealt to down more than one, deal half of the remaining damage to the group HP pool. At DM defined intervals (members downed or group HP pool total lowered), the group's bonuses and actions should be lowered to reflect its loss of fighting capability. Two smaller groups can also join up to count as a larger group, if it's advantageous, or they can split up.

For spells and saving throws, the group is immune to many conditions but the individual members are not. Treat any spell that downs or incapacitates an individual similar to downing a member with an attack, though they potentially can rejoin later. The group can only regain hit points up to the maximum of numbers of active members' base creature HP combined, and for each application, at most a base creature's HP minus one. If a spell would give temporary HP to multiple targets, add those multiples of temporary HP to the group HP pool unless the same individual would be targeted more than once.


Apply Template

  1. Amount: How many members will feasibly help one another effectively?
  2. Hit Points: Add up HP for all creatures in a group HP pool
  3. Movement: Lower movement speed.
    • <=30 = -5
    • >30 = -10
    • >60 = -20
  4. Size: 1 square for each 2.5 medium (x0.4) or 5 small members (x0.2).
    • 10-20 tiny members depending on size, or 1.5 large or larger in a standard area
    • 2 or more squares = "large"
    • 7 or more squares = "huge"
    • 13 or more squares = "gargantuan"
  5. Reach: If a 2nd square is added, DM decision to give it reach (lunging towards enemies etc)
  6. Condition Immunities: Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  7. Bonus action options:
    • "Perform an action. It can't be dash or include attack damage."
    • "Use four bonus actions to take an attack action."
  8. Group Bonus: Initial +2. +1 more if there are 4-6 members and then +1 for every additional four (round up). Add it to:
    • To hit
    • Damage
    • Str/Con-checks
    • Str/Con-saves
    • Perception. Up to +5 max.
    • Half to AC. Do not add more than +2 unless the total still is at most 20.
  9. Multiattack: If there are 4 or more members, gain one multiattack use.
  10. Extra actions: Add one reaction and one bonus action for every 5 members

Examples

Group of 10 Wolves

Large Group of Medium Beasts, Unaligned

  • Armor Class 16 (natural armor +1, group +3)
  • Hit Points 110 (2d8 + 2)*10
  • Speed 30 ft.
  • Initiative +2
  • --
  • STR 12 (+1) DEX 15 (+2) CON 12 (+1) INT 3 (-4) WIS 12 (+1) CHA 6 (-2)
  • --
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Stunned (unless at least half of the individuals are)
  • Resistances Apply resistance to damage above 11, per any any single-target attack/spell
  • --
  • Skills Perception +8, Stealth +4, Athletics +6
  • Senses Passive Perception 16
  • Languages --
  • Challenge 5 (? XP)
  • Proficiency Bonus +2

Group traits. This is a group of individuals and it loses combat ability when individual wolves are downed or when the group's HP pool lowers enough. Group Bonus: +5. The group has 3 bonus actions and 3 reactions per turn instead of 1 each.

Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The wolf pack has advantage on all attack rolls while the group is active.

Actions

Multiattack. The group of wolves makes two attacks with its bite.

Bite. Melee Weapon Attack: +9 to hit, reach 10* ft., one target. Hit: 12 (2d4 + 2 + 5) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.


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