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Elite Armies V.1
SECOND EDITION
Table 1: Troop Adjustment
Level Size Survivors Temp HP Bonus Leverage
1 1-2 1 20 2
2 3–4 1 40 4
3 5–6 1 60 6
4 7–9 1 80 8
5 10–13 1 100 10
6 14–18 2 120 12
7 19–27 2 140 14
8 28–36 3 160 16
9 37–53 5 180 18
10 54–75 7 200 20
11 76–99 10 220 22
12 100–150 15 240 24
13 151–215 22 260 26
14 216–300 30 280 28
15 301–425 42 300 30
16 426–600 60 320 32
17 601–850 85 340 34
18 851–1,200 120 360 36
19 1,201–1,700 170 380 38
20 1,701–2,400 240 400 40
* Follower and Survivors sizes are per the Leadership table per Leadership Rules (Pathfinder Gamemastery Guide pg. 164)

Troop Conversion: Sizing Troops

Consider the Troop Adjustment levels as Elite Adjustments (Pathfinder Bestiary pg. 6) applied via Leadership Rules (Pathfinder Gamemastery Guide 164), provided as a easy way to create a troop of any size to virtually any creature. To create a Troop Adjustment, refer to the Troop Adjustment table and take the following steps.

Choose a Creature: when a troop forms, determine a representative creature that best represents the average unit and their capabilities. For example, a troop of 150 city guards may be represented by a CR 1 Guard creature as the most common creature within the troop.

Determine Troop Size: determine the number of creatures acting as a unified troop for the Size of the troop, then add the corresponding Level to the CR of the creature. For example, 130 CR 1 Guards would form a level 12 troop to create a CR 13 Guard Troop stat block.

Determine Army Health: Add temporary hit points equal to the troop level times 20, provided in the Army Adjustment table. When these hit points are depleted, the troop's level is recalculated based on the number of survivors (see "Resizing Troops").

Determine Leverage: Leverage provides bonus to AC, attack modifiers, DCs, saving throws, Perception, and skill modifiers by 2.

Resizing Troops

Trigger an effect would reduce the troop's temporary hit points to 0 or below

Effect Change the troop's size to it's Survivor count, adjusting it's level to the corresponding value based on the Troop Adjustment table. It immediately chooses to Fight to The Death or Retreat

Fight to The Death the troop's survivors close ranks for a last stand. For 10 minutes, the troop retains it's original leverage bonus from before downsizing, but gains no additional temporary hit points.

Retreat the troop's survivors dedicate all available resources toward aiding their fallen and reducing the number of casualties by fleeing or administering first aid. The troop doubles the number of survivors and gains temporary hit points equal to their new troop level per the Troop Adjustment table.

Table 2: Cost of Troop Units
Level Req. Level Cost
-1 or 0 3 15 gp
1 4 60 gp
2 5 105 gp
3 6 180 gp
4 7 300 gp
5 8 480 gp
6 9 750 gp
7 10 1,080 gp
8 11 1,500 gp
9 12 2,100 gp
10 13 3,000 gp
11 14 4,200 gp
12 15 6,000 gp
13 16 9,000 gp
14 17 13,500 gp
15 18 19,500 gp
16 19 30,000 gp
17 20 45,000 gp
* Creature cost by level from Creature Creation Rituals Table 7-1 (Core Rulebook 409). Note that Required Level is based on the corresponding Spell Level requirement of the ritual

Optional Swarm Traits

Determine Swarm Status a troop may act as a swarm to an enemy through sheer outnumbering, adding their Leverage bonus to Resistance (bludgeoning, slashing, piercing). Likewise, add the same bonus to Weaknesses (area, splash damage). At the GM's discretion, a troop may lose the Swarm trait and related Resistances and Weaknesses — especially among troops of low number (ten or fewer) or in combat between two troops where strength in numbers roughly cancel out.

Leadership and Troops

For players looking to use the Leadership system, the Troop Adjustment table corresponds with the Leadership Levels and can be used interchangeably given an Organization would consist of a single representative creature stat block. For example, an Organization of 500 goblins of varying classes and capabilities could be considered for simplicity as five disparate CR 12 troops (100 units each) of CR 1 Goblins, with each 100-unit troop having roughly 5 Lieutenants built within the troop statblock. This Organization would cost 30,000GP to purchase permanently and would provide the party with five CR 13 troops to command. For a more granular approach to Leadership, a player may further divide their followers into several individual statblocks to account for the various creatures types within the organization (guards, soldiers, mages, laborers, etc.)

Troop Combat: Palace Guard versus Assassin

Consider a CR 4 Palace Guard, sized to match a CR 8 Assassin. To create a matched fight, a CR 8 creature would be met with 7-9 units of a CR 4 creature, and the CR 8 troop would be given a strong enough boost to account for their numbers. Strictly by the advancement per CR, the Palace Guard troop will have higher stats than the Assassin, however with the disadvantage of fewer abilities and actions to choose from.

Table 3: Creature-Troop Comparison
Stat Palace Guard Palace Guard Troop Assassin
CR 4 8 8
AC 22 30 26
Attack +14 +22 +20
Avg. Dmg 12 20 16
Fortitude +13 +21 +12
Reflex +8 +16 +19
Will +10 +18 +14
HP 60 140 130
Perception +15 +23 +16

Balance

From the standpoint of flat bonuses, troop adjustments Leverage bonuses of +2 per CR increase will out-perform the base stat increases of equal CR creatures. On average, most of the base stats increase by a rate of 1.5 per level rather than 2 per level. For most creatures, however, the balance between a high CR creature and a equally high CR troop built from a lower CR creatures is in the number of options each creature has. For example, consider a match-up of CR 3 Mages for Hire versus one CR 10 Ghost Mage. A troop of 60 CR 3 Mages (raised to CR 10 as a result) will have a potent leverage bonus of +20 to the spell attack, spell DC, and spell damage of their spells. This out-performs the Ghost Mage in pure numbers, however the Ghost Mage has choice advantage as a spellcaster with access to higher-level spells.

Table 4: Average Creature Stat by CR
CR AC Fort Ref Will HP Hit Dmg
0 13 3 2 0 7 6 3
1 15 4 4 3 18 7 5
2 16 6 5 3 29 8 8
3 18 7 6 6 44 9 9
4 19 7 9 6 53 11 10
5 20 11 9 8 68 13 14
6 21 13 10 11 96 15 16
7 21 13 10 10 118 17 18
8 25 14 13 12 128 18 20
9 27 15 15 14 143 19 22
10 26 18 16 15 203 20 26
11 30 19 16 16 198 22 25
12 31 21 19 21 180 23 28
13 33 24 21 22 250 25 30
14 33 24 19 24 302 26 34
15 35 26 26 23 328 28 41
16 38 29 24 26 288 29 38
17 39 29 26 28 309 30 36
18 40 31 25 27 317 32 41
19 43 34 30 29 343 34 47
20 44 32 31 33 365 35 46
* Analysis by u/BlackBear, from a sample of 110 creatures

One Statblock, many Troop Sizes

The Troop Adjustment Table is designed to be dynamic, allowing players and GMs to change the power of a troop or army based on the number of active units participating in a battle. Since a troop acts as a flat Leverage bonus to a standard creature's statblock, the value of the Leveerage bonus can change as the number of troops fluctuates. For example, a troop of 320 Owlbears (CR 18) could split into separates battles as two troops of 100 and 220 Owlbears (CR 15 and CR 17, respectively). Since splitting troops into smaller divisons will nearly always increase the threat of the encounter, it is advised that subdivisions are minimal, allowing instead for the Leverage bonus of the troop as a whole to manage the abstraction of mass combat.

Number of Units

Troop combat is designed to reduce the number of total creatures on initiative count by combining like enemies into single statblocks of their unified threat and power. Consider this when designing encounters, as the number of troops in a combat should not exceed the number of units one would include in a typical combat. It may be more advantageous to combine several troops of different types into a single troop stat to account of the average unit qualities. For example, a troop of CR 2 Fighters and CR 6 Sorcerers could be formed as a troop of Battlemages (Fighter 2/Sorcerer 3) to create a CR 5 base stat for the combined fighting force

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