PDA

View Full Version : Pathfinder Drogun follower attack.



Megasaber4000
2015-08-10, 08:59 PM
This was designed as a very specific encounter.
The followers of Drogun
When a party acts chaotic, break laws, and endorses corruption. They get tracked down and put down. The followers of Drogun hold justice, truth, and honor as the strongest of virtues. Their god, Drogun, blesses his followers when they track down liars, the corrupt, and dishonorable.

Drogun Follower (CR)4-5 Medium Humanoid (human)
Defense
AC 18, touch 15, Flat footed 13 (+3 armor, +2 Dex)
HP 22 (2d10+2)
Fort +8 Ref +10 Will +9
Defensive Abilities +3 resistance to fire
Offensive
Speed 26 ft.
Melee +1 Heavy Mace 1d8+2/ +4
Fire splash 1d3+1 fire damage (melee touch attack)
Ranged Magic Missile 1d6+2
Tactics
1) Before combat: Drogun Followers will lay Bear traps (1d10)+10 dmg Ref save of 12 negates DMG, along with caltrops 1 dmg+ difficult terrain Ref save of 7 negates. Then the Followers will hide behind nearby cover. 17 perception will spot them and their traps.
During combat: If the trap fails (less than 1/2 effectiveness or they're spotted) the Drogun followers will fire magic missiles at their targets. Then Drogun followers will move in to strike with their maces.
If the trap succeeds Drogun Followers will move in to attack their targets using their maces.
2) Lower level characters will be offered a chance to surrender and face trial by the Followers. If the characters refuse the followers will fire magic missiles then move in on the next round for melee.
Statistics
Str 12 Dex 14 Con 13 Int 12 Wis 10 Cha 10
BAB +4 CMB +6 CMD +17
Feats: Improved imitative, Power attack, Eschew materials.
Skills: Appraise +3 Heal +8 Diplomacy +4 Craft trap +3
Languages: Common, dwarfen, Elven
Gear: Drogun armor AC+3, +1 Heavy MW Mace 1d8 dmg, 7 days rations, 50+2d10 gold, 2 oil flasks, 1d6 caltrops, 1d2 bear traps, and a Torch of bounty. This torch can find any individual who is chaotic so long as they can be named and described. The torch never burns out and it's flames flow to the direction of its target.

Feel free to use change it up a bit if you want and tell me what you think.

nikkoli
2015-08-11, 01:26 PM
What did you build this NPC with?
2 HD doesnt make sense to be CR 4 or 5.
Why is magic missile 1d6+2? Do they get it as some weird SLA?
What is their alignment?
Is +3 resistance to fire supposed to be a fire resistance of 3?
Why do they have a speed of 26 feet? Is drogun armor light medium or heavy? humans have a move speed of 30ft, so medium or heavy would make it 20 not 26.
They cant have an AC of 18. They have +3 from armor and +2 from dex, they should have 15 AC, 12 Touch AC, 13 Flat foot AC.
How are their saves so high? 2 HD could give a max +3 to each as base, and their stats are not high enough to push that up to 8/10/9.
Something cannot have more BAB than it has HD, these are lvl 2 with 4 BAB.
How do they have a +8 to Heal checks?

Megasaber4000
2015-08-14, 06:23 PM
What did you build this NPC with?
2 HD doesnt make sense to be CR 4 or 5.
Why is magic missile 1d6+2? Do they get it as some weird SLA?
What is their alignment?
Is +3 resistance to fire supposed to be a fire resistance of 3?
Why do they have a speed of 26 feet? Is drogun armor light medium or heavy? humans have a move speed of 30ft, so medium or heavy would make it 20 not 26.
They cant have an AC of 18. They have +3 from armor and +2 from dex, they should have 15 AC, 12 Touch AC, 13 Flat foot AC.
How are their saves so high? 2 HD could give a max +3 to each as base, and their stats are not high enough to push that up to 8/10/9.
Something cannot have more BAB than it has HD, these are lvl 2 with 4 BAB.
How do they have a +8 to Heal checks?

All are good questions. I probably should have gone into more detail with this. I just wanted a somewhat challenging encounter to show players the consequences of being super chaotic murderhobos.

nikkoli
2015-08-15, 03:13 PM
Challenging encounters are cool and all, but when you look at the stat block for the foe in question, you kind of want it to follow the same rules that every other thing in the game follows.

Kamai
2015-08-15, 04:34 PM
I have to agree that this monster build is everywhere. If I may, I'd like to take a shot at this in a way that makes more sense. The followers of Drogun are soft-built off of a Ranger Chassis, and further progression of these creatures should use Ranger levels, with Oath of the Hunt replacing Favored Enemy. This was also built assuming that Heavy Maces were the favored weapon of Drogun. With no favored weapon, I'd assume that their primary melee weapon would be some reach weapon.

The followers of Drogun hold justice, truth, and honor as the strongest of virtues. Their god, Drogun, blesses his followers when they track down liars, the corrupt, and dishonorable.

Oath of Drogun's Judgement(Su): The followers of Drogun can pray to their god in a 10 minute ritual which must include a warrant for arrest blessed by an acting head of the church of Drogun, or a Cleric or Paladin that serves Drogun that is at least 3rd level. If they do so, they gain a +2 resistance bonus on saving throws against the targets of the warrant, and a +4 sacred bonus to Survival and Diplomacy(Gather Information) checks to find the target, and can make such checks untrained.

They also gain the benefit of the Ranger's Focus ability against the targets as a Ranger equal to their HD. Both effects last for 24 hours. If the followers engage the target of the Oath and fail to capture or kill them, they cannot take the oath against the same target for 1 week.

General combat tactics: While the followers of Drogun want to bring the targets to justice, they are willing to surround and trap more dangerous targets, hoping to split them off, and disable them as quickly as they can. To targets extremely resistant to physical attacks, they carry Drogun's Wrath (Snowball) to slow the target's assault. Against foes that they perceive to be weaker, or foes attempting to leave the area they have set up, they go into melee.

Follower of Drogun CR 2
LG Medium Humanoid(Human)
Init +6; Senses: Perception +?

Defense:
AC 16 (+3 armor, +3 Dex), Touch 13, FF 13
HP: 13 (2d10+2)
Saves: Fort +4, Ref +6, Will +1; See Oath of the Hunt
Resist: Fire 5

Offense:
Speed: 30ft
Melee: MW Heavy Mace +5 1d8+2 damage
Ranged: Heavy Crossbow +5 (1d10/x3) damage
Space: 5ft, Reach 5ft

Spell-like Abilities (CL 1, DC 11+Spell level)
Drogun's Wrath (Snowball (http://www.d20pfsrd.com/magic/all-spells/s/snowball), except that it does fire damage) 3/day

Statistics
Str 14; Dex 17, Con 13, Int 10, Wis 12, Cha 8
BAB +2, CMB +5, CMD 17
Feats: Improved Initiative, Point Blank Shot, Deadly Aim
Skills: Craft(trapmaking) +5, Diplomacy +2, Heal +6, Knowledge(religion) +5, Knowledge(local) +5, Survival +6, Stealth +8

Equipment: MW Studded Leather, MW Heavy Mace, Heavy Crossbow with 20 bolts, 1d3 bear traps, 2 bags of caltrops, 3 tanglefoot bags, 7 days rations, Potion of Barkskin (CL 1)

Special Abilities: Oath of Drogun's Judgement

If you need a squad leader, I would suggest adding Ranger levels, or include a Paladin or Magus with the Oath of Drogun's Judgement ability.