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View Full Version : Pathfinder Squad Leader (Cavalier with a Troop companion?!) PEACH



continuumg
2019-06-19, 12:47 PM
Squad Bond (Ex)
At 1st level a Squad Leader forms a bond with a Troop of humanoid creatures that he leads into battle. The Troop functions similarly to an animal companion, except it has the Troop subtype. The Troop uses the same hit dice, base attack bonus, saving throws, and number of feats as a druid's animal companion of the squad leader's level. The Troop uses the Squad Leader’s Charisma modifier in place of its own Constitution modifier when determining its hit points.
The Troop takes up four 5ft squares and has 5ft if reach.
The Squad Leader’s Troop has a Troop attack which deals 1d6 damage at 1st level, increasing by 1d6 at 4th level, and every three following levels.
The Squad Leader may direct the troop as a move action, moving the squad up to 20ft, or having it attempt a combat maneuver against a creature in its space.
This and Squad Tactics, below, replace Mount and Expert Trainer

Squad Tactics (Ex)
At 3rd level, and every three following levels, a Squad Leader can select one of the following squad tactics, granting a number of benefits.
Phalanx Formation
The squad gets a +4 cover bonus to AC and Reflex saving throws if each of its squares has two or fewer sides exposed. Allied creatures within the squad’s space also gain this bonus.

Complex Tactics
The squad gains all of the cavalier’s teamwork feats as bonus feats. Each square of the squad’s space may treat each other square of the troop as a separate creature when determining the benefits of these teamwork feats.

Overwhelm
The squad’s troop attack deals one extra die of damage to creatures within its space. This extra damage increases by another die at 10th and 16th levels.

Extra Recruits
The troop’s size increases by two squares. You may select this tactic multiple times.

Rigorous Training
The damage dice of the squad’s troop attack increases by one step. You may select this tactic up to three times.

Blockade
The squad can make a number of attacks of opportunity each round equal to the squad leader’s Charisma modifier. They also gain Stand Still as a bonus feat, but can only use it on creatures that enter the squad’s space. Additionally, they add 1/2 the Squad Leader’s level to the DC of acrobatics checks to pass through the squad’s space (but not threatened area).

Pursue Challenge
The squad’s troop attack deals bonus damage equal to half the squad leader’s level (min 1) to the target of the cavalier’s challenge.

Gang Up
Rather than attack each creature within range, the squad leader may have his squad attack a single target up to three times, as long as that target is within reach of at least that many squares of the troop’s space. This tactic may be selected multiple times. Each additional time allows up to one additional attack, so long as enough the target is within range of that many squares of the troop's space.

Flank
The troop can split up into two groups, rather than a contiguous region. Creatures that are flanked by two separate regions of the squad are damaged twice by the troop’s attack.

Volley
As a swift action, the squad leader can direct the troop to fire a volley of arrows. In a 10ft radius burst anywhere within 60 feet of one of the squad’s squares, arrows rain down, dealing damage equal to the squad’s troop attack. Creatures caught in the radius can make a reflex save to halve the damage with a DC of 10 + 1/2 the Squad Leader’s level + the squad’s dexterity modifier. The squad doesn’t use its troop attack on a turn during which it used its volley. This tactic may be selected up to three times. Each additional time, increase the radius by 5ft.

Improved Morale
The squad gains Toughness and Iron Will as bonus feats.

Organized Ranks
When the squad leader directs the troop, he may have it move up to 30ft rather than 20ft.

Leader's Initiative (Ex)
At 3rd level, a squad leader gains a +2 bonus to initiative checks. Additionally, he may direct his troop to move up to 5ft as part of this initiative check.
This replaces Cavalier's Charge

Improved Leader's Initiative (Ex)
At 11th level, a squad leader's bonus to initiative checks increases to +4. Additionally, he may direct his troop to move up to half its normal distance as part of this initiative check.
This replaces Mighty Charge

Greater Leader's Initiative (Ex)
At 20th level, a squad leader's bonus to initiative checks increases to +6. Additionally, he may now direct his squad at its normal movement rate as part of the initiative check.
This replaces Supreme Charge