Maat Mons
2023-08-24, 03:05 AM
Minor tangent: Capitalizing “for” looks wrong to me, but as best I understand, “looking for” is a phrasal verb, and all component words in a phrasal verb are capitalized in titles. Any grammarians want to weigh in?
On the actual topic, I’ve been thinking about what would constitute reasonable army compositions in Pathfinder, assuming armies were primarily low level, and almost wholly mundane. I’m hoping that restriction will result in typical large-scale battles having at least a vague, superficial resemblance to historical warfare. With that in mind, I designed some infantrymen with polearms, some non-mounted archers, and some horsemen. (Additional minor tangent, What’s the real term for non-mounted archers?) Could someone take a look and tell me how they’d fare against similarly leveled forces with a similar lack of magical support?
Human Fighter (High Guardian) 2
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Phalanx Formation, Combat Reflexes
Skill Ranks: Perception 2, Handle Animal 1, Intimidate 1, Ride 1, Survival 1
Gear: Banded mail, masterwork horsechopper, longsword, dagger, sling, sling bullets (10), belt pouch, uniform
Obligation (Ex): He can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex): Can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Defender’s Reflexes (Ex): Use Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round.
Unassailable Allegiance (Ex): +1 on Will saves vs. compulsion effects.
Human Fighter (High Guardian, Molthuni Defender) 6
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Phalanx Formation, Combat Reflexes, Dirty Fighting, Bodyguard, In Harms’s Way, Improved Trip, Greater Trip
Skill Ranks: Perception 6, Handle Animal 3, Intimidate 3, Ride 3, Survival 3
Gear: Masterwork full plate, +1 horsechopper, longsword, dagger, sling, sling bullets (10), belt pouch, uniform
Obligation (Ex): He can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex): Can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Defender’s Reflexes (Ex): Use Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round.
Unassailable Allegiance (Ex): +2 on Will saves vs. compulsion effects.
Armored Defense (Ex): He gains a bonus to his CMD against bull rush, dirty trick, drag, grapple, overrun, reposition, and trip combat maneuver checks. This bonus also applies to the DC of foes’ Acrobatics checks to move through squares he threatens. This bonus is +1 when he is wearing medium armor, and +3 when he is wearing heavy armor. When he is wearing heavy armor, he adds a +1 bonus on combat maneuver checks to trip.
Royal Protector (Ex): Bodyguard and In Harm’s Way feats, can be used only to improve his obligation’s AC or intercept a successful attack against his obligation.
Weapon Training (Ex): +1 attack and damage with polearms.
Fighter (Rough Rider) 3
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Ride)
Skill Ranks: Perception 3, Handle Animal 1, Intimidate 1, Ride 3, Survival 1
Gear: Banded mail, heavy wooden shield, masterwork lance, longsword, dagger, sling, sling bullets (10), belt pouch, uniform, heavy warhorse, scale mail barding, military saddle, bit and bridle
Steadfast Mount (Ex): After he has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while he is mounted on it or adjacent to it.
Armored Charger (Ex): He doesn’t suffer armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
Fighter (Rough Rider) 6
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Ride), Mounted Blade, Wheeling Charge, Lunge
Skill Ranks: Perception 6, Handle Animal 2, Intimidate 2, Ride 6, Survival 2
Gear: Masterwork full plate, heavy wooden shield, +1 lance, longsword, dagger, sling, sling bullets (10), belt pouch, uniform, heavy warhorse, scale mail barding, military saddle, bit and bridle
Steadfast Mount (Ex): After he has spent 1 hour practicing with a mount, the mount gains a +2 dodge bonus to AC and a +2 morale bonus on saves, but only while he is mounted on it or adjacent to it.
Armored Charger (Ex): He doesn’t suffer armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
Mounted Mettle (Ex): He and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Human Fighter (Drill Sergeant) 2
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Volley Fire
Skill Ranks: Perception 2, Handle Animal 1, Intimidate 1, Ride 1, Survival 1
Gear: Scale mail, masterwork mighty composite longbow (Str 14), common arrows (20), flight arrows (20), longsword, dagger, uniform, belt pouch
Tactician (Ex): As a standard action, he can grant Volley Fire to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the prerequisites of these bonus feats. He can use this ability once per day.
Human Fighter 6
Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Volley Fire, Weapon Focus, Weapon Specialization, Point Blank Master, Clustered Shots
Skill Ranks: Perception 6, Handle Animal 3, Intimidate 3, Ride 3, Survival 3
Gear: Full plate, +1 mighty composite longbow (Str 14), common arrows (20), flight arrows (20), longsword, dagger, uniform, belt pouch
Tactician (Ex): As a standard action, he can grant Volley Fire to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 6 rounds. Allies do not need to meet the prerequisites of these bonus feats. He can use this ability twice per day.
Armor Training (Ex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, he can also move at his normal speed while wearing medium armor.
Weapon Training (Ex): +1 attack and damage with bows.
On the issue of level range, I initially was planning for Fighter 1 to be the minimum standard for professional soldiers, with Warrior 1 being used for levied troops, and higher-level Fighters being seasoned veterans. But the more I looked at it, the more it seemed that various important and even fundamental aspects of the builds couldn’t come online at 1st level. I mean, did you know a Cavalier’s mount isn’t “trained for war” until he reaches 4th level? Good luck making the DC 20 check to control that thing in battle with any reliability at 1st level. And other classes don’t tend to have a way of eliminating the armor check penalty on Ride, making most of them unable to fulfill the heavily-armored mounted warrior archetype at low levels too. So, at least for this particular professional army, soldiers aren’t considered fully trained until level 2 or 3, depending on role.
After I decided the archers and infantrymen (are non-mounted archers considered infantry?) needed to start at level 2, but before I decided the cavalry needed to start at level 3, I came up with the following approximate correlation between rank and level:
Private (Recruit): Warrior 1
Private (Basic): Fighter 1
Private (Trained): Fighter 2
Corporal: Fighter 3; commands Team (4 soldiers)
Sergeant: Fighter 4; commands Squad (2-3 Teams)
Lieutenant: Fighter 5; commands Platoon (2-4 Squads)
Captain: Fighter 6; commands Company (3-5 Platoons)
Major: Fighter 7; commands Battalion (3-5 Companies)
Colonel: Fighter 8; commands Regiment (3+ Battalions)
Brigadier: Fighter 9; commands Brigade (3 Regiments)
General: Fighter 10; commands Division (3-5 Brigades)
It’s loosely based on a hodgepodge of the militaries of various English-speaking countries. But I eliminated a lot of ranks. Mostly the ones with multi-word titles. Those were too confusing for me. I mean, Sergeant Major is higher than Sergeant, but Major General is lower than General? Why doesn’t adding “major” have a consistent effect? If you ask me, Major General should be higher than General, and the rank below General should be Minor General.
NPCs get favored class bonuses, right? I didn't stat these guys up with extra skill ranks, so I guess they picked extra hit points.
On the actual topic, I’ve been thinking about what would constitute reasonable army compositions in Pathfinder, assuming armies were primarily low level, and almost wholly mundane. I’m hoping that restriction will result in typical large-scale battles having at least a vague, superficial resemblance to historical warfare. With that in mind, I designed some infantrymen with polearms, some non-mounted archers, and some horsemen. (Additional minor tangent, What’s the real term for non-mounted archers?) Could someone take a look and tell me how they’d fare against similarly leveled forces with a similar lack of magical support?
Human Fighter (High Guardian) 2
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Phalanx Formation, Combat Reflexes
Skill Ranks: Perception 2, Handle Animal 1, Intimidate 1, Ride 1, Survival 1
Gear: Banded mail, masterwork horsechopper, longsword, dagger, sling, sling bullets (10), belt pouch, uniform
Obligation (Ex): He can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex): Can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Defender’s Reflexes (Ex): Use Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round.
Unassailable Allegiance (Ex): +1 on Will saves vs. compulsion effects.
Human Fighter (High Guardian, Molthuni Defender) 6
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Phalanx Formation, Combat Reflexes, Dirty Fighting, Bodyguard, In Harms’s Way, Improved Trip, Greater Trip
Skill Ranks: Perception 6, Handle Animal 3, Intimidate 3, Ride 3, Survival 3
Gear: Masterwork full plate, +1 horsechopper, longsword, dagger, sling, sling bullets (10), belt pouch, uniform
Obligation (Ex): He can spend 1 minute of focused concentration each day to select a single ally as his obligation, vowing to keep that person alive for that day. Once he has chosen, he can’t change his obligation until the following day. If his obligation dies, the high guardian must atone for 1 week before he can select another obligation.
Right Hand (Ex): Can take a 5-foot step as an immediate action, as long as he ends this movement adjacent to his obligation. If he takes this step, he cannot take a 5-foot step during his next turn and his total movement is reduced by 5 feet during his next turn.
Defender’s Reflexes (Ex): Use Strength modifier instead of his Dexterity modifier to determine the number of additional attacks of opportunity he can make per round.
Unassailable Allegiance (Ex): +2 on Will saves vs. compulsion effects.
Armored Defense (Ex): He gains a bonus to his CMD against bull rush, dirty trick, drag, grapple, overrun, reposition, and trip combat maneuver checks. This bonus also applies to the DC of foes’ Acrobatics checks to move through squares he threatens. This bonus is +1 when he is wearing medium armor, and +3 when he is wearing heavy armor. When he is wearing heavy armor, he adds a +1 bonus on combat maneuver checks to trip.
Royal Protector (Ex): Bodyguard and In Harm’s Way feats, can be used only to improve his obligation’s AC or intercept a successful attack against his obligation.
Weapon Training (Ex): +1 attack and damage with polearms.
Fighter (Rough Rider) 3
Str 17, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Ride)
Skill Ranks: Perception 3, Handle Animal 1, Intimidate 1, Ride 3, Survival 1
Gear: Banded mail, heavy wooden shield, masterwork lance, longsword, dagger, sling, sling bullets (10), belt pouch, uniform, heavy warhorse, scale mail barding, military saddle, bit and bridle
Steadfast Mount (Ex): After he has spent 1 hour practicing with a mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while he is mounted on it or adjacent to it.
Armored Charger (Ex): He doesn’t suffer armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
Fighter (Rough Rider) 6
Str 18, Dex 12, Con 14, Int 10, Wis 13, Cha 8
Feats: Power Attack, Mounted Combat, Ride-By Attack, Spirited Charge, Skill Focus (Ride), Mounted Blade, Wheeling Charge, Lunge
Skill Ranks: Perception 6, Handle Animal 2, Intimidate 2, Ride 6, Survival 2
Gear: Masterwork full plate, heavy wooden shield, +1 lance, longsword, dagger, sling, sling bullets (10), belt pouch, uniform, heavy warhorse, scale mail barding, military saddle, bit and bridle
Steadfast Mount (Ex): After he has spent 1 hour practicing with a mount, the mount gains a +2 dodge bonus to AC and a +2 morale bonus on saves, but only while he is mounted on it or adjacent to it.
Armored Charger (Ex): He doesn’t suffer armor check penalties on Ride skill checks. His mount’s speed is not reduced when carrying a medium load or wearing medium barding.
Mounted Mettle (Ex): He and his mount gain a +1 bonus on attack and damage rolls when he is mounted or adjacent to his mount.
Human Fighter (Drill Sergeant) 2
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Volley Fire
Skill Ranks: Perception 2, Handle Animal 1, Intimidate 1, Ride 1, Survival 1
Gear: Scale mail, masterwork mighty composite longbow (Str 14), common arrows (20), flight arrows (20), longsword, dagger, uniform, belt pouch
Tactician (Ex): As a standard action, he can grant Volley Fire to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 4 rounds. Allies do not need to meet the prerequisites of these bonus feats. He can use this ability once per day.
Human Fighter 6
Str 14, Dex 18, Con 12, Int 10, Wis 13, Cha 8
Feats: Deadly Aim, Point Blank Shot, Precise Shot, Rapid Shot, Volley Fire, Weapon Focus, Weapon Specialization, Point Blank Master, Clustered Shots
Skill Ranks: Perception 6, Handle Animal 3, Intimidate 3, Ride 3, Survival 3
Gear: Full plate, +1 mighty composite longbow (Str 14), common arrows (20), flight arrows (20), longsword, dagger, uniform, belt pouch
Tactician (Ex): As a standard action, he can grant Volley Fire to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 6 rounds. Allies do not need to meet the prerequisites of these bonus feats. He can use this ability twice per day.
Armor Training (Ex): Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, he can also move at his normal speed while wearing medium armor.
Weapon Training (Ex): +1 attack and damage with bows.
On the issue of level range, I initially was planning for Fighter 1 to be the minimum standard for professional soldiers, with Warrior 1 being used for levied troops, and higher-level Fighters being seasoned veterans. But the more I looked at it, the more it seemed that various important and even fundamental aspects of the builds couldn’t come online at 1st level. I mean, did you know a Cavalier’s mount isn’t “trained for war” until he reaches 4th level? Good luck making the DC 20 check to control that thing in battle with any reliability at 1st level. And other classes don’t tend to have a way of eliminating the armor check penalty on Ride, making most of them unable to fulfill the heavily-armored mounted warrior archetype at low levels too. So, at least for this particular professional army, soldiers aren’t considered fully trained until level 2 or 3, depending on role.
After I decided the archers and infantrymen (are non-mounted archers considered infantry?) needed to start at level 2, but before I decided the cavalry needed to start at level 3, I came up with the following approximate correlation between rank and level:
Private (Recruit): Warrior 1
Private (Basic): Fighter 1
Private (Trained): Fighter 2
Corporal: Fighter 3; commands Team (4 soldiers)
Sergeant: Fighter 4; commands Squad (2-3 Teams)
Lieutenant: Fighter 5; commands Platoon (2-4 Squads)
Captain: Fighter 6; commands Company (3-5 Platoons)
Major: Fighter 7; commands Battalion (3-5 Companies)
Colonel: Fighter 8; commands Regiment (3+ Battalions)
Brigadier: Fighter 9; commands Brigade (3 Regiments)
General: Fighter 10; commands Division (3-5 Brigades)
It’s loosely based on a hodgepodge of the militaries of various English-speaking countries. But I eliminated a lot of ranks. Mostly the ones with multi-word titles. Those were too confusing for me. I mean, Sergeant Major is higher than Sergeant, but Major General is lower than General? Why doesn’t adding “major” have a consistent effect? If you ask me, Major General should be higher than General, and the rank below General should be Minor General.
NPCs get favored class bonuses, right? I didn't stat these guys up with extra skill ranks, so I guess they picked extra hit points.