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Iriatykian Outrider BandCreature 7


Uncommon​Gargantuan​Animal​Human​Humanoid​Troop​
Source Pathfinder Lost Omens Hellfire Dispatches
Perception +14 (low light vision)
Languages Common, Shadowtongue, Varisian
Skills Acrobatics +17, Athletics +15, Intimidation +14, Occultism +12, Survival +15
Str +4, Dex +6, Con +2, Int +0, Wis +1, Cha +3

AC 24; Fort +13; Reflex +17; Will +14; +2 status bonus to all saves vs. darkness and shadow
HP 120
Speed 40 feet
Weaknesses Area Damage 7, Splash Damage 7

+2 Status Bonus to all saves vs. darkness and shadowElusive Target

The Iriatykian outriders gain a +1 circumstance bonus to AC and a +1 circumstance bonus to Reflex saving throws against attacks and effects from unmounted enemies.

Troop Defenses

Troops are composed of many individuals, represented by four "segments" on a battle grid. Each segment is 10 feet on each side and as tall as the individual members of the troop. Segments must remain contiguous. Each one has to share at least 5 feet of one of its edges with another segment—being adjacent on a diagonal isn't sufficient! You can measure flanking, cover, and the like using the center of any segment.

A troop has two Hit Point thresholds in its HP entry and loses segments as it crosses thresholds. Typically, the higher threshold is at 2/3 of the troop's maximum Hit Points and the lower is at 1/3 of its maximum. Once the troop drops below the higher threshold, it loses one segment, leaving three segments (12 squares) remaining and setting the first threshold as the troop's new maximum Hit Points. This repeats when the troop drops below the lower threshold, leaving two segments (8 squares). At 0 Hit Points, the troop disperses entirely, with the few remaining members surrendering, Fleeing, or easily dispatched, as determined by the GM. Typically the creature who caused the troop to lose a segment decides which to remove, or the GM decides when a specific creature wasn't responsible. To restore lost segments and maximum Hit Points, a troop needs to spend downtime to use long-term treatment on casualties or recruit new members to replace the fallen.

Troops are typically immune to non-damaging effects that target a single creature, such as a Charm spell or the Demoralize action. An ability that can target 5 or more creatures can target an entire segment, increasing to two segments if it can target 10 or more creatures and to the entire troop if it can target 20 or more creatures. An ability that affects all creatures in a certain range affects all segments in range (make any checks or saves separately for each segment). As examples, an 8th rank charm spell (with 10 targets) can affect two segments, and an ability that Demoralizes all creatures within 30 feet of you would affect all segments that are fully within that range. A non-damaging ability that would prevent a segment from acting, cause them to flee, or otherwise make them unable to function as part of the troop for a round or more removes the segment entirely. The troop loses a number of HP required to bring it to the next threshold. If an ability both deals damage and has a non-damaging effect, apply the damage then the rest of the effect.

Troop Movement

Whenever a troop moves, you move one of its segments and the other segments follow behind it. At the end of the movement, you can group the other segments adjacent to the one you moved as you see fit, provided none of them moves farther than the moving segment. If you choose not to move the troop any distance, you can instead reshape the position of all the segments as long as one stays in place.

Mounted Charge Three Actions

The outriders Stride twice with a +10-foot circumstance bonus to their Speed. If they move at least 10 feet, they deal (2d8+6) piercing damage (DC 22 reflex save) to enemies in a 10-foot emanation at the end of their movement. If at least one enemy damaged by the charge is the source of a magical darkness effect, the outriders can immediately use their Shatter Shadows ability as a free action, gaining a +1 circumstance bonus to the counteract check.

Mounted Troop

Effects that target only animals, humans, or humanoids might not work on the outriders, subject to the GM's discretion.

Mounted Volley Two Actions

The outriders draw or reload their longbows, then launch a volley of arrows at creatures in a 10-foot burst within 100 feet, dealing 3d8 piercing damage (DC 22 reflex save). When the squadron is reduced to 2 segments, this area decreases to a 5-foot burst.

Shatter Shadows Two Actions (concentrate, manipulate, occult)

Requirements The outriders are within an area of magical darkness

Frequency once per day


Effect The outriders call on the power wielded by Iriatykis, attempting to dispel any darkness effects in a 20-foot emanation with a +14 counteract modifier and a counteract rank of 4th. Each successfully counteracted effect explodes in a storm of tenebrous fragments, inflicting 2d6 spirit damage to enemies in a 20-foot burst centered on the effect (DC 22 reflex save). Velstracs and worshippers of Zon-Kuthon get an outcome one degree worse than the result of their rolls on this saving throw.

Skewering Strikes One Action

Frequency once per round


Effect The outriders plunge their longspears at enemies in a 10-foot emanation (DC 22 reflex save). The damage depends on the number of actions.

1 1d8 piercing damage

2 (2d8+6) piercing damage

3 (2d8+11) piercing damage


Named for Horselord Iriatykis, forger of the mythic spear Shadowpiercer and instigator of the most successful rebellion against Nidal's shadowy overlords in living memory, these grimly determined riders seek to resist the brutal authority of the Umbral Court over the lands and peoples they call their own. While their efforts have mostly been focused on liberating rural communities on the nation's outskirts thus far, they have also begun targeted strikes against mercenary bands and supply caravans traveling through Nidal on their way to aid the Chelaxian war effort.


Traits

Uncommon

Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.

Animal

An animal is a creature with a relatively low intelligence. It typically doesn't have an Intelligence attribute modifier over –4, can't speak languages, and can't be trained in Intelligence-based skills.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.

Troop

A troop is an organized collection of component creatures, typically Small or Medium in size, working as a cohesive whole. Over the course of enough attacks and downed comrades, troops shrink in size. A troop typically has the troop defenses and troop movement abilities, and most troops have weaknesses to area damage and splash damage. Because they consist of multiple discrete creatures, they can't be summoned.