Init +0; Senses Perception +1
Defense
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AC 14, touch 10, flat-footed 14 (+4 armor)
Offense
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Speed 20 ft.
Statistics
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Str 15, Dex 11, Con 12, Int 10, Wis 10, Cha 9
Special Abilities
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Troop Traits: can’t be flanked, but can be critically hit and is subject to precision damage. Reducing a troop to 0 hit points/wound points causes the troop to break up, effectively destroying the troop. A troop is never staggered or reduced to dying state by damage. Also, a troop cannot be subject to bull rush, dirty trick, disarm, drag, grapple reposition, or trip combat maneuver, unless it's affected by area. A troop can grapple an opponent and makes attacks of opportunity as a single creature. Troops are immune to any spell or effect that targets a specific number of creatures (like disintegrate and haste). A troop takes half again as much damage (+50%) from spells or effects that affect an area (like fireball).
Elite Troop: Some troops enjoy the sponsorship of a wealthy benefactor, whether an ambitious noble or a powerful warlord eager to fund a band of highly-trained guards. Such troops gain the benefit of better recruitment, better training, and higher-quality arms and armor. Elite troops gain a +4 armor bonus to their Armor Class, increase the damage dice of either their melee or ranged troop attack by one die type—d6 increases to d8, for example— and gain 2 hit points per Hit Die. Their movement is reduced by 10 feet
Skirmishers: Skirmishers are effective and versatile hit-and-run troops. In exchange for reducing their Armor Class by 2 and their troop melee damage by one die (troops that normally deal 1d8 points of damage instead deal 1d6 points of damage), the troop’s primary movement speed increases by 10 feet. In addition, the troop gains a ranged special attack that takes the form of up to two lines starting from the corner of any square in the troop’s space, with a range equal to the base range increment of a selected weapon type, such as spears (20') or javelins (30'). Like with the troop’s melee attack, all creatures in the lines’ areas of effect are hit by the attack automatically, though targets can attempt a Reflex saving throw for half damage (DC = 10 + 1/2 the troop’s HD + the troop’s Dexterity modifier). This attack deals the same base amount of damage as the troop’s unmodified base melee troop attack, with thrown weapons’ damage modified by the troop’s Strength score as appropriate.
Quick Draw Shield: at the end of the troops turn, as a swift action, equip the quick draw shield after a troop attack to improve the troops armor class by +1 until the beginning if its next turn.
Defense
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AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
Offense
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Speed 20 ft.
Statistics
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Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 10
Languages Common
Special Abilities
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Troop Traits: can’t be flanked, but can be critically hit and is subject to precision damage. Reducing a troop to 0 hit points/wound points causes the troop to break up, effectively destroying the troop. A troop is never staggered or reduced to dying state by damage. Also, a troop cannot be subject to bull rush, dirty trick, disarm, drag, grapple reposition, or trip combat maneuver, unless it's affected by area. A troop can grapple an opponent and makes attacks of opportunity as a single creature. Troops are immune to any spell or effect that targets a specific number of creatures (like disintegrate and haste). A troop takes half again as much damage (+50%) from spells or effects that affect an area (like fireball).
Elite Troop: Some troops enjoy the sponsorship of a wealthy benefactor, whether an ambitious noble or a powerful warlord eager to fund a band of highly-trained guards. Such troops gain the benefit of better recruitment, better training, and higher-quality arms and armor. Elite troops gain a +4 armor bonus to their Armor Class, increase the damage dice of either their melee or ranged troop attack by one die type—d6 increases to d8, for example— and gain 2 hit points per Hit Die. Their movement is reduced by 10 feet
Phalanx Troop: Troops that train together in the use of polearms or spears can gain special advantages on the battlefield. The long reach of such a troop’s weapons grants it an additional 5 feet of reach with its troop melee attack. In addition, these troops gain a +4 bonus on saves against trample attacks, and their troop melee attack deals an additional 2d6 points of damage against mounted opponents. Phalanx troops gain 2 hit points per Hit Die.
Quick Draw Shield: at the end of the troops turn, as a swift action, equip the quick draw shield after a troop attack to improve the troops armor class by +1 until the beginning if its next tur


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