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Regiment (3.5e Template)

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Created By
Aarnott (talk)
Date Created: 16:49, 17 March 2008 (MDT)
Status: In progress
Editing: Please feel free to edit constructively!

Contents

[edit] Regiment

Regiments are groups of creatures involved in a battle. This template should only be applied during a battle and should only be used with the War Rules.

The general idea behind using the regiment template is to allow a DM to simulate a large group of creatures that have a formation. The DM only has to keep track of a single statistics block using a regiment and he/she does not have to roll attack rolls for each creature and move each creature separately, which tend to take a lot of time in large-scale battles.

[edit] Creating a Regiment

A regiment is a template that can be applied to any creature of small, medium, or large size.

Choose a creature as the base creature to apply the regiment template to. Choose the number of creatures to be part of the regiment. It must have at least 4 creatures. Unless otherwise noted, use the base creature's statistics for the regiment.

The regiment is broken up into groupings of 4 creatures, which are called "regiment blocks".

[edit] New Statistics

The following statistics are specific to regiments.

Regiment Blocks: For every 4 creatures in a regiment, it has a Regiment Block. Any extras above a multiple of 4 are included in the first Regiment Block.

Regiment Factor: For every Regiment Block, a regiment has 1 Regiment Factor. For example, if there are 32 creatures in a regiment, it has a Regiment Factor of 8; if there are 14 creatures in a regiment, it has a Regiment Factor of 3 (it would gain another at 16 creatures).

Armor Piercing: It is calculated as 10 plus the base creature's attack bonus for a given attack. Armor Piercing is modified by any bonuses or penalties the regiment receives to its attack roll. Creatures with both a melee and ranged attack have two Armor Piercing values.

Block Hitpoints: The Regiment Block's hitpoints are 4 times the base creature's hitpoints. Any excess creatures in the regiment have thier hitpoints added to the first block. For example, an Orc regiment with 25 members has 125 hitpoints and its Block Hitpoints are 20. This means that its first full block of hitpoints is depleted when the regiment is at 100 hitpoints. It's second full block of hitpoints is depleted when it is at 80 hitpoints.

[edit] Size

The regiment is considered to be the same size category as the base creature for the purposes of spells and effects, but it takes up more space depending on the number of Regiment Blocks it has.

Each Regiment Block takes up twice the space of the base creature. Each block must be placed adjacent to other blocks in the regiment, but there is otherwise no strict formation rules.

The following table shows an example of a creature with a 5ft. space:

Regiment Factor Number of Regiment Blocks Size of Blocks Effective D&D Space (# of squares)
1 1 10 ft.sq Image:Tiles.JPG
2 2 10 ft.sq Image:Tiles.JPG Image:Tiles.JPG
3 3 10 ft.sq Image:Tiles.JPG Image:Tiles.JPG Image:Tiles.JPG
4 4 10 ft.sq Image:Tiles.JPG Image:Tiles.JPG Image:Tiles.JPG Image:Tiles.JPG
... ... ... ...

[edit] Type

As the base creature.

[edit] Melee Attacks

[edit] Conditions

A regiment must share squares with an enemy to deal melee damage to it.

[edit] Effect

Like a swarm, regiments deal automatic damage to any enemy whose space they occupy at the end of their move, with no attack roll needed.

[edit] Damage

The regiment deals the base creature's damage to any enemy it shares a square with. If the enemy shares multiple squares with the regiment, it receives multiple attacks: one attack for the number of squares it shares with the regiment, divided by the number of squares the base creature would occupy (minimum 1 attack).

For example, if a 10ft. space creature (green in the picture shown) is in the middle of a dwarf regiment (5ft. base space, white in the picture shown), it will share 4x the base Dwarf's space in squares. This means it takes 4 attacks from the dwarf regiment on the regiment's turn.

[edit] Multiple Attacks

If the base creature has multiple attacks, choose an attack to be the regiment's primary attack. Treat the primary attack as if it has +2 to the attack roll and +4 to the damage roll for each additional attack the base creature has available.

[edit] Threatened Squares

A regiment has a reach equal to the base creature minus 5ft. (minimum 0ft.). If the regiment ends a turn with an enemy inside its reach, that enemy takes damage equal to half the base creature's damage. The regiment also threatens the squares in its reach and automatically hits with any attack of opportunity for damage equal half to the base creature's damage.

For example, an ogre has a reach of 10ft. Subtracting 5ft. gives the regiment a reach of 5ft. So an ogre regiment would threaten the squares around it (red in the picture to the left).

[edit] Ranged Attacks

[edit] Conditions

If a regiment starts its turn not sharing a square with any enemies, it may make a ranged attack (if it has one).

[edit] Effect

Ranged attacks can target one 5ft. square for each Regiment Factor. These squares must be adjacent to each other.

The squares may be placed within 3 range increments accurately. For every 5 Base Attack Bonus (including Epic Attack Bonus) the base creature has above +1, they may accurately place ranged attacks within an extra range increment (+6 Base Attack Bonus can accurately place ranged attacks within 4 range increments, for example).

Note: the range increment penalty to the regiment's attack bonus still applies regardless of accuracy.

[edit] Scattering

When a ranged attack has a distance greater than the number of accurate range increments than the regiment can fire within, roll a number of scatter dice equal to the number of range increments the ranged attack is past the accurate range increments.

Scatter dice are 1d4 - 1, and they represent the number of 5ft. squares the ranged attack is displaced by.

The attack scatters in a random direction determined by a d8 roll (1 = north, 2 = north-east, 3 = east, 4 = south-east, 5 = south, 6 = south-west, 7 = west, 8 = north-west).

[edit] Damage

Any creature inside a square that a ranged attack hits takes the base creature's ranged attack damage.

[edit] Attacks

Regiments cannot pierce high armor class easily. All regiment attacks are influenced by the following effects:

Opposing Armor Penalty(Ex): Enemies have damage against them by the regiment reduced by their AC minus the regiment's Armor Piercing (minimum 0 damage reduced).

Regiment Critical(Ex): Whenever a damage die roll comes up as the maximum amount roll the die again, if the number is not a natural 1, add that number to the damage dealt.

[edit] Hitpoints

A regiment has hitpoints equal to the base creature's hitpoints times the number of creatures in the regiment.

[edit] Losing Hitpoints

Hitpoints should be divided into sections based on the Block Hitpoints of the regiment. Once a full block of hitpoints are depleted (or a block with extra hitpoints in the case of the first block in some cases), the regiment loses 1 Regiment Factor (which will shrink the unit).

When the last block is reduced to half health or less, the regiment splits into two copies of the base creature. One copy of the creature will have full health and the other may be damaged.

[edit] Hit Dice

The regiment is still treated as having the base creature's number of Hit Dice, despite its increased Hit Point score.

[edit] Spell Effects

Spells affect regiments differently in the following ways:

  • Single target damage spells work normally, but can only deal a maximum damage of the base creature's hitpoints
  • Single target death spells reduce the regiment's hitpoints by the base creature's hitpoints on a failed save.
  • Area of effect damage spells deal double damage (the regiment is still treated as a single creature).
  • Other area of effect spells must cover an entire block of a unit (ie. 4 squares for a 5ft. space creature, 8 squares for a 10ft. space creature). If the spell covers the entire regiment, roll the saving throw for the regiment as a whole. Otherwise, split the blocks affected off into a seperate new regiment. For example, if Deep Slumber (10ft. radius burst covers more than the required 4 squares to affect a block) is cast on a regiment of 25 Orcs, 1 block (8 Orcs) will have to make a saving throw. If the block fails its saving throw, split the regiment into two regiments, one asleep with 8 Orcs, the other awake with 17 Orcs.
  • Single target incapacitation spells have no effect
  • Only multiple target buff spells that can effect the entire regiment can be used to buff the regiment. Spells that increase size such as Mass Enlarge Person increase the base size of the base creature, and thus, increase the size of the regiment accordingly.
  • Multiple castings of either a single-target buff spell or multiple target buff spell, sufficient to target each member of the regiment, allow the regiment to receive the effects of the spell with a duration equal to the lowest duration remaining.

[edit] Challenge Rating

Regiment Factor CR Increase
1 +1
2 +2
3 +3
4-5 +4
6-8 +5
9-12 +6
13-17 +7
18-23 +8
24-30 +9
31-38 +10
39-47 +11
48-57 +12
58-68 +13
69-80 +14
81-93 +15
94-107 +16
... ...

[edit] Level Adjustment

You cannot play a regiment.

[edit] Sample Regiments

Orc regiment with 25 members

Orc Regiment (25)

CR 6

CE Medium Humanoid (Orc)
Init/Senses +0/Darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 13, touch 10, flat-footed 13
(+3 studded leather armor)
hp 125 (1 HD)
Fort/Ref/Will +3/+0/–2
Speed 30 ft. (6 squares)
Melee Sharing a square (2d4+4, 4 Armor Piercing)
Ranged 6 adjacent 5ft. squares using javelin (1d6+3, 1 Armor Piercing, 30ft. Range increment, thrown)
Space/Reach 6 10ft. squares/0 ft.
Base Atk/Grp +1/+4
Special Actions -
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
SQ light sensitivity
Feats Alertness
Skills Listen +1, Spot +1
Advancement
Regiment Blocks This regiment is made up of 6 blocks
Regiment Factor This regiment has a Regiment Factor of 6
Opposing Armor Penalty(Ex) Enemies have damage against them by the Regiment reduced by their AC minus the Regiment's Armor Piercing.
Regiment Critical(Ex) Whenever a damage die roll comes up as the maximum amount roll the die again, if the number is not a natural 1, add that number to the damage dealt.
Light Sensitivity (Ex) Orcs have a -1 to Armor Piercing in bright sunlight or within the radius of a daylight spell.
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Orc regiment with 100 members

Orc Regiment (100)

CR 9

CE Medium Humanoid (Orc)
Init/Senses +0/Darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 13, touch 10, flat-footed 13
(+3 studded leather armor)
hp 500 (1 HD)
Fort/Ref/Will +3/+0/–2
Speed 30 ft. (6 squares)
Melee Sharing a square (2d4+4, 4 Armor Piercing)
Ranged 25 adjacent 5ft. squares using javelin (1d6+3, 1 Armor Piercing, 30ft. Range increment, thrown)
Space/Reach 25 10ft. squares/0 ft.
Base Atk/Grp +1/+4
Special Actions -
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
SQ light sensitivity
Feats Alertness
Skills Listen +1, Spot +1
Advancement
Regiment Blocks This regiment is made up of 25 blocks
Regiment Factor This regiment has a Regiment Factor of 25
Opposing Armor Penalty(Ex) Enemies have damage against them by the Regiment reduced by their AC minus the Regiment's Armor Piercing.
Regiment Critical(Ex) Whenever a damage die roll comes up as the maximum amount roll the die again, if the number is not a natural 1, add that number to the damage dealt.
Light Sensitivity (Ex) Orcs have a -1 to Armor Piercing in bright sunlight or within the radius of a daylight spell.
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Orc regiment with 500 members (scary!)

Orc Regiment (500)

CR 18

CE Medium Humanoid (Orc)
Init/Senses +0/Darkvision 60 ft.; Listen +1, Spot +1
Languages Common, Orc
AC 13, touch 10, flat-footed 13
(+3 studded leather armor)
hp 2500 (1 HD)
Fort/Ref/Will +3/+0/–2
Speed 30 ft. (6 squares)
Melee Sharing a square (2d4+4, 4 Armor Piercing)
Ranged 125 adjacent 5ft. squares using javelin (1d6+3, 1 Armor Piercing, 30ft. Range increment, thrown)
Space/Reach 125 10ft. squares/0 ft.
Base Atk/Grp +1/+4
Special Actions -
Abilities Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
SQ light sensitivity
Feats Alertness
Skills Listen +1, Spot +1
Advancement
Regiment Blocks This regiment is made up of 125 blocks
Regiment Factor This regiment has a Regiment Factor of 125
Opposing Armor Penalty(Ex) Enemies have damage against them by the Regiment reduced by their AC minus the Regiment's Armor Piercing.
Regiment Critical(Ex) Whenever a damage die roll comes up as the maximum amount roll the die again, if the number is not a natural 1, add that number to the damage dealt.
Light Sensitivity (Ex) Orcs have a -1 to Armor Piercing in bright sunlight or within the radius of a daylight spell.
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