Arrester Squadron
Level 8Abilities
Thresholds 90 (3 segments), 45 (2 segments)
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.
The arrester squadron Steps twice.
The arrester squadron fire a coordinated volley with their longbows against each enemy in a 10-foot burst within 150 feet that deals 3d8 piercing damage with a DC 23 reflex save. When the arresters are reduced to 2 or fewer segments, this area decreases to a 5-foot burst.
1 to 3
The arresters attack with saps and tackle foes. Each enemy in a 5-foot emanation must attempt a DC 23 reflex save. The damage and additional effects depend on the number of actions. The DC to Escape any of the following conditions is 26 ().
1 (1d6+3)[bludgeoning|options:area-damage] damage (plus Grabbed for 1 round on a critical failure)
2 (3d6+6)[bludgeoning|options:area-damage] damage (plus grabbed for 1 round on a failure or Restrained for 1 round on a c
The arresters Seek in a 40-foot burst or 80-foot cone and Point Out up to four targets.
These guards have been extensively trained to perform complex maneuvers together. They are sent to capture accused criminals believed to be especially dangerous (whether due to their own abilities or due to their allies).
Larger societies rely on those with the authority and the ability to interpret and enforce laws. Some carry out these duties fairly, but others are harsh and cruel, imposing severe punishments on anyone unable to pay for clemency.