Bandit Gang
Level 7Abilities
The troop can spend 10 minutes preparing the ground before combat to gain a +2 circumstance bonus to their initiative roll.
When the troop rolls initiative using Deception or Stealth, they can use Stand and Deliver! as a free action.
Thresholds 80 (3 segments), 40 (2 segments)
1 to 3
Frequency once per round
Effect The bandits make a coordinated attack with their axes against each enemy in a 5-foot area with a DC 22 reflex save. The damage depends on the number of actions.
1 (1d6+3)[slashing|options:area-damage] damage
2 (2d6+9)[slashing|options:area-damage] damage
3 (3d6+9)[slashing|options:area-damage] damage
The bandit gang ignores any difficult terrain caused by plants, such as bushes, vines, and undergrowth.
The bandits draw or reload their slings, then launch a volley of sling bullets. This is a 10-foot area within 50 feet that deals (2d6+4)[bludgeoning|options:area-damage] damage with a DC 22 reflex save. When the troop is reduced to 2 or fewer segments, this area decreases to a 5-foot area.
The troop attempts to up to 4 creatures.
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.
Cutthroat crews of criminals form gangs to take out larger scores and intimidate their victims. Bandit gangs are often accompanied by a Gang Leader.
In the underbelly of society, the lawless reign supreme.