Mercenary Band
Level 9Abilities
Thresholds 120 (3 segments), 60 (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.
1 to 3
Frequency once per round
Effect The mercenary band engages in a coordinated attack with its wide array of melee weapons against each enemy in a 5-foot emanation with a DC 25 reflex save. The damage depends on the number of actions.
1 (1d8+2)[bludgeoning|options:area-damage], (1d8+2)[piercing|options:area-damage], or (1d8+2)[slashing|options:area-damage]
2 (3d8+4)[bludgeoning|options:area-damage], (3d8+4)[piercing|options:area-damage], or (3d8+4)[slashing|options:area-damage]
The mercenary band draws or reloads their bows, crossbows, and slings, then launches a ranged attack in the form of a volley. This volley is a 10-foot burst within 120 feet that deals (2d8+4)[piercing|options:area-damage] or (2d8+4)[bludgeoning|options:area-damage] damage with a DC 25 reflex save. When the mercenary band is reduced to 2 or fewer segments, this area decreases to a 5-foot burst.
Requirements The band's last action was Let 'em Have It and at least one creature failed its save
Effect The mercenary band attempts to one object from each enemy that failed its save, even if the enemy is in combat or on guard.
Some bands of experienced soldiers have storied reputations, their rolls filled with legendary warriors. Others are whispered of for their cruel deeds and opportunistic betrayals.
Whether they're hired to wage war, protect a caravan, or infiltrate an impenetrable fortress, there's ample work for mercenaries all over Golarion.