Sun Warrior Brigade
Level 12Abilities
1 to 3
Frequency once per round
Effect The members of the brigade wildly swing their weapons-primarily spears-in a frenzied attack at each enemy adjacent to the troop (DC 29 reflex save). The damage depends on the number of actions.
1 (1d12+1)[piercing] damage
2 (2d12+11)[piercing] damage
3 (3d12+11)[piercing] damage
Whenever the troop Strides, they first Form Up as a free action to condense into a 20-foot-by-20-foot area (minus any missing squares), then move up to their Speed. This works just like a Gargantuan creature moving; for instance, if any square of the troop enters difficult terrain, the extra movement cost applies to the whole troop.
When the sun warrior brigade Casts a Spell, its constituent members combine their efforts into casting a more powerful version of the spell than any one member could achieve alone. When Casting a Spell that has an area of a burst, cone, or line and doesn't have a duration, increase the area of that spell. Add 5 feet to the radius of a burst that normally has a radius of at least 10 feet (a burst with a smaller radius is not affected). Add 5 feet to the length of a cone or line that is normally 1
The brigade calls upon Walkena to burn and blind their foes. The sun warriors present their religious symbols and create a white-hot flash of light in a 45-foot area. Creatures in the cone take 10d8 fire damage (DC 29 fortitude save). Creatures that fail their save become Dazzled for 1 round. Creatures that critically fail become Blinded for 1 round instead. When the troop is reduced to 2 or fewer segments, this area decreases to a 20-foot area.