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Animal Pack

Some unintelligent creatures rely on packs to improve their survivability and hunting success.

Composition

Manpower

Rat Packs

  • Standard Rats- 4-16 Rats Rat
    Rat - Animal -3
    NEUTRALTINYANIMAL

    Rats are a ubiquitous menace, scurrying through the sewers and on the streets of nearly every settlement the world over. Though a regular rat darting underfoot might startle or even frighten the average passerby, Giant Rat and Rat Swarm are far more dangerous.
    Perception Expert ; low-light vision, scent (imprecise) 30 feet
    Skills Acrobatics expert , Athletics Trained ( Climb or Swim ), Stealth Trained

    STR -4 , DEX +0 , CON -1 , INT -4 , WIS +0 , CHA -3

    AC 12
    Saving Throws Fort +1, Ref +4, Will +2
    HP1 - Immunities Immune to Disease
    Speed 20 feet, climb 10 feet
    Melee 1 action jaws Expert +0 -4 (agile, finesse), Damage piercing plus filth fever
    Special Abilities Filth Fever (disease) The sickened and unconscious conditions from filth fever don't improve on their own until the disease is cured. Saving Throw DC 14 Fortitude; Stage 1 carrier with no ill effect (1d4 hours), Stage 2 sickened 1 (1 day), Stage 3 sickened 1 and slowed 1 (1 day), Stage 4 unconscious (1 day), Stage 5 dead
    Rats have a reputation for being vicious, aggressive animals that attack food stores in great numbers and spread disease. While rats are immune to the most severe effects of their own Filth Fever, the disease makes them unpredictable and aggressive. Some populations of rats carry even more deadly diseases, such as Bubonic Plague.

Structure

A pack is run by an alpha (the highest level member The Alpha makes all of the Will saves for the pack.   Survival Instincts- If a Pack loses 25% of its members in one round it must conduct a will save against an opponent's intimidate roll.
  • Critical Success- The remaining pack becomes enraged - rage
    Rage - Class Feature 1
    SINGLE ACTION

    Requirements You aren’t fatigued or raging.
    Description You tap into your inner fury and begin raging.
    Applications You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
    • You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
    • You take a –1 penalty to AC.
    • You can’t use actions with the concentrate trait unless they also have the rage trait. 
    • You can Seek while raging.
    • After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
  • Success- The pack remains engaged in combat.
  • Failure- The pack becomes Frightened 1.
  • Critical Failure- The pack becomes frightened 2.

Tactics

Pack HunterMembers of a pack try to surround their prey to bring it down. Pack Hunter
Pack Hunters - Organizational Boon
BOONANIMAL

Description Members of a pack try to surround their prey to bring it down.
Applications A Pack Member receives a +1 bonus to hit when they attack for each additional pack member that is adjacent to the target.
Type
Raiding parties
Overall training Level
Untrained
Assumed Veterancy
Experienced

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