ADVANCED RULES: CROWDS D20 Rules by Justin Alexander This material is covered by the Open Gaming License. BASIC CROWDS Crowds are treated as difficult terrain (movement is at half speed). Characters in a crowd benefit from soft cover (+4 bonus to AC). A character in a crowd may also become entangled by the crowd. When moving through a crowd, a character must make a Reflex save (DC 12) or become entangled. A character can take a move action on their turn to attempt a new Reflex saving throw or Escape Artist check at the same DC. If they are successful, they are no longer considered entangled. (An entangled creature suffers a -2 penalty to attack rolls and a -4 penalty to effective Dexterity. An entangled character’s speed is halved again, resulting in movement at one-quarter speed within the crowd, and they cannot run or charge. An entangled character who attempts to cast a spell must make a Concentration check (DC 15) or lose the spell.) MOVING CROWDS: Crowds can move on initiative count 0 at the base
speed of the creatures making up the crowd. When a crowd moves,
characters in the crowd must make a Reflex save (DC 12) or become
entangled by the crowd (see above). Characters entangled in a moving crowd are carried along by the crowd’s movement. At the end of the crowd’s turn, they are moved in the direction of the flow of traffic one-half the distance traveled by the crowd. Entangled characters can attempt to resist this movement by making a Fortitude save (DC 12) as a free action, but on a failure they are knocked prone. PANICKED CROWDS: When presented with an obvious danger, a crowd will
move away from that danger with a base speed of 30 feet. If someone is
actually injured or attacked, however, a crowd will generally panic. A
panicked crowd will run away from the danger at four times their base
speed. If
a panicked crowd cannot flee, characters within the crowd must make a
Reflex save (DC 12) each round to avoid being crushed in the panic. On a
failure, the character is knocked prone. Characters
in a running or panicked crowd suffer a -4 penalty on checks to avoid
becoming entangled or knocked prone by the crowd.
CROWD MODIFIERS The
special size modifier for a grapple check is as follows: Colossal +16,
Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8,
Diminutive –12, Fine –16. HEAVY CROWDS: As a general rule of thumb, a crowd is considered a
heavy crowd when there is an average of more than one creature per 5
feet. Characters in a heavy crowd benefit from cover (instead of soft
cover), but suffer a -2 penalty when making checks to avoid being
entangled or knocked prone by a crowd.
MANIPULATING CROWDS You can attempt to
direct a crowd’s movement by making a Diplomacy check (DC 15) as a
full action or an Intimidate check (DC 20) as a free action. These
checks are modified by the crowd’s general relationship with the
character attempting the check (see the Diplomacy skill). If the crowd
is panicked, the check is made at a -10 penalty. OPPOSED ATTEMPTS: If two or more characters are trying to direct a
crowd in different directions, they make opposed Diplomacy or Intimidate
checks to determine who the crowd listens to. The crowd ignores everyone
if none of the characters’ check results beat the minimum DCs given
above.
MOBS Unlike a generic crowd,
a mob takes action (usually violent action). You can create a mob by
applying a template to a base creature representing the typical member
of the mob (see below). A mob is made up of approximately 12 creatures
of the base type. Larger mobs are made up of many smaller mobs. MOB TEMPLATE A mob uses all of the
base creature’s statistics and special abilities, except as noted
here: Size: A mob takes up a space four times larger than the base
creature and is considered a creature of the resulting size. (For
example, a mob of Medium-size creatures would take up four 5-foot
squares and would be considered a Large creature. A mob of Large
creatures would take up sixteen 5-foot squares and would be considered a
Gargantuan creature.) Unlike
other creatures, a mob’s space is shapeable. It can occupy any
contiguous space and it can squeeze through any space large enough to
contain one of its component creatures. A
mob has the same reach as the base creature.
Special Attacks: A mob retains all the special attacks of the base
creature and gains those described below. Improved Grab (Ex): When a mob hits with its slam attack, it can attempt to start a grapple as a free action without provoking an attack of opportunity. Trample (Ex): A mob’s trample attack deals bludgeoning damage equal to the mob’s slam attack + 1 ½ times its Strength modifier. Targets may attempt a Reflex save with a DC equal to 10 + ½ the base creature’s HD + the base creature’s Strength modifier. Special Qualities: A mob retains all the special qualities of the base creature and gains those described below. Heavy Crowd (Ex): A mob is considered to be a heavy crowd except that they take action on their own initiative count (and not initiative count 0). Characters in a mob are affected as if they were in a heavy crowd in all ways. Characters attempting to manipulate a mob suffer a -4 penalty to their check. Mob Members (Ex): Although a mob is immune to any spell or effect that targets a specific number of creatures, a character can use such an effect while targeting a specific creature within the mob. If the effect causes the target to die, fall unconscious, become paralyzed, or suffer similar incapacitation, the mob suffers 1d6 points of damage. Otherwise it has no effect on the mob. Mob Qualities: See above. Abilities: Str +4 Challenge Rating: +1 FATE OF A MOB: When a mob breaks up, each member must make a
Fortitude save (DC 10). If the mob was broken up using nonlethal means,
a failure on this saving throw indicates the member is unconscious (as a
result of nonlethal damage). If the mob was broken up using lethal
means, a failure on this saving throw indicates the member is
unconscious and reduced to 1d4-2 hit points. | | Link |
RETURN TO THE ALEXANDRIAN - SUBSCRIBE