All Creatures
Abilities | Monsters | NPCs
All | Families | Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z


Pure Legion Regiment

The Pure Legion is the national law enforcement agency responsible for imposing Rahadoum's Laws of Mortality by ensuring that the nation is kept free from religion in any form. This includes worship of or proselytizing for deities, as well as possession of written scripture or religious paraphernalia.

Recall Knowledge - Humanoid (Society): DC 29
Unspecific Lore: DC 27
Specific Lore: DC 24

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite Pure Legion RegimentCreature 11

Uncommon Gargantuan Human Humanoid Troop 
Source Hellfire Dispatches pg. 58
Perception +21; detect magic (divine magic only)
Languages Common, Osiriani
Skills Acrobatics +22, Athletics +24, Intimidation +24, Religion +23 (+27 to recognize or identify religious paraphernalia or iconography and divine spells or effects)
Str +5, Dex +3, Con +2, Int +2, Wis +7, Cha +2
AC 31; Fort +18, Ref +21, Will +24
HP 200 (4 segments); Thresholds 120 (3 segments), 60 (2 segments); Weaknesses area damage 10, splash damage 10
Nonbelievers When attempting a saving throw against a spell or effect with the divine trait, a Pure Legion regiment gets an outcome one degree better than the result of their roll. However, the regiment can't ever be a willing target for helpful divine spells.Troop Defenses
Speed 25 feet; troop movement
Occult Innate Spells DC 28 (+4 dmg); 3rd ring of truth (at will); Constant (5th) detect magic
Crossbow Volley [two-actions] The regiment draws or reloads their crossbows and concentrates fire on creatures in a 10-foot burst within 60 feet that deals 4d8 piercing damage (DC 28 basic Reflex save). When the regiment is reduced to 2 segments, this area decreases to a 5-foot burst.Denounce Divinity [two-actions] (auditory, linguistic, mental) Frequency once per day; Effect With one voice, the Pure Legion regiment decries the authority of a single deity of their choice, forcing all worshippers of that deity within a 30-foot emanation to attempt a DC 30 Will save. Regardless of the result of the saving throw, a creature is temporarily immune to Denounce Divinity for 24 hours.
Critical Success The creature is unaffected.
Success The creature becomes stupefied 1 for 1 hour, with the flat check from stupefied for Casting a Spell applying exclusively to spells from the divine tradition.
Failure As success, but the creature is stupefied 2.
Critical Failure As success, but the creature is stupefied 3 and frightened 1 as their faith is shaken to its core.
Rebuking Strike [one-action] to [three-actions] Frequency once per round; Effect The regiment strikes with their longswords against enemies in a 5-foot emanation (DC 28 basic Reflex save). Damage dealt depends on the number of actions. If a creature critically fails the Reflex save while affected by the regiment's Denounce Divinity, it is unable to reduce its stupefied or frightened condition by any means for 1 round.
[one-action] 1d8+2 slashing damage
[two-actions] 2d8+11 slashing damage
[three-actions] 3d8+13 slashing damage.

All Monsters in "Arch of Aroden Troops"

NameLevel
Hellknight Retrieval Unit6
Pure Legion Regiment10
Shackles Pirate Crew5

Arch of Aroden Troops

Source Hellfire Dispatches pg. 58
As a major passage of trade in and out of the Inner Sea, the strait is hotly contested during this period of strife.

No Icon Militaries At The Arch Of Aroden

Most active troops at the Arch of Aroden front are stationed in the cities of Khari and Corentyn, on either side of the Hespereth strait. The Rahadoumi forces fighting to liberate Khari from Chelaxian control include a number of Pure Legion regiments, strategically deployed to weaken the enemy by stripping them of the divine aid provided by their infernal patrons. The Order of the Chain detachments dispatched from nearby Citadel Gheradesca to aid in the defense of Corentyn regularly employ the order's elite retrieval units to neutralize and capture key enemy officers and other high-value targets. Meanwhile, gangs of pirates from the Shackles regularly inject chaos into the ongoing conflict by striking at Chelaxian supply depots along the coast, then withdrawing into the sea before military support can arrive to drive them off.

Sidebar - Related Creatures Troops At The Arch

In addition to the troops listed here, some others that might show up as enemies or allies in skirmishes include: