Enchanted Realms - September 3

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Vox_Fera

Re: Enchanted Realms - September 3

Post by Vox_Fera » Tue Sep 02, 2014 9:01 am

Put my down for Scars of the Third Crusade please!

nejohannsen

Re: Enchanted Realms - September 3

Post by nejohannsen » Tue Sep 02, 2014 10:56 am

Sign me up as the backup GM using #33: Assault on the Kingdom of the Impossible
And sign me up for the last stop in Trial by Machine.

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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 1:57 pm

For the scenario assault on the wound, the first half of the scenario has you playing an army instead of your character.  There are core armies and also possible special armies.  To play a special army  you need to have played certain scenarios with ANY and that is ANY of  your characters.

UNIQUE ARMIES
During its campaign in the Worldwound, the Society has sent agents far and wide to recruit additional aid in capturing Jormurdun. This scenario gives players the opportunity to use boons earned on select Chronicle sheets to command unique armies. Unlike with most boons, as long as a player has earned the associated boon with any of her characters, she can command that army.

Elven Uprooters (Pathfinder Society Scenario #5-05: The Elven Entanglement): Loaned to the Society by a combination of favors collected by Venture-Captain Varian Jeggare and the heroic efforts of Pathfinder agents, the Elven Uprooters carry specially crafted demon-slaying weapons and are capable of confounding and disrupting enemies in myriad ways.
Requirement: Accumulating an Army (Elven Uprooters) boon
Granted Army Boon: Hit and Run.

Jistkan Stone Golems (Pathfinder Society Scenario #5-17: Fate of the Fiend): Recovered from the ruins of Rachikan, these stone golems are few in number but incredibly powerful. Although they are immune to magic and resistant to damage, the constructs are difficult to control in the midst of battle.
Requirement: The character must have received both prestige in 5-17.
Granted Army Boon: None.

Mammoth Riders (Pathfinder Society Scenario #5-10: Where Mammoths Dare Not Tread): The Kellids of the Red Winter tribe have allied with the Pathfinder Society, sending strong berserkers astride towering mammoths to aid the Army of the Open Road.
Requirement: Accumulating an Army (Mammoth Riders) boon
Granted Army Boon: Bloodied but Unbroken.

Riftwardens (Pathfinder Society Scenario #5-07: Port Godless): Upon rescuing a group of Riftwardens in the city of Azir, the Pathfinder Society earned the organization's promise of aid in the securing of Jormurdun. Several dozen Riftwardens have volunteered their services in the upcoming march, pledging their planar sealing abilities and devastating magic to the cause of the Society.
Requirement: Accumulating an Army (Riftwardens) boon
Granted Army Boon: Hold the Line.

Army of Exploration (Taldor faction PCs only): Lady Gloriana Morilla has mustered a modest but proud army of aristocrats, retainers, duelists, bravos, and thrill-seekers to carry Taldor's banner.
Requirement: Must belong to the Taldor faction
Granted Army Boon: None

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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 2:02 pm

APPENDIX ONE: MASS COMBAT RULES
The following is an abridged version of the Mass Combat rules found in Pathfinder RPG Ultimate Campaign. These rules have been modified to remove some of the Kingdom building elements and to better fit with the Pathfinder Society Organized Play campaign.
While included in army stat blocks for completeness, the consumption cost of armies does not factor into this scenario, as it doesn't use the associated kingdom building rules. Instead, GMs should assume that the Society has set up appropriate supply lines to reinforce armies and ensure that they operate at full effectiveness.

Army Statistics
The description of each army is presented in a standard format.
Name: This is the name of the army.
Alignment: An army's alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.
Size: The army's size determines not only how many individual units exist in the army, but also the army's ACR.
Type: This lists the nature of the army's individual units, such as 'orcs (warrior 1)' or 'trolls.' These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has virtually no effect on the army's statistics.
hp: An army's hit points equal its ACR × the average hp value of 1 HD of the army's units (3.5 for d6 HD, 4.5 for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). Note that only damage from other armies can reduce an army's hp; a non-army attacking an army is ineffective. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.
Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army's size, and scales like CRs for monsters.
Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature's AC. The army's DV is equal to ACR + 10 + any bonuses from fortifications or a settlement's Defense score.
Offense Modifier (OM): This is a modifier added to a d20 roll to determine the army's chance of success, much like an individual creature's attack bonus. The army's OM is equal to its ACR. If the army has the ability to make ranged attacks, that's mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.
Tactics: These are any army tactics the army has at its disposal.
Resources: These are any army resources the army has at its disposal.
Special: This section lists any special abilities the army has.PATHFINDER SOCIETY SCENARIO

Speed: This number indicates how many 12-mile hexes the army traverses in a day's march. Marching through difficult terrain halves the army's speed.
Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. Morale is a modifier from -4 (worst) to +4 (best). An army's Morale is also affected by the Commander. If an army's Morale is ever reduced to -5 or lower, the army disbands or deserts and you no longer control it.
Consumption: This represents the resources consumed by the army, and is used in conjunction with the Kingdom Building rules. Due to the nature of the Army of the Open Road, the PCs do not need to worry about this stat. See Pathfinder RPG Ultimate Campaign for more information on how consumption may be used in long-term campaigns.
Commander: This entry lists the army's commander and the commander's Charisma modifier, ranks in Profession (soldier), and Leadership score. The commander must be able to communicate with the army (possibly using message spells and similar magical forms of communication) in order to give orders or provide a bonus on the army's rolls.


Battle Phases
The rules for mass combat in this adventure are broken down into four major phases: the Movement phase, the Tactics phase, the Ranged phase, and the Melee phase. Completing all four phases (as applicable) represents a full day of campaigning, after which the phases repeat the following day.
1. Movement Phase: During this phase, each unit commander (PC and NPC armies) moves his or her army up to its speed in hexes. To determine the order in which the armies act, each army rolls 1d10 and adds its Speed and commander's Charisma bonus to the roll. Armies act in order, counting down from the highest result to the lowest. When one army enters the hex of an enemy army, those armies are considered locked in combat and cannot move until the next day. If any armies are in combat, proceed to the Tactics phase; otherwise the day ends.
2. Tactics Phase: The GM determines what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.
3. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield's shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee. Armies without ranged capability can't attack during this phase, but may still rush forward.
4. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.

Attacking and Taking Damage
In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.
When armies attack, each army attempts an Offense check (1d20 + the attacking army's OM) and compares the result to the target army's DV.
If the Offense check is equal to or less than the target army's DV, the army deals no damage that phase.
If the Offense check is greater than the defender's DV, the defending army takes damage equal to the result of the attacker's Offense check minus the defender's DV. For example, if the attacker's Offense check is 11 and the defender's DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.
If the Offense check is a natural 20, but that check is lower than the enemy army's DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can't attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies: These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting.
Strategy Track
On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army's DV, OM, and damage modifier.
Once each Melee phase after the first, the commander can alter the army's strategy. Adjusting the strategy 1 step up or down is automatically successful and doesn't require a check. If the commander wants to adjust paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 4186280 4186280 4186280 632305 632305 632305 21


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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 2:03 pm

ASSAULT ON THE WOUND
strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army's current strategy doesn't change.
Rout
A rout is a chaotic and disorderly retreat of a defeated army from a battlefield, usually from fear or when overwhelmed by a superior opponent. If an army's hit points are reduced to equal or less than its ACR, its commander must attempt a DC 15 Morale check. If the check fails, the army scatters and retreats from battle. If it cannot retreat, it surrenders and is captured. When an army routs, enemy armies in the battle can attempt one final Offense check at the fleeing army as a parting shot before it escapes.
Victory, Rout, or Defeat
An army is victorious if all of its enemy armies flee the battlefield or are defeated. The aftermath of the battle can be different for each army, and depends on whether it was defeated, routed, or victorious.
Defeated: If an army's hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can't be used again in mass combat.
Routed: If the army routs, reduce its Morale by 1. If the army's current hp are lower than the army's ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a DC 15 Morale check during the subsequent Movement phase. Note that a routed army can still be attacked by enemy armies and can attempt Offense checks in battles-it just can't initiate a battle.
Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious. If the army's current hit points are lower than the army's ACR, increase its hit points to its ACR.
Recovery
At the start of each Movement phase, an army can opt to rest (no movement and no battle), healing a number of hit points equal to its ACR.
Commanders
An army's commander helps maximize its effectiveness and can provide special bonuses to an army. The commander can be a PC or NPC. A new army's commander is an unexceptional leader who provides no bonuses to the army. The relevant information is as follows (assume a value of 0 unless otherwise specified).
Name: This lists the commander's name (and class and level if notable)
Charisma Modifier: This lists the commander's Charisma modifier. It is added to the army's Morale checks.
Profession (soldier): This is the commander's ranks in Profession (soldier). Divide the number of ranks by 5 (minimum 0) and add that number to the army's Morale checks.

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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 2:04 pm

Boons: This lists the boons the commander knows (see below).


Boons
Boons are special abilities a commander grants to an army. Most of these boons affect the rolls and statistics for battles, and the commander must be present at the battle to provide their benefit. A commander grants the army all the boons she knows (she doesn't have to select just one).
Bloodied but Unbroken: The commander inspires the army to be at its greatest in the most desperate times. When an army's hit points are at half its full normal hit points or fewer, it gains a +1 bonus on Offense checks.
Defensive Tactics: The commander is especially good at defensive tactics. Increase the army's DV by 2.
Flexible Tactics: The commander trains the army to be receptive to multiple orders during a battle. The army gains a +5 bonus on Morale checks to change tactics during a battle.
Hit and Run: The commander drills the army in quick attacks followed by a fast retreat. After attacks are resolved in the Ranged phase or the first Melee phase, the army may use the withdraw tactic with a +2 bonus on its opposed Morale checks.
Hold the Line: The commander is skilled at convincing the army to maintain morale against dangerous opponents. If the army fails a Morale check to avoid a rout, it may reroll that check. It must accept the result of the second check, even if it is worse.
Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks.
Triage: Whether using magic, alchemy, herbalism, or folk knowledge, the commander drills the army in using emergency methods to treat wounds. Once per battle, the army may take a -4 penalty on its Offense check during the Ranged or Melee phase and heal damage equal to half its ACR. If the army has the healing potions resource, it also gains the healing from this boon (without the Offense check penalty) when it uses healing potions.
Strategy DV OM
Defensive +4 -4
Cautious +2 -2
Standard +0 +0
Aggressive -2 +2
Reckless -4 +4

PATHFINDER SOCIETY SCENARIO

Army Resources
Resources are physical assets the army can use to improve its abilities. Normally such resources require additional funding, but the Army of the Open Road ensures each of its units is well stocked for the journey; tracking Consumption is not an issue for this scenario. Resources marked with an asterisk are already calculated into the armies' statistics.
Healing Potions: Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn't attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR.
Improved Armor*: The army is armed with masterwork armor, increasing DV by 1.
Improved Weapons*: The army is armed with masterwork weapons, increasing OM by 1.
Mounts*: The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2.
Siege Engines*: Your army includes catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Increase OM by 2 (regardless of the total number of siege engines in the army). Each Melee phase, reduce the enemy's bonus to DV from fortifications by 1d4 per siege engine in your army.
Army Tactics
Tactics are options an army can use to influence aspects of a battle.
When a battle begins, the commander selects one tactic to use for that battle (if the army doesn't know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.
Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.
Cavalry Experts: Your army's OM increases by 2 against armies that aren't mounted. The army must have the mount resource to use this tactic.
Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.
Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
Expert Flankers: Your army is skilled at surrounding the foe at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn't attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.
Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.
Relentless Brutality: Your army throws caution to the wind and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.
Siegebreaker: Your army targets another army's siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target's siege engines. This tactic has no effect on enemy armies without siege engines.
Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.
Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.
Standard*: Your army's attacks have no additional modifiers to its OM, DV, or damage.
Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army's ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it's immune to this tactic for the remainder of the battle.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn't need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army's OM and DV by 2 for the rest of this phase.
Special Abilities
Special Abilities represent individual training (class abilities) or special properties available to a specific type of creature. Modifiers for these abilities apply only if most of the units in an army have the listed ability. Any abilities marked with an asterisk increase the stats of paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 4186282 4186282 4186282 632307 632307 632307 23

ASSAULT ON THE WOUND

an army and are already included in the army's profile. Situational increases are not included.
Armor Training*: This class feature adjusts the base speed of units in medium armor; adjust the army's speed accordingly.
Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.
Bravery: Apply the unit's bravery bonus on Morale checks against fear and routs.
Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.
Challenge: Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.
Channel Negative Energy: In the Melee phase, the army deals +1d4 points of damage against a living target army.
Channel Positive Energy: In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
Combat Style: Once per battle, increase the army's OM for either ranged attacks or melee attacks by 1 for the rest of the battle.
Construct: The army is immune to disease, fear, paralysis, and poison.
Darkvision: The army takes no OM or DV penalties in dim light or darkness.
Evasion: An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.
Extraplanar: The army is composed of fiends from another plane and may be affected by certain abilities.
Favored Enemy: The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.
Favored Terrain: Reduce an enemy's bonuses from advantageous terrain and battlefield advantage by half.
Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army's ACR). Failure means the enemy army is afraid and can't attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.
Flight: If the army doesn't attack in the Melee phase, it can't be attacked with melee attacks except by an army with flight. The army ignores Defense bonuses from City Walls, but not other fortifications.
Immunity: If an army is immune to a particular special ability (such as poison), an enemy army with that ability doesn't gain those benefits against this army. For an army with many immunities, also see significant defense.
Inspire Courage: The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.
Low-light Vision: The army takes no penalties for dim light.
Mount*: The army's mounts increase the army's OM and DV by 1.
Order: When using the challenge ability, increase the army's DV by 1 against the challenged army.
Pounce*: The army increases its OM by 1.
Powerful Charge*: The army increases its OM by 1.
Rage: Once per battle, the commander may order the army to rage. Increase the army's OM by 2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While this is in effect, the army can't use the tactics cautious combat, defensive wall, expert flankers, hold the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using such a tactic or strategy, you immediately switch to the standard tactic or strategy.
Scent: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.
Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by the listed amount against any army that does not have a special ability of the listed type, such as cold iron weapons or acid. This ability is slightly different than the ability of the same name found in Pathfinder RPG Ultimate Campaign.
Smite Good: In one Melee phase per battle, the army may increase its OM by 2 against a good army.
Sneak Attack: The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false retreat tactic.
Spellcasting*: If an army's units can use magic (from spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army's offensive spells has a range greater than touch, the army can make ranged attacks.
Tactician*: The army automatically learns one tactic (usually the cavalry experts tactic); this doesn't count toward an army's maximum number of known tactics.
Trample*: The army increases its OM by 1.
Trap Sense: When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.
Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.
Weapon Specialization: Once per battle, increase the army's OM for either ranged or melee attacks by 2.

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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 2:05 pm

PATHFINDER SOCIETY SCENARIO

APPENDIX TWO: ARMIES OF THE OPEN ROAD

Five Kings Mountains Support
FIVE KINGS SIEGE MASTERS
Bringing support in the form of their fabled siege weapons, these dwarves of the Five Kings Mountains punish enemy armies with their ballistae. Given enough time, even the strongest fortification must fall to their attacks.
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +8 ranged
Tactics standard, withdraw
Resources improved armor, improved weapons, siege engines (ballistae), ranged weapons
Special armor training*, bravery +1, darkvision, weapon specialization
Speed 1; Morale +3; Consumption 11

FIVE KINGS PIKE INFANTRY
Legendary warriors of the Five Kings Mountains, these pike-wielding dwarves are an immovable bastion of defense that specialize in attracting the attention of enemy units, defelecting the attacks, and then crushing their fatigued assailants.
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +6
Tactics defensive wall, standard, taunt, withdraw
Resources improved armor, improved weapons
Special armor training*, bravery +1, darkvision, weapon specialization
Speed 1; Morale +3; Consumption 6
Mendevian Support

MENDEVIAN WARPRIESTS
Garbed in the livery of Iomedae, these clerics move into the fore with the avenging wrath of their goddess, while able to withstand the brunt of demonic assault. While not engaged, these soldiers use their divine power to heal the wounded within their unit.
LG Large army of humans (warpriest 4)
hp 22; ACR 5
DV 18; OM +8
Tactics full defense, standard, withdraw
Resources improved armor*, improved weapons* (mwk cold iron)
Special channel positive energy, spellcasting* (+2)
Speed 1; Morale +1; Consumption 6
Special: If any of your characters have earned the Mendevian Commendation boon, increase this army's Morale modifier by 1 for each such boon your characters possess (maximum 3).

MENDEVIAN CAVALRY
Mounted on heavy warhorses, these knights rush forward to meet the horrors of the Worldwound. Masters of cavalry tactics, the Mendevian cavalry strikes fast and hard at the hordes of the Abyss.
LG Large army of humans (cavalier 4)
hp 27; ACR 5
DV 18; OM +8
Tactics cavalry experts, standard, withdraw
Resources mounts*
Special challenge, mount*, order, tactician*
Speed 3; Morale +1; Consumption 4
Special: If any of your characters have earned the Mendevian Commendation boon, increase this army's Morale modifier by 1 for each such boon your characters possess (maximum 3).
Pathfinder Society Support

SOCIETY FIELD AGENTS
Nearly 200 Pathfinders of varying ranks make up this army. Tasked by the Society with disrupting enemy movements, these agents use their esoteric relics and spellcasting to advance further into enemy territory.
N Large army of humans (bard 4)
hp 22; ACR 5
DV 17; OM +7 ranged
Tactics dirty fighters, expert flankers, standard, withdraw
Resources healing potions (1), ranged weapons
Special inspire courage, spellcasting* (+2)
Speed 2; Morale +2; Consumption 4


SOCIETY ENFORCERS
Personally selected by Marcos Farabellus, these overly aggressive Pathfinders work at disrupting enemy siege weapons, using all manner of weapons and tactics to achieve their goal.
NG Large army of humans (rogue 4)
hp 22; ACR 5
DV 15; OM +6
Tactics expert flankers, siegebreaker, standard, withdraw
Resources healing potions (1), improved weapons
Special evasion, bleed, sneak attack, trap sense
Speed 2; Morale +2; Consumption 4 paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 paizo.com #3189320, brian brumbaugh <brum1555@yahoo.com>, Sep 2, 2014 4186284 4186284 4186284 632309 632309 632309 25

ASSAULT ON THE WOUND

Unique Armies
ELVEN UPROOTERS
Led by Lanveral, an inquisitor of Calistria, these elves from Kyonin are trained at fighting demons in the infested lands of the Tanglebriar. Armed with demon-hunting weapons and able to execute a wide range of tactics, this unit is efficient, versatile, and brutal.
CG Small army of elves (ranger 9)
hp 33; ACR 6
DV 16; OM +7 ranged
Resources improved weapons (mwk cold iron), ranged weapons
Tactics expert flankers, false retreat, sniper support, standard, withdraw
Special combat style, favored enemy (demon), favored terrain (demon infested lands), low-light vision
Speed 2; Morale +3; Consumption 5

JISTKAN STONE GOLEMS
This silent unit of golems advances implacably towards the enemy. Despite being some of the strongest siege weapons in the Pathfinders' arsenal, these powerful constructs are prone to stalling without proper guidance.
N Diminutive army of stone golems
hp 38; ACR 7
DV 17; OM +7
Tactics full defense, standard, withdraw
Special ancient design*, construct, immunity (spellcasting), significant defense (5, acid or adamantine)
Speed 1; Morale +0; Consumption 3
*Ancient design-In the Melee phase, roll 1d6. On a 1, this army does nothing for that phase. Otherwise, the difficulty increases by 1 for the following round (1 or 2 for the second Melee phase, 1, 2, or 3 for the third melee phase if the previous two did not fail, and so on), but a 6 always succeeds. Upon failing, the requirement reverts back to a roll of 1. A PC with the Writings of Rachikan boon (Fate of the Fiend) gains a +1 bonus on this result and can cross the boon off his chronicle sheet to automatically pass a test to avoid inactivity.


MAMMOTH RIDERS
Mounted on the backs of mammoths, these riders of the Red Winter tribe are adorned in blood-stained face paint. Able to withstand incredible punishment while crushing through enemy ranks, this unit works itself up into a furious rage as it enters combat with the Army of the Open Road.
CN Tiny army of humans and mammoths (barbarian 10)
hp 39; ACR 6
DV 18; OM +9
Resources mounts*
Tactics cavalry experts, relentless brutality, standard, withdraw
Special rage, trample*
Speed 3; Morale +2; Consumption 4


RIFTWARDENS
Trained in obscure magical arts, the Riftwardens monitor breaches in the fabric of reality. Aided in the past by the Pathfinder Society, the Riftwardens now come to repay the favor, putting their considerable magical ability to the task of finding Jormurdun.
CG Medium army of humans (wizard 5 / riftwarden 2)
hp 21; ACR 6
DV 19; OM +9 ranged
Tactics spellbreaker, standard, withdraw
Special channel planar energy, favored enemy (demon), spellcasting* (+3)
Speed 2; Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.

Hakken
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Re: Enchanted Realms - September 3

Post by Hakken » Tue Sep 02, 2014 2:09 pm

My apologies for the long posts and please do not be intimidated by all of that.  You do not even have to read it all--I will explain it all before we start.  This is just a handy guide to help get you prepared and could save us time.    The basic premise is you will be leading an army for 2 of the 4 encounters.  If you have certain scenarios with boons you can select a special army otherwise you will have a core army.    the army has an offensive value-think bab,  a defensive value--think DR, a morale value-think will save, and speed-well-think speed.  They also have special tactics they can do--one tactic at a time only.  Specials they can do as many as they have and they select a stategy--ie stance(aggressive, defensive or whatever).    It will quickly make sense once we start.

but either know what scenarios you have played with all characters or bring them--unless you just want to play a core army anyway--they are fun too.

Carpio

Re: Enchanted Realms - September 3

Post by Carpio » Tue Sep 02, 2014 5:33 pm

I'll go for Assault on the Wound.

And please put Scott Allen on the Assault on the Kingdom of the Impossible

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Hjal Nelson
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Re: Enchanted Realms - September 3

Post by Hjal Nelson » Tue Sep 02, 2014 5:51 pm

Hakken wrote: My apologies for the long posts and please do not be intimidated by all of that.  You do not even have to read it all--I will explain it all before we start.  This is just a handy guide to help get you prepared and could save us time.    The basic premise is you will be leading an army for 2 of the 4 encounters.  If you have certain scenarios with boons you can select a special army otherwise you will have a core army.    the army has an offensive value-think bab,  a defensive value--think DR, a morale value-think will save, and speed-well-think speed.  They also have special tactics they can do--one tactic at a time only.  Specials they can do as many as they have and they select a stategy--ie stance(aggressive, defensive or whatever).    It will quickly make sense once we start.

but either know what scenarios you have played with all characters or bring them--unless you just want to play a core army anyway--they are fun too.
Do I want to command Mammoth Riders?  Or Stone Golems?  SOME DECISIONS WERE NEVER MEANT TO HAVE TO BE MADE BY MORTAL MAN
Proud survivor of the Legendary Lemming Leap of 2017.

Carpio

Re: Enchanted Realms - September 3

Post by Carpio » Tue Sep 02, 2014 6:01 pm

You're right, leave those decisions to an Aasimar. :D

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WhiteMane
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Re: Enchanted Realms - September 3

Post by WhiteMane » Tue Sep 02, 2014 8:49 pm

Hjal Nelson wrote:
Hakken wrote: My apologies for the long posts and please do not be intimidated by all of that.  You do not even have to read it all--I will explain it all before we start.  This is just a handy guide to help get you prepared and could save us time.    The basic premise is you will be leading an army for 2 of the 4 encounters.  If you have certain scenarios with boons you can select a special army otherwise you will have a core army.    the army has an offensive value-think bab,  a defensive value--think DR, a morale value-think will save, and speed-well-think speed.  They also have special tactics they can do--one tactic at a time only.  Specials they can do as many as they have and they select a stategy--ie stance(aggressive, defensive or whatever).    It will quickly make sense once we start.

but either know what scenarios you have played with all characters or bring them--unless you just want to play a core army anyway--they are fun too.
Do I want to command Mammoth Riders?  Or Stone Golems?  SOME DECISIONS WERE NEVER MEANT TO HAVE TO BE MADE BY MORTAL MAN
That's why when Sir Roderick had to made the decision, he commanded the Mendevian Cavalry!!!  Sir Roderick led the charge on his axebeak, Ambrosius naturally....
O.J. Pinckert--Regional Venture Coordinator, Great Plains Region
whitemane_1@yahoo.com
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Demons run when a good man goes to war...

Infraknight

Re: Enchanted Realms - September 3

Post by Infraknight » Wed Sep 03, 2014 7:06 am

Can you move Preston Alyssa and add Jona to Assault on kingdom impossible.

Infraknight

Re: Enchanted Realms - September 3

Post by Infraknight » Wed Sep 03, 2014 7:07 am

Infraknight wrote: Can you move Preston Alyssa and add Jona to Assault on kingdom impossible.
and possibly Jona's Dad

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aidanixi
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Re: Enchanted Realms - September 3

Post by aidanixi » Wed Sep 03, 2014 12:06 pm

Sorry, not going to make it tonight. Please take my name off Scars. Thanks!
Nadia
Instigator of the Legendary Lemming Leap of 2017

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