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 <
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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.