Warfare: Difference between revisions
Line 322: | Line 322: | ||
| Take10-Take20 = You can take 10, but you cannot take 20. | | Take10-Take20 = You can take 10, but you cannot take 20. | ||
| Assist = Yes (up to 5 allies). Assisting allies must each have at least 21 ranks in ''warfare''. | | Assist = Yes (up to 5 allies). Assisting allies must each have at least 21 ranks in ''warfare''. Assisting allies are, like you, fully occupied for the entire duration of the skill use, and may not perform any other tasks while assisting, such as making [[Perception]] checks to avoid surprise, etc. | ||
| Success = The affected troops may hustle up to two hours per day without taking any non-lethal damage or becoming fatigued. Additional hours of hustling after this period are resolved as described in the [[Types_of_Movement#Overland_Movement|Overland Movement]] rules, as though the troops had not already hustled today. | | Success = The affected troops may hustle up to two hours per day without taking any non-lethal damage or becoming fatigued. Additional hours of hustling after this period are resolved as described in the [[Types_of_Movement#Overland_Movement|Overland Movement]] rules, as though the troops had not already hustled today. |
Revision as of 15:42, 15 May 2017
Description
Ability Score Used: Choose One Usable Untrained? No (Bailiwick) Armor Check Penalty Applies? No
Only Brawlers, Fighters, and Warlords may learn this bailiwick skill. No other class may place ranks in it unless they have an ability which specifically states they may put ranks into a bailiwick skill not normally offered by their class. A bailiwick skill is a skill that represents the core competency of a style of adventure, and has many useful applications.
The warfare skill is an expression of your practical knowledge of all things related to conflict. Warfare isn't a thing of book learning, it is that feeling you get in your gut, that solid certainty that 'this way' is right and 'that way' is wrong. For each rank a character places in warfare, the character receives a free rank in Knowledge (Engineering). Note that no character may ever have more ranks in a skill than his character level.
Each character class gains a single bailiwick skill at character creation, and this bailiwick skill is always a natural talent for your character. When you place your first rank in this skill, you must select one of your ability modifiers, and use that ability modifier as the key ability modifier for this skill. Once selected, this ability modifier may not be changed, except through the Character Retraining rules. Natural talent skills never suffer an armor check penalty, even if you associate that skill with your STR or DEX modifier.
If you gain a second bailiwick skill (usually through a racial trait), it is not automatically a natural talent (even though you typically get to choose which of your ability score modifiers is aligned to the second bailiwick skill). Armor check penalties do apply to the second bailiwick skill if you choose to associate it with your STR or DEX modifier, and you do not gain matching ranks in the linked skill for that bailiwick skill (in the case of warfare, Knowledge (Engineering)).
As with all skills, the uses below are merely suggestions, and by no means the full gamut of possible ways a skill can be used. Players and GM's are encouraged to find additional ways to use each skill.
Identify Extraordinary Ability
You can use warfare to identify an enemy monster's extraordinary ability as it is being used, but you must be able to clearly see the ability as it is being used. You use your knowledge of martial tactics and combat experience to determine what the monster is doing, and how it can be countered effectively.
This skill use may only be attempted during combat. | |
Action Required: |
Immediate action |
DC of Check: |
10 + CR of creature or object being evaluated |
Modifiers to Check |
|
Take 10? / Take 20? |
No, since this skill use may only be used during combat. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in warfare. |
Results of Success |
You may read the description of the monster's extraordinary ability in its bestiary entry to know exactly what it does. |
Consequences of Failure |
You gain no useful information about the ability in question. |
Retry Allowed? |
Only if that maneuver or power is used again where you can sense it. |
Provokes AOO? |
No |
Size Up Enemy
You can use the warfare skill to determine the CR of a monster you can perceive, by assessing how easily it moves, how readily it wears its armor or carries its weapon, the general wear and condition of the creature's equipment, and other telling signs of its general effectiveness in a fight. You may use this ability out of combat or in combat, though each take different amounts of time and have different target DC's. | |
Action Required: |
|
DC of Check: |
|
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10 out of combat, but not in-combat. You cannot take 20. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in warfare. |
Results of Success |
|
Consequences of Failure |
You learn nothing. |
Retry Allowed? |
You may only attempt to size up enemy once per group of creatures examined per 24 hours. This means you cannot size up a group of enemies out of combat, fail, and then try again once you start fighting them. |
Provokes AOO? |
No |
Identify Enemy Leader
You can determine the leader of the opposing side of an encounter, if there is such a thing. This may inform your attacks or other plan of action. This needn't be a leader monster role, but rather the alpha monster, captain, or general biggest dude among them. Mindless monsters, non-social monsters, or highly chaotic monsters may not have a leader, but most monsters have enough social structure to include a leader within a group, to keep the subordinates organized and acting efficiently. | |
Action Required: |
Swift |
DC of Check: |
10 + the CR of the leader (or the CR of the encounter, if it is higher). |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
You identify the leader and may take actions based upon that knowledge. If there is no leader in the GM's opinion, you gain that information as well and may act on it. |
Consequences of Failure |
You are unable to gain any information. |
Retry Allowed? |
No. You may only attempt this skill use once per encounter. |
Provokes AOO? |
No |
Suggest Tactics
You may call upon your martial skill in combat to suggest tactics, strategies, and gambits. This can be used to determine which foes to attack first, whether to press the attack to the left or right, which ally to place in what location, and a myriad of other uses.
This skill is particularly helpful for players who may not be the best at deciding on appropriate tactics, even though their characters would be experts. In such a case, the GM (or other players) can make suggestions to the player (to the best of their ability) if the player makes this skill check. | |
Action Required: |
Immediate action |
DC of Check: |
10 + double the CR of encounter |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
No |
Results of Success |
The GM will give you sincere advice on how to do well in an upcoming battle. If the GM doesn't have any solid advice to give, they should give players a chance to confer among themselves and decide on a good plan. This time doesn't really happen in-game; instead, the martial character simply comes to this plan instantly, drawing on their own experience. |
Consequences of Failure |
You gain no useful information. |
Retry Allowed? |
No. The check represents what you know, and thinking about a topic a second time doesn't let you know something that you never learned in the first place. |
Provokes AOO? |
No |
Craft Magic Item
When combined with the Creator feat, warfare can be used to create magic items.
A day of crafting a magic item is 8 uninterrupted hours of work in an appropriate work space. While you can do other things during that day, you must have 8 consecutive hours in your work space for it to count towards the number of days required to make the magic item. Working fewer than 8 hours at a time fails to reduce the number of days required to finish the work – you can't work fractions of days and then add them together to create a day of work. Days of work need not be consecutive. You can take breaks or go adventuring, then come back and keep working, and this does not harm the final product in any way, except to delay its completion date. However, if you begin working on a different magic item before the first one is finished, all work on the first one is lost, and any components used for its creation are destroyed, just as if you had failed the check. | |
Action Required: |
2 days, +1 day per caster level of the item being created. You can never reduce the time to create a magic item below 3 days, no matter how well you roll. |
DC of Check: |
|
Modifiers to Check |
If you are attempting to create a magic item that has more than one enchantment on it, the caster level of the item is determined by taking the highest caster level of the enchantments you wish to add, and then adding +3 caster levels to that number for each additional enchantment you are adding after the first. The maximum caster level of an item is 35, and if an item's caster level is above 21, you cannot create that item until you have at least 21 ranks in your bailiwick skill. |
Take 10? / Take 20? |
No |
Allows Assists? |
Yes, but only if each assisting ally has Cooperative Crafting (Feat). Up to 5 allies with that feat may assist. |
Results of Success |
You create the magic item after the designated number of days. |
Consequences of Failure |
|
Retry Allowed? |
Yes, though you must procure new components to replace the destroyed ones, and begin the process again. You gain a +5 circumstance bonus on each retry after a failure, as you incorporate your new knowledge of what not to do. |
Provokes AOO? |
Yes. Don't try this during combat. |
Beseige
You can use Warfare to assess the defenses of a fixed place. This can be used on either the offense or the defense side of a siege. The GM is left to determine the exact effects of this ability, but it will generally lead to more or fewer sunders being inflicted in a day of siege-work. This does NOT work against vehicles or bogeys, even if they are involved in a siege action. | |
Action Required: |
One day per level of the Settlement Size chart in the Merchants page. |
DC of Check: |
10 + twice the CR of the settlement + the size level of the settlement |
Modifiers to Check |
- |
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must have ranks in warfare. |
Results of Success |
|
Consequences of Failure |
You gain no benefit. |
Retry Allowed? |
Yes, but you must spend an additional week working through the process again. |
Provokes AOO? |
No. |
Generalship
Warfare can be used to improve how well you lead a combat unit of NPC's. You deliver a rousing speech to (or simply loom competently before) the troops, after which the check is made. You stiffen their resolve, pump up their confidence, calm down their jitters, shame their fears, and fire up their fighting spirit. | |
Action Required: |
5 minutes. May only be done out of combat. |
DC of Check: |
10 + double the CR of the campaign, or average level of your troops, whichever is higher. |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
No. You're up there by yourself, and no matter how good your staff may be, you are the one who is calling the shots. |
Results of Success |
If you succeed on this roll, NPC troops under your command can take twice as much damage/casualties before they are required to make any sort of rout/morale checks. At the GM's discretion, this may have other effects as well.
|
Consequences of Failure |
If you fail this roll, you do not fire your troops, but mercifully, you also do not make their morale any worse. |
Retry Allowed? |
No, you cannot retry this check during this battle. Hopefully, there will be a next battle, when you can try again. |
Provokes AOO? |
no. |
Identify Magic Item
You can use warfare to identify the properties and command words (if any) of a magic item you are holding. This is identical to the Divinity, Naturalism, Reason, Spellcraft, and Spycraft ability to identify magic items. It is also very similar to the Barter ability, except that it is faster.
Reason may also be used to assist another party member's attempt at determining the properties of a magic item, even if the other party member is using a different skill to make the check. | |
Action Required: |
3 rounds per item you are attempting to identify |
DC of Check: |
10 + double the caster level of the item |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
Yes (up to 5 allies). |
Results of Success |
Item is identified, including the command words (if any) needed to trigger its magical properties. |
Consequences of Failure |
Item is not identified |
Retry Allowed? |
You must wait 24 hours before retrying on the same item. Any attempts in the meantime always fail. |
Provokes AOO? |
Yes |
Hardened Supply Lines (Epic)
All NPC and ally troops under your command who can see you may Overland Movement up to two hours per day without suffering non-lethal damage or becoming fatigued. Any hustling after this period is resolved as described in the Overland Movement rules. The check is made at the end of any hour in which you have coaxed your troops to hustle, and you may only attempt harden supply lines for a maximum of 2 hours per day (though you may coax your troops to hustle for as many hours per day as you think you can get away with). You may only attempt this skill use up to twice per day, regardless of whether your check succeed or fail.
You must have at least twenty NPC's under your command to attempt this skill use. While hardening supply lines, your attention is fully occupied, leaving you unable to perform any other tasks, such as making Perception checks to avoid surprise, etc. This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
1 hour per hour of hustling. |
DC of Check: |
5 + double the highest CR of any creatures under your command |
Modifiers to Check |
|
Take 10? / Take 20? |
You can take 10, but you cannot take 20. |
Allows Assists? |
Yes (up to 5 allies). Assisting allies must each have at least 21 ranks in warfare. Assisting allies are, like you, fully occupied for the entire duration of the skill use, and may not perform any other tasks while assisting, such as making Perception checks to avoid surprise, etc. |
Results of Success |
The affected troops may hustle up to two hours per day without taking any non-lethal damage or becoming fatigued. Additional hours of hustling after this period are resolved as described in the Overland Movement rules, as though the troops had not already hustled today. |
Consequences of Failure |
Your troops hustle as instructed, but take non-lethal damage and become Fatigued as described in the Overland Movement rules. |
Retry Allowed? |
You may attempt this skill use up to twice per day, regardless of whether the checks succeed or fail. |
Provokes AOO? |
Yes |
Break Ambush (Epic)
You can use warfare to attempt to completely negate the effects of surprise in an encounter. This roll is made immediately following your Perception check to detect an ambush, before the GM begins the surprise round. If you wait until the surprise round starts, it is too late. Be quick, or be dead.
This is an epic skill use, and requires at least 21 ranks in the skill before it may be attempted. | |
Action Required: |
Immediate |
DC of Check: |
15 + double the highest CR of any enemy creature participating in the encounter |
Modifiers to Check |
|
Take 10? / Take 20? |
No |
Allows Assists? |
No. |
Results of Success |
The surprise round is skipped for this encounter for all participants. |
Consequences of Failure |
The surprise round is resolved as normal. |
Retry Allowed? |
No, not for this combat. |
Provokes AOO? |
No. |