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[[Category:Epic Path]]
[[Category:Epic Path]]
[[Category:Skills]]
[[Category:Skills]]
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Revision as of 21:47, 13 December 2016

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  • Ability Score Used: Strength, Constitution or Charisma
  • Usable Untrained? No (Bailiwick)
  • Armor Check Penalty Applies? Special (if strength-based, then yes, otherwise, 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 new 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 is a muscular, 'get things done' skill. 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. Furthermore, this skill may be used in any circumstance where a Profession (Siege Engineer) or a Craft (Siege Weapon) skill is required, in place of those skills.

At the time the player places her first ranks in this skill, she must select either Strength, Constitution, or Charisma, and use that ability modifier as the key ability modifier for this skill. Note that this skill is subject to Armor Check Penalties if Strength is chosen. Once selected, this ability modifier may not be changed.


Check

Warfare is used to simulate your ability at being a martially-oriented person. Warfare isn't a thing of book learning, Warfare is that feeling you get in your gut, that solid certainty that 'this way' is right and 'that way' is wrong. With Warfare, you can anticipate combat maneuvers, get the jump on fights, handle siege engines, engineer and assess fortifications and defenses, assault fortifications and defenses, and make magic items.


Task Warfare DC
Identify a combat maneuver being used in combat 10
Size Up (out of combat) 10 + CR of creature assessed
Size Up (in Combat) 15 + CR of creature assessed
Identify Enemy Leader 10 + CR of encounter
Besiege (see below) 10 + double settlement's size
Generalship (see below) 15 + campaign's CR
Identify the properties of a magic item 15 + item's caster level
Craft a magic item with the Creator feat Varies by item


Action

Identifying a Combat Maneuver

Identifying a combat maneuver as it is being used requires no action, but you must be able to clearly see the maneuver as it is being used, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors.


Size Up

You can use the Warfare skill to assess to skill and ability of foes. Used out of combat, this takes a few seconds, the target number is 10+ the CR of the creature you're looking at, and the only information you can get is the CR of the creature.

In combat, using Size Up is a standard action and the target number is 15+ the CR of the creature assessed. If successful, you know the creature's CR and the DM will read the "Offense", "Defense", and "Combat Tactics" sections of the creature's blueprint to you, to represent your knowledge of its abilities. You may NOT read the "Special Abilities" section. If you wish to use Size Up in combat as a swift action, you may, but the target number is now 20+CR.


Identify Enemy Leader

Warfare can be used to identify the leader in a group of enemies. This is a swift action, and has a target DC of 10 + the CR of the encounter.


Recalling Warfare-Specific Information

Calling upon your intuition in battle does not require an action. Note that this skill is used in place of Knowledge (Engineering) checks, as well as Profession (Siege Engineer) and Craft (Siege Engine).


Crafting Magic Items

Warfare is one of the skills which, when combined with the Creator feat, may be used to create new magic items.


Beseige

You can use Warfare to assess the defenses of a place. This takes 1d4 hours per level of the Settlement Size chart in the Merchants page. The DC varies, but will generally be 15 + twice the size level of the settlement, though exceeding this DC by 5 or more can lead to better information. This can be used on either the offense or the defense side of a siege.


Generalship

Warfare can be used to improve how well you lead a combat unit of NPC's. This takes a few minutes to deliver a rousing speech (or simply loom competantly) to the troops, after which the check is made. If successful, NPC troops under your command can take twice as much damage/casualties before they are required to make any sort of rout/morale checks.


Determine Properties of Magic Item

Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. Note that this skill may 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.


Try Again

Identifying a Combat Maneuver

You cannot retry an attempt to identify a combat maneuver being used in combat.


Recalling Warfare-Specific Information

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.


Size Up

Out of combat, Yes, but only after 24 hours have passed. In combat, No.


Identify Enemy Leader

No. If the check fails, it cannot be used until the next encounter.


Crafting Magic Items

Yes, but resources used in the creation of the item are often expended and must be repurchased. Additionally, the process of the item's creation must be restarted from the beginning.


Beseige

Yes, but you must spend an additional week working through the process again.


Generalship

No, you cannot retry this check during this battle. Hopefully, there will be a next battle, when you can try again.


Determine Properties of Magic Item

When attempting to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts that day reveal the same results.


Epic Skill Uses

Note: All uses below require a minimum of 21 Ranks in the skill to use.


Inspire Troops

(DC 60) - troops will never rout or fail a morale check.


Hardened Supply Lines

(DC 80) - troops can hustle every other day of march without fatigue.

Break Ambush

(DC 50 + double encounter's CR) - if successful, completely eliminates a surprise round from the combat. Just skip over to round 1 with no one surprised.