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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.
 
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 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)]] skill is required, in place of those skills.
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)]] skill is required, in place of those skills.
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 weapons, engineer and assess fortifications and defenses, assault fortifications and defenses, and make magic items.


At the time the player places her first ranks in this skill, she must select one of her 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.
At the time the player places her first ranks in this skill, she must select one of her 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.


Regardless of which ability modifier is used, Bailiwick skills never suffer an armor check penalty.
Regardless of which ability modifier is used, Bailiwick skills never suffer an armor check penalty.
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.




===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.




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===Action===


====Identifying a Combat Maneuver====
==Identify a Combat Maneuver or Monster Power==
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.  If used against an Extraordinary monster power, the player may read the entry from the Monster write-up of that power only.
{{Template:SkillUse
 
| Skill-Use = Identify Combat Maneuver or Monster Power
 
| Core-Skill = Warfare
 
| Benefit = Identifying a combat maneuver or Monster Power 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.  If used against an Extraordinary monster power, the player may read the entry from the Monster write-up of that power only.
 
| Action = Free Action in Combat
 
| DC = 10 + CR of creature or object being evaluated
 
| Modifiers =
 
| DC = {{#!:
:{| class="ep-default2" style="text-align:left"
! Warfare Modifiers || DC Modifier
|-
| Distance to the source, object, or creature <sup>1</sup>|| +1/10 feet
|-
| Distance in hazy, dusty, heat-distorted, shimmery, conditions; on other Planes; etc <sup>1</sup>|| +1/5 feet
|-
| Favorable conditions<sup>2</sup> || -2
|-
| Unfavorable conditions<sup>2</sup> || +2
|-
| Terrible conditions<sup>3</sup> || +5
|}
}}
 
:* <sup>1</sup> Making Warfare checks against extremely large things can be done from long distances. For every size category above Large, the range band increases by ten feet.  For example, a size Huge creature in normal conditions is -1 per twenty feet, a Gargantuan creature is -1 per thirty feet, etc.  This can also apply to things like cities, and it is left to the referee to work how many Titanic Pluses that Megalopolis covers, but it can probably be seen well enough for Warfare to work for a long way indeed.
 
:* <sup>2</sup> Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might decrease the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might increase a DC involving hearing, while competing odors might penalize any DC involving scent.
 
:* <sup>3</sup> As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.
 
| Take10-Take20 = No in combat, may take 10 or 20 out of combat
 
| Assist = Yes, up to 5 allies
 
| Success = You identify the combat maneuver or monster power and may read the description of the power to know exactly what it does and how it may be mitigated. 
 
| Failure = You gain no useful information about the ability in question.
 
| Retry = Yes, if that maneuver or power is used again where you can sense it.
 
| Provokes = No
 
}}
 





Revision as of 19:20, 29 April 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 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) skill is required, in place of those skills.

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 weapons, engineer and assess fortifications and defenses, assault fortifications and defenses, and make magic items.

At the time the player places her first ranks in this skill, she must select one of her 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.

Regardless of which ability modifier is used, Bailiwick skills never suffer an armor check penalty.

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.



Task Warfare DC
Identify a combat maneuver or Extraordinary monster power being used in combat 10 + CR of creature using the maneuver
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 the settlement's CR + settlement's size
Generalship (see below) 15 + campaign's CR
Identify the properties of a magic item 10 + double item's Caster level
Craft a magic item with the Creator feat Varies by item


Identify a Combat Maneuver or Monster Power

Identifying a combat maneuver or Monster Power 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. If used against an Extraordinary monster power, the player may read the entry from the Monster write-up of that power only.
Action Required:

Free Action in Combat

DC of Check:
Warfare Modifiers DC Modifier
Distance to the source, object, or creature 1 +1/10 feet
Distance in hazy, dusty, heat-distorted, shimmery, conditions; on other Planes; etc 1 +1/5 feet
Favorable conditions2 -2
Unfavorable conditions2 +2
Terrible conditions3 +5
  • 1 Making Warfare checks against extremely large things can be done from long distances. For every size category above Large, the range band increases by ten feet. For example, a size Huge creature in normal conditions is -1 per twenty feet, a Gargantuan creature is -1 per thirty feet, etc. This can also apply to things like cities, and it is left to the referee to work how many Titanic Pluses that Megalopolis covers, but it can probably be seen well enough for Warfare to work for a long way indeed.
  • 2 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might decrease the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might increase a DC involving hearing, while competing odors might penalize any DC involving scent.
  • 3 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.
Modifiers to Check
Take 10? / Take 20?

No in combat, may take 10 or 20 out of combat

Allows Assists?

Yes, up to 5 allies

Results of Success

You identify the combat maneuver or monster power and may read the description of the power to know exactly what it does and how it may be mitigated.

Consequences of Failure

You gain no useful information about the ability in question.

Retry Allowed?

Yes, if that maneuver or power is used again where you can sense it.

Provokes AOO?

No


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 may be used in place of Knowledge (Engineering) checks, as well as Profession (Siege Engineer).


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 10 + twice the CR of the settlement plus 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. 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.


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 to (or simply loom competently before) 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. At the GM's discretion, this may have other effects as well.


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 or Extraordinary monster power

You cannot retry an attempt to identify a combat maneuver or Monster power 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 40 +CR of troops/creatures affected) - 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 10 + double encounter's CR) - If you are surprised, you may make a Warfare roll before the surprise round is initiated as a free action. If you make this roll successfully, it completely eliminates the surprise round from the combat. Just skip over to round 1 with no one surprised.