Stratovarius
2018-04-02, 02:38 PM
Warcraft
You are knowledgeable in the ways of organized warfare. Some of the aspects of warfare this skill covers are: supervising construction of defenses, supervising construction of siege weaponry, logistics, commanding siege weapon operations, commanding operations of military units, teaching the use of weapons, and communication through signals and messengers (including the relevant terminology).
Military Knowledge: Answering a warfare-related question has a DC of 10 (for really easy questions, such as identifying troop types or formations, assessing logistics and supplies, or establishing camps and simple patrols), 15 (for basic questions, such as identifying favorable or unfavorable terrain, deploying simple offensive or defensive troop formations, or establishing scouting parties), or 20 to 30 (for really tough questions, such identifying or establishing ambushes, deploying complex troop formations, or coordinating several levels of interlocking strategy). In many cases, you can use this skill to identify tactics, armies, and battle formations. A successful check allows you to remember a bit of useful information about that particular army, weapon, logistical operation, tactic, or battle formation. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. A Military Knowledge check to answer a question doesnt take an action you simply know the answer or you dont.
Coordinate Allies: You can also use Warcraft to coordinate allies. Each creature to be affected must be able to see and hear you, and able to pay attention to you. To coordinate, make a Warcraft check with a DC equal to 20 + 2 * the number of allies affected. If the check succeeds, all affected allies gain a single teamwork benefit (Heroes of Battle, p115). The benefits last for 1 round. You cannot use this ability on yourself. Coordinate allies does not provoke an attack of opportunity. A Warcraft check made to coordinate allies is a standard action.
Commanding Presence: Sometimes the best use of your skills is to take personal command of a situation. Make a DC 15 Warcraft check. If you succeed, you gain one commander aura (Heroes of Battle, p75). For every 5 points by which you beat the check, you gain another commander aura. The aura(s) lasts for 1 minute. You can attempt this check once per hour as a standard action. You ignore any racial or type requirements of auras (they apply to all allies within range who meet any non-race/type requirements).
Lead from the Front: A good commander is often the man at the front, inspiring his allies to greater actions. Once per round as a free action, after you have made a successful attack, you can make a DC 20 Warcraft check. If you do, all allies within 30 feet who could see your actions gain a +1 competence bonus to attack rolls and saves for one round.
Lead from the Rear: On the other hand, a good commander is often the man at the rear, shifting his units with masterful precision. Once per round as a move action, if you are neither threatened by nor threatening an opponent in melee, you can make a DC 20 Warcraft check. If you do, a single ally within 30 feet does not generate attacks of opportunity from movement for one round.
Try Again: No, for all uses. You can attempt to Coordinate Allies again in the next round.
Synergy: If you have 5 or more ranks in Knowledge (History), you get a +2 bonus on Warcraft checks. If you have 5 or more ranks in Warcraft, you get a +2 bonus on Knowledge (History) checks. If you have 5 or more ranks in Warcraft, you get a +2 bonus on Diplomacy checks related to dealing with troops.
Untrained: An untrained Warcraft check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower) and cannot use any other aspect of this skill.
Ability: Warcraft relies upon the Intelligence of its user.
Warcraft Feats
Coordinator Supreme [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Coordinate Allies from the Warcraft skill, the benefits last for one minute instead of one round, and you may apply one additional teamwork benefit.
Enduring Command [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Commanding Presence from the Warcraft skill, the benefits last for one hour instead of one minute, and all numerical benefits provided by your commander aura are increased by +1.
Leading the Charge [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Lead from the Front from the Warcraft skill, the competence bonus increases to your charisma modifier.
Overseeing the Fight [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Lead from the Rear from the Warcraft skill, all allies within 30 ft do not generate attacks of opportunity from movement.
Warleader [Warcraft]
Prerequisites: None
Benefit: Warcraft is always treated as a class skill, and any allies under the effects of a benefit from your warcraft skill are immune to fear effects (including morale checks) as long as they remain under its effects. This immunity to fear does not apply to you.
Into Glory Ride [Warcraft]
Prerequisites: Two other Warcraft feats
Benefit: You have gone above and beyond what it takes to be a leader of men, and are supreme on the battlefield.
Leadership Enhanced: When using the Commanding Presence feature of warcraft, you also gain the benefits of a single Minor Aura from the Marshal class.
Tactical Understanding: At the beginning of each encounter, you may reroll an initiative check you have just made. You may use the better of your two rolls. Allies who are under the effect of a benefit from your warcraft skill gain a +2 bonus to attack rolls against any flat-footed or flanked enemy.
Glorious Charge: Allies who are under the effect of a benefit from your warcraft skill deal an extra 1d8 points of damage (if they are Medium) on a charge attack. For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. These benefits do not apply when the ally is mounted. If an ally has the ability to make multiple attacks on a charge, he applies this extra damage to only one attack in a round.
You are knowledgeable in the ways of organized warfare. Some of the aspects of warfare this skill covers are: supervising construction of defenses, supervising construction of siege weaponry, logistics, commanding siege weapon operations, commanding operations of military units, teaching the use of weapons, and communication through signals and messengers (including the relevant terminology).
Military Knowledge: Answering a warfare-related question has a DC of 10 (for really easy questions, such as identifying troop types or formations, assessing logistics and supplies, or establishing camps and simple patrols), 15 (for basic questions, such as identifying favorable or unfavorable terrain, deploying simple offensive or defensive troop formations, or establishing scouting parties), or 20 to 30 (for really tough questions, such identifying or establishing ambushes, deploying complex troop formations, or coordinating several levels of interlocking strategy). In many cases, you can use this skill to identify tactics, armies, and battle formations. A successful check allows you to remember a bit of useful information about that particular army, weapon, logistical operation, tactic, or battle formation. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information. A Military Knowledge check to answer a question doesnt take an action you simply know the answer or you dont.
Coordinate Allies: You can also use Warcraft to coordinate allies. Each creature to be affected must be able to see and hear you, and able to pay attention to you. To coordinate, make a Warcraft check with a DC equal to 20 + 2 * the number of allies affected. If the check succeeds, all affected allies gain a single teamwork benefit (Heroes of Battle, p115). The benefits last for 1 round. You cannot use this ability on yourself. Coordinate allies does not provoke an attack of opportunity. A Warcraft check made to coordinate allies is a standard action.
Commanding Presence: Sometimes the best use of your skills is to take personal command of a situation. Make a DC 15 Warcraft check. If you succeed, you gain one commander aura (Heroes of Battle, p75). For every 5 points by which you beat the check, you gain another commander aura. The aura(s) lasts for 1 minute. You can attempt this check once per hour as a standard action. You ignore any racial or type requirements of auras (they apply to all allies within range who meet any non-race/type requirements).
Lead from the Front: A good commander is often the man at the front, inspiring his allies to greater actions. Once per round as a free action, after you have made a successful attack, you can make a DC 20 Warcraft check. If you do, all allies within 30 feet who could see your actions gain a +1 competence bonus to attack rolls and saves for one round.
Lead from the Rear: On the other hand, a good commander is often the man at the rear, shifting his units with masterful precision. Once per round as a move action, if you are neither threatened by nor threatening an opponent in melee, you can make a DC 20 Warcraft check. If you do, a single ally within 30 feet does not generate attacks of opportunity from movement for one round.
Try Again: No, for all uses. You can attempt to Coordinate Allies again in the next round.
Synergy: If you have 5 or more ranks in Knowledge (History), you get a +2 bonus on Warcraft checks. If you have 5 or more ranks in Warcraft, you get a +2 bonus on Knowledge (History) checks. If you have 5 or more ranks in Warcraft, you get a +2 bonus on Diplomacy checks related to dealing with troops.
Untrained: An untrained Warcraft check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower) and cannot use any other aspect of this skill.
Ability: Warcraft relies upon the Intelligence of its user.
Warcraft Feats
Coordinator Supreme [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Coordinate Allies from the Warcraft skill, the benefits last for one minute instead of one round, and you may apply one additional teamwork benefit.
Enduring Command [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Commanding Presence from the Warcraft skill, the benefits last for one hour instead of one minute, and all numerical benefits provided by your commander aura are increased by +1.
Leading the Charge [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Lead from the Front from the Warcraft skill, the competence bonus increases to your charisma modifier.
Overseeing the Fight [Warcraft]
Prerequisites: Warcraft 6
Benefit: When you succeed on a check to use Lead from the Rear from the Warcraft skill, all allies within 30 ft do not generate attacks of opportunity from movement.
Warleader [Warcraft]
Prerequisites: None
Benefit: Warcraft is always treated as a class skill, and any allies under the effects of a benefit from your warcraft skill are immune to fear effects (including morale checks) as long as they remain under its effects. This immunity to fear does not apply to you.
Into Glory Ride [Warcraft]
Prerequisites: Two other Warcraft feats
Benefit: You have gone above and beyond what it takes to be a leader of men, and are supreme on the battlefield.
Leadership Enhanced: When using the Commanding Presence feature of warcraft, you also gain the benefits of a single Minor Aura from the Marshal class.
Tactical Understanding: At the beginning of each encounter, you may reroll an initiative check you have just made. You may use the better of your two rolls. Allies who are under the effect of a benefit from your warcraft skill gain a +2 bonus to attack rolls against any flat-footed or flanked enemy.
Glorious Charge: Allies who are under the effect of a benefit from your warcraft skill deal an extra 1d8 points of damage (if they are Medium) on a charge attack. For Large creatures, the extra damage is 2d6; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6. These benefits do not apply when the ally is mounted. If an ally has the ability to make multiple attacks on a charge, he applies this extra damage to only one attack in a round.