Warfare Abilities: Mundane Leaders

In the last couple of posts, I’ve focused on Warfare Spells to change the battlefield, and now I want to add some neat things for non-caster leaders to add to Mass Combat. Unlike the spells, these class features and Feats specifically use Paizo’s Mass Combat rules.

Erratic Tactics (Advanced Rogue Talent)
Choose 1 Teamwork Feat and 2 Mass Combat Tactics. 1/day, you can lead the usage of these Tactics even if your allies or Mass Combat Unit does not have them.
If you are using a Teamwork feat, this affects 3 + Intelligence bonus allies within 60 feet, and lasts for 1 minute. If you are using a Mass Combat Tactic, the Unit you are attached to can use that tactic for 1 combat round.

For Glory (Barbarian Rage Power)
Requirements: 8th level, and Leadership or Charisma 15+
When you are raging, and attached to a Mass Combat Unit, you can take 10 damage to reduce the damage that the Mass Combat Unit takes by 1. Also, you can choose what units are damaged when attacking a mixed unit.

Scrappy Squad (Combat Feat)
Requirements: Fighter level 8th, Weapon Training 1
As long as 1/10th of the Mass Combat Unit you are attached to has access to a type of weapon, you can act as your whole unit is attacking with that type of weapon. You must decide which weapon you are fighting with at the beginning of the round.

Strive (Ki Feat)
Requirements: Ki Pool, 8th level
You can spend a Ki point as a swift action to give your Mass Combat Unit an extra move action. You can instead spend a Ki point as an immediate action to have your Mass Combat Unit automatically succeed on a failed Morale check.

Fearsome Group Charge
Requirements: Banner, 8th level
If your Mass Combat Unit hits with a mounted charge, you may make the opposing army immediately make a Morale check. If they fail, they move their speed away from your unit, and lose the ability to move next round.

Deepwood Skirmish Leader
Requirements: Favored Terrain, 8th level
If your Mass Combat Unit is within one of your Favored Terrains, it is always within Advantageous Terrain. You also gain your choice of the Hit and Run or Triage boons.

Herald of the Forest
Requirements: Wild Empathy, 8th level
Mass Combat Units that you lead that have an ACR of at least 1, and consist entirely of Animals, Magical Beasts, and Vermin have their ACR increased by 1. In such a Unit, Special Abilities only require 25% of the Mass Combat unit to have them for the whole Mass Combat Unit to have them.

Normal: More than 50% of a Mass Combat Unit must have a specific ability for the Mass Combat Unit to have a specific ability.

I do intend to have one last post on Warfare Spells before I go to other things. I’m looking forward towards hashing out a couple of high level Warfare Spells.

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Warfare Spells: Rallying the Troops

The focus of the spells today are communication and tactics. First, though, an explanation of a new mechanic.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Save includes will be added to yesterday’s post later, and Arrow Cart and Grip on Life will both be edited with this mechanic.

Now, without further ado, new spells.

Code beacon
School: Enchantment (mind-affecting) [Warfare]
Level: Sor/Wiz 3, Bard 2, Adept 2, Witch 4
Components: S, M
Casting Time: At least 1 minute
Range: Long (400 ft + 40 ft/level)
Targets: Any number of creatures within the range
Duration: 10 min/level
Saving Throw: Will includes
Spell Resistance: No

As you cast the spell, you start writing on fresh parchment multiple sequences of up to 3 colors, and short phrases. These phrases can be up to 4 words long each. As each command that you write in has to be written in an arcane language, you can write up to 10 sequences per round. The spell continues to cast until 1 minute has passed, or until you stop writing in sequences, whichever happens later.

You, or any creature that you have entrusted when you cast the spell, can put forth a sequence of lights. All creatures affected will know that the lights are lit, and if they are of a sequence that was encoded into the spell, they simply know what the phrase attached was, even if they did not see the parchment and were not told. Until they act on the thought, the meaning of the flares cannot be found by abilities that read minds (like Detect Thougts). Although the message is delivered in a language that translates the phrase, it gives no extra insight on the intent.

The lights are visible out to the edge of the range, if the creature has line of sight to the origin of the spell. The lights do not necessarily need to be part of a sequence decided at the spell’s casting, allowing it to also send mundane messages.

Material Component: Parchment, where the commands are written as the spell is cast.

Lockstep Tactics
School: Enchantment (mind-affecting) [Warfare]
Level: Sor/Wiz 3, Cleric 3, Druid 4, Bard 2, Adept 2, Witch 4
Components: V, S, Feat
Casting Time: 1 round
Range: Long (400 ft + 40 ft/level)
Targets: Any number of creatures within the range
Duration: 1 min/level
Saving Throw: Will includes
Spell Resistance: No

You quickly weave together a story of a group of common folk taking on an impossible situation. The story is pinned around having a certain tactic, which your group understands how to use just from hearing the story. All creatures that you target gain one teamwork feat that you have of your choice, even if they do not qualify for it. The creature also understands what it has to do to be able to use the feat.

Feat Requirement: You must have at least 1 teamwork feat to be able to cast this spell. A creature that succeeds on a DC 30 Use Magic Device or Knowledge (History) check can choose 1 teamwork feat that they qualify for. Whenever they use a spell with a teamwork feat requirement for the next month, whenever they succeed on this check, the feat chosen is the feat that the caster has for such a spell.

Special: If you have the Tactician class feature, you can gain this spell as a spell 1 level lower (unless your casting from the Adept spell list). This does not stack with Warcasting.

Warfare Spells: Holding the March

Today’s spells focus on the logistics of combat, moving troops, stopping battlefield casualties, and keeping archers light.

Endless March
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric/Oracle 2, Druid 3, Witch 3, Bard 2, Adept 2, Ranger 2
Casting Time: 1 round
Components: V,S,F/DF
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 24 hours
Saving Throw: Fort negates (harmless)
Spell Resistance: No

With a few waves of the flag of your army or a few words to the divine being you worship, you grant every creature within range a +10 ft enhancement bonus to overland speed. Also, when less than 1/2 of the creatures affected have to make Constitution checks to maintain a forced march, no creature has to make the check. If more than 1/2 of the creatures have to make it, you can either grant a +4 morale bonus on the check, or you can make a Fortitude save of the same DC. If you attempt and fail the Fortitude save, all creatures within the spell are affected by the forced march penalties.

Creatures must remain within the spell’s range of the focus to continue to gain the benefits.

Focus: A banner marked with the symbols of a deity or country. This can be the same banner used for the Cavalier’s Banner ability, and the banner can be magical in it’s own right.

Grip on Life
School: Conjuration (Healing) [Warfare]
Level: Cleric/Oracle 3, Witch 4, Bard 2, Adept 2
Casting Time: 1 round
Components: V, S
Range: Long (400 ft + 40ft/level)
Targets: Any number of creatures within range
Duration: 10 minutes/level
Saving Throw: Fort includes
Spell Resistance: No

You draw an intricate rune on the ground. All creatures with the same rune drawn on them (see Special) automatically stabilize when they fall unconscious. Also, any creatures that start bleeding are healed as per a heal check of 10 + caster level. Finally, such creatures gain a +10 bonus to their Fortitude saves against Coup de Grace and spells that target dying creatures (like Death Knell).

Special: Creatures to be affected must have a symbol inscribed matching the symbol drawn when the spell was cast. A permanent symbol must cost at least 1gp, although a tattoo from a class feature or feat can also satisfy this requirement.
A Life Mage can take this spell as a 4th level spell, although it is treated as a Necromancy (healing) spell.

Arrow Cart
School: Conjuration (Teleportation) [Warfare]
Level: Wizard/Sorc 1, Bard 1, Adept 1, Ranger 1
Casting Time: 1 minute
Range: Long (400 ft + 40ft/level)
Targets: All creatures within range
Duration: 1 hour/level
Saving Throw: Will includes
Spell Resistance: No

With either a large bag or a covered wagon nearby, you start imagining the battlefield as you expect, and slowly finding the ley lines through the field. You then start directing your magic between the leylines and your cart. After this, all creatures you designate can reload their slings, bows, or crossbows as free actions, or their guns as move actions, through ammunition that is loaded on the cart. If the cart has multiple types of ammunition, loading through the cart turns into a move action (standard for guns). Rapid Reload and other features that affect the reload time cannot affect the reload time from this spell, and the free actions to reload are supplied by the spell, not by the archer.

The cart can be refilled with ammunition at any time, and if there is no ammunition within the cart, no creature can use it to reload their weapons. Magic and special material ammunition can be loaded it, but each separate material and each different enchantment counts as a type of ammunition.

If the cart is damaged, the spell is disrupted for 1 round. If the cart moves more than 30 feet from it’s original position, the spell immediately ends.

Focus: A gold embroidered bag worth at least 1000 gp, or a covered wagon worth at least 2500 gp.

11/14/2014: This post was edited to include the Save includes mechanic posted on Warfare Spells: Rallying the Troops.

Warfare Spells: Enchanted Walls

The concept is simple today, D&D, and most of the material written for it, lives on the scale of the 4-5 man party and the dungeon crawl. However, these spells take a different approach, trying to end up on the scale of armies. In general, Adepts and Bards as 6 level casters will get these at the same time as the full casters without Warcasting, and cannot take Warcasting themselves.

[Warfare] Spells: Warfare spells are designed to be on the scale of the Battlefield, not just a small dungeon crawl. Although this is Pathfinder Material, assume these spells to be appropriate for the Warmage spell list, and the War Weaver can cast these spells 1 level earlier (like the Warcasting Feature, but without the drawbacks). In reference to current homebrew, [Warfare] spells are never considered opposition spells, even if they come from an opposition school.

All [Warfare] Spells cost a slot 1 level higher instead of 3 to Widen, and it does not cost a higher level spell slot to Enlarge a [Warfare] spell.

Warcasting: Any caster (other than an Adept) may take this feature. [Warfare] spells are spells 1 level lower, although all other spells are spells 1 level higher. This affects when it the spell can be first cast and learned. This cannot reduce a spell below 1st level.

A further update so I have mechanics all in one place. This mechanic does not apply to any spell on this post, but does apply to some [Warfare] spells posted later.

Save includes: Some spells in an attempt to affect a massive area, fall out of control and let creatures into the spell the caster originally didn’t want. A creature who is aware of the spellcast and is within the area of the spell can make the saving throw to be included in the spell if they were not already a target. If a spell requires each target to possess a focus, you are treated as having that focus if you succeed on the saving throw. For the purposes of Stalwart and Evasion, this is a Save negates spell, not a Save half, or Save partial spell.

Save includes is not appropriate for offensive spells, nor is it appropriate for buffs that are 1 target/caster level.

Mana Wall
School: Transmutation [Warfare]
Level: Sor/Wiz 3, Cleric 3, Witch 3, Bard 2, Summoner 3, Adept 2
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (harmless)
Spell Resistance: No

You put forth a wall that glimmers with a purple haze goes forth where you place it. Any attack that passes through this wall ignores DR/Magic and Regeneration that can be stopped by magic weapons. These attacks also have a 25% chance of hitting incorporeal creatures. Attacks gain no other benefits of being magic (like an enhancement bonus).

A creature that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Planar Wall
School: Abjuration (Good, Evil, Lawful, or Chaotic) [Warfare]
Level: Sor/Wiz 5, Cleric 4, Witch 5, Bard 4, Summoner 4, Adept 4
Casting Time: 1 round
Components: V,S
Effect: 1 20ft square/level
Range: Long (400 ft + 40ft/level)
Duration: 10 minutes/level [D]
Saving Throw: Will negates (see text, object)
Spell Resistance: Yes (see text, object)

With a little focus, you place a wall that holds some of the planar energy of an aligned plane that you choose. When you cast this spell, choose an Alignment. This spell is that alignment, and any attack that passes through the wall can bypass Damage Reduction and Regeneration of that alignment. The attack gains no other benefits of a Holy, Unholy, Axomatic, or Anarchic weapons.

A creature not of the opposite alignment that passes through the wall has their weapons, natural attacks, and unarmed strikes gain the above property for 1 round.

Any weapon that is already aligned is allowed a Will Save. If it succeeds, the alignment of the attack doesn’t change, but otherwise, the wall’s alignment overrides the weapon’s alignment, and the Holy, Unholy, Axomatic, and Anarchic weapon properties are suppressed unless it matches the wall’s alignment.

A creature that is the opposite alignment that tries to pass through the wall must make a Will Save, and if it fails, the creature cannot pass through the wall as if it were a solid object for this round. The creature can attempt to pass through next round, but still must succeed at a Will save.

Mythic Spell: If you expend 1 use of Mythic power when casting this spell, attacks that pass through this wall can bypass DR/Mythic or DR/Epic, but only against creatures of the opposite alignment of this spell.