LIST OF ARMY SPECIAL ABILITIES

These effects are only applicable if every person in the army has these abilities – for instance, an army of trolls having the rend ability or an army of alchemists having the Alchemy ability.

Unless otherwise stated, the effects of these special abilities (other than hp damage) end when a battle ends. Note that you count as your own ally for abilities that effect allied armies

Ability Damage/Drain: This ability functions as bleed.

Ability Modifier: When an army is comprised of a humanoid race with a modifier to its physical ability scores, it affects the combat statistics of the armies they comprise:

Strength: The army gains a +1 bonus to OM if its soldiers gain a bonus to Strength, -1 if they have a penalty.

Dexterity: The army gains a +1 bonus to OM if its soldiers gain a bonus to Dexterity, -1 if they have a penalty.

Constitution: The army gains 1 additional hit point and a +1 bonus to Morale checks to avoid fatigue if its soldiers have a bonus to Constitution, -1 if they have a penalty.

Ability Damage or Drain (alternate): When you successfully attack in melee, the defending unit takes a -1d4 penalty to OM and DV for the remainder of the battle.

Alchemy (Alchemist 1): Once per battle, the army can heal itself as if it had the healing potions resource. This doesn’t cost BP.

Amorphous: This unit is immune to critical hits in mass combat; when an attacking unit rolls a natural 20 on its attack, they deal normal damage.

Amphibious: The army can move in or across bodies of water and ignore Defense from water barriers.

Animal Companion (Druid 1, Ranger 4): The army’s animal companions increase the army’s OM by 1.

Animal Companion, Greater (Druid 4, Ranger 7): The army’s animal companions allow the army to attack climbing, flying, or swimming armies in melee, with a -4 penalty to OM. When fighting an army on the ground, the animal companions can serve as Light Mounts without increasing the army’s Consumption.

Aquatic: The army increases its OM and DV by 1 against armies in the water or on ships. The army decreases its OM by 2 against armies on land (unless the army also has the amphibious special ability, in which case it doesn’t have this OM penalty).

Aura of Courage (Paladin 3): The army is immune to fear effects and automatically succeeds at Morale checks to avoid a rout.

Armor Training (Fighter 3): This class feature adjusts the base speed of units in medium armor; adjust the army’s speed accordingly.

Bane (Inquisitor 5): Once per day, an army with this ability can gain a +1 bonus to OM, and if the attack succeeds the attack deals an extra 1d3 points of damage. This ability affects only a single attack, even if this army would be eligible to make an extra attack later in the Battle phase, such as against a retreating army.

Banner (Cavalier 5, Samurai 5): An army with this ability gains a +1 bonus to Morale checks to avoid routing, and it gains a +1 bonus to OM (or AV) when using any of the following Tactics: Cavalry Experts, Furious Charge, Overwhelming Onslaught, Pursuit.

Bleed: When this army deals damage in melee, the target army takes an automatic 1d6 points of damage at the start of the next phase.

Blindsense: The army reduces its OM and DV penalties by half from darkness, invisibility, and weather.

Blindsight: The army takes no penalties to its OM and DV from darkness, invisibility, or weather.

Bomb (Alchemist 1): This ability functions as the breath weapon ability.

Bravery (Fighter 2): Apply the unit’s bravery bonus on Morale checks against fear and routs.

Brawlers: An army whose members possess the augmented critical, rake, or rend abilities gains +1 OM for each ability it possesses when attacking an army with which it is already engaged.

Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1 per three dice of damage that your breath weapon deals.

Brew Potion (Alchemist 1): The army can create healing potions for itself or another army without needing any of the building requirements described in the healing
potion resource. You must pay the BP cost for these potions as normal.

Burn: This ability functions as bleed.

Burrow: The army can dig under one fortif ication (or City Walls) by spending a Ranged or Melee phase moving. In later phases, it ignores that fortif ication’s Defense. During the phase the army uses burrow, it can attack or be attacked only by armies using burrow or
earth glide.

Cannibalize: Reduce Consumption by 1 (minimum 0) for any week in which the army wins a battle and is allowed to feed on fallen corpses.

Cauldron: The army can create healing potions for itself or another army without needing any of the building requirements described in the healing potion resource. You must pay the BP cost for these potions as normal.

Challenge (Cavalier 1): Once per battle, the army may increase its OM by 2 against a target army, but it also reduces its DV by 1 against attacks from any army that is not the target army. These effects last for the rest of the battle.

Channel Negative Energy (Cleric 1): In the Melee phase, the army deals +1d4 points of damage against a living target army. If the army with this ability is undead, instead of dealing extra damage to an enemy army, it can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.

Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.

Charger: An army whose members possess the pounce, powerful charge, or trample abilities gains +1 OM for each ability it possesses when attacking an army with which it is not already engaged.

Climb: The army treats the Defense of fortifications as 25% lower than normal. This benefit doesn’t apply if the fortification can’t reasonably be climbed (such as a moat or wall of force). In addition an army with a climb speed can make melee attacks against armies inside a fortification, becoming engaged with that army with a successful attack (though they take a -1 penalty to DV when engaged in this way). If they successfully attack an army inside a fortification in consecutive Battle phases, they can subsequently attempt to disengage inside the fortification, ignoring its Defense value for the remainder of the battle (but losing the ability to use the Retreat tactic for the remainder of the battle).

Combat Style (Ranger 2): Once per battle, increase the army’s OM for either ranged attacks or melee attacks by 1 for the rest of the battle.

Construct: The army is immune to disease, fear, paralysis, and poison. Constructs never rout or become fatigued.

Create Sandstorm: Once per battle, the army can affect the field of battle with the sandstorm battlefield condition (see page 237). The sandstorm lasts for the rest of the battle.

Create Spawn: If the army destroys a living army of equal or greater size, it may immediately recover a number of hit points equal to twice its ACR or create a new army of its type but two sizes smaller than itself.

Damage Reduction (Greater): An army gains a +2 bonus to DV per 5 points of DR/chaotic, evil, good, or lawful, or DR/-. magic. Attacking armies cannot ignore this bonus unless they have appropriately aligned weapons or natural attacks or if they are attacking with magical abilities that bypass damage reduction.

Damage Reduction (Improved): An army gains a +2 bonus to DV per 5 points of DR/ bludgeoning, cold iron, piercing, silver, or slashing. Armies with superior weapons or magic weapons ignore this bonus. Attacking armies that have magical weapons or have damage reduction (magic) themselves ignore this, as do magical abilities that bypass damage reduction.

Damage Reduction (Magic): This army gains a +2 bonus to DV per 5 points of DR/ magic. Attacking armies that have magical weapons or have damage reduction (magic) themselves ignore this, as do magical abilities that bypass damage reduction.

Darkvision: The army takes no OM or DV penalties in dim light or darkness.

Discovery (Alchemist 2): This ability functions as bleed.

Disease: If the army damages an enemy, the enemy becomes diseased and takes a cumulative –1 penalty to its OM and DV each day after the battle. Curing the disease requires a successful Stability check modified by this penalty, and allows the army to reduce this penalty by 1 each day thereafter until the penalty is gone.

Divine Bond (Paladin 5): This army gains either Magical Weapons or Heavy Mounts for one Battle Phase per day. This does not affect the army’s Consumption.

Divine Health (Paladin 3): The army is immune to disease.

Dwarven Resilience: An army of dwarves does not have its movement rate reduced when wearing Medium Armor or Heavy Armor and gains a +1 bonus to DV and Morale checks to resist poison and magical effects. The army also gains a +2 DV bonus against armies comprised of creatures with the giant subtype.

Earth Glide: The army ignores fortifications made of earth or stone and can burrow under other fortifications as if using the burrow special ability.

Eidolon (Summoner 1): This ability functions as the animal companion ability.

Elven Grace: An army of elves gains a +1 bonus to Morale checks to resist Magical Trickery and a +1 bonus to scouting checks.

Endurance (Ranger 3): An army with this ability gains a +2 bonus to Morale checks to avoid fatigue or endure the effects of extreme climates.

Energy Drain: If the army damages an enemy, it reduces the enemy’s OM and DV by 1 for 24 hours. In addition, the attacking army removes 2 points of damage (or casualties) each time it damages a living army.

Energy Immunity: An army with this ability takes no damage from attacks of the energy type to which it is immune.

Energy Resistance: An army with this ability gains a +1 DV bonus for each 10 points of resistance. This bonus affects only Breath Weapons, Burn, Magical Artillery, Magical Barrage, and special siege weapon attacks using that energy type.

Evasion (Monk 2, Rogue 2): An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.

Fast Healing: Each Ranged or Melee phase, this army regains a number of hit points equal to half its fast healing value. Outside of battle, each hour the army regains a number of hit points equal to its fast healing value.

Favored Enemy (Ranger 1): The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.

Favored Enemy, Greater (Ranger 5): This army increases its OM by 2 against an army comprised of one creature type and by +1 against a second creature type. If attacking a mounted army, if this bonus applies against either the mount or the rider’s creature type, it applies against that army.

Favored Terrain (Ranger 3): Reduce an enemy’s bonuses from advantageous terrain and battlefield advantage by half. An army with this ability also gains a +1 bonus to both Scouting and Camouflage and can use the Living off the Land command boon whenever they are in their favored terrain.

Fear: If the army damages an enemy army, that army must attempt a Morale check (DC = 10 + your army’s ACR). Failure means the enemy army is afraid and can’t attempt an Offense check to attack during the next phase. If an army fails a Morale check during a phase in which it is already afraid, it routs.

Ferocity: The army continues to fight even if demoralized or nearly dead. If the army is defeated or routed, it may continue to act for one more Melee phase, and its OM and DV are reduced by 4 for that phase. An army with this ability can also attack even when it has taken all of its Casualties (though not if it is destroyed). Creatures with the orc ferocity racial trait or its equivalent also gain this ability.

Fiendish Boon (Antipaladin 5): This army gains either Magical Weapons or Heavy Mounts for one Battle Phase per day. This does not affect the army’s Consumption.

Flight: If the army doesn’t attack in the Melee phase, it can’t be attacked with melee attacks except by an army with f light. The army ignores Defense bonuses from City Walls, but not other fortifications.

Flurry of Blows (Monk 1): In the first Melee phase, increase the army’s OM by 1. In the second and subsequent Melee phases, increase it by 2 instead.

Grab: The army’s units latch onto their opponents, making it difficult to escape. The target army takes a –2 penalty on Morale checks to resist a rout or use the withdraw tactic.

Hex (Witch 1): When you create an army with this ability, choose either healing or cauldron.

Halfling Luck: An army of halflings gains a +1 bonus to all Morale checks.

Healing: Once per battle, the army can heal a number of hit points equal to half its ACR.

Hunter’s Bond (Ranger 4): When you create an army with this ability, choose either companions or animal. Companions: Once per battle, the army may increase its OM or an allied army’s OM by 1 for the rest of the battle. Animal: This ability functions as animal companion.

Immunity: If an army is immune to a particular special ability (such as poison), an enemy army with that ability doesn’t gain those benefits against this army. For an army with many immunities, also see significant defense.

Improved Uncanny Dodge (Barbarian 5, Rogue 8): An army with this ability negates any bonuses an attacking army would gain from any of the following Tactics: Expert Flankers, False Retreat, Pincer Maneuver.

Incorporeal: The army takes no damage from nonmagical attacks, and only half damage from magical attacks. It ignores enemy DV bonuses from armor resources. It automatically succeeds at checks to withdraw. It has a mobility advantage in all kinds of terrain.

Inspire Courage (Bard 1): The army increases its OM by 1 and gains a +2 bonus on Morale checks against fear and routs. Alternatively, the army may apply these bonuses to an allied army in the same battle.

Inspire Courage, Greater (Bard 7): This army gains a +2 bonus to OM and a +3 bonus to Morale checks to avoid routing. In addition, when they are engaged with an enemy army, any allied army engaged with the same enemy army gains the same bonuses. They also share these bonuses with any allied army using the Screening Defense tactic to protect them (or vice versa).

Invisibility: Any army attacking this army takes a –2 penalty to its OM for that attack. Any army attacked by this army takes a –2 penalty to its DV against its attacks. Armies that can’t see invisible creatures can’t prevent this army from withdrawing.

Judgment (Inquisitor 1): Once each Ranged or Melee phase, the army may choose to increase its damage by 1, increase its DV by 1, heal a number of hit points equal to half its ACR, or treat its attacks as magic weapons. This ability is suspended for any phase in which the army is unable to attack because of fear, and ends immediately if the army routs.

Ki Pool (Monk 4): The army’s attacks count as magic weapons.

Lay on Hands (Paladin 2): This ability functions as channel positive energy.

Light Blindness: An army of creatures with this special quality take penalties in bright light
(see Visibility) as other creatures would take in darkness.

Light Sensitivity: An army of creatures with this special quality takes penalties in bright light (see Visibility) as other creatures would take in dim light.

Low-Light Vision: The army takes no penalties for dim light.

Marksmanship (Gunslinger 7, Ranger 6 (with Improved Precise Shot), Fighter 4 (with Precise Shot and Weapon Focus and Weapon Specialization with a ranged weapon)): An army with this ability ignores up to 2 points of Defense bonus that a defending army gains from terrain or fortifications. If shooting at an enemy army engaged with a friendly army, you never inflict friendly fire damage.

Mercy (Paladin 3): At the end of a battle, the army can cure a disease on one allied army. An army with this ability can remove fatigue from itself when it heals itself with lay on hands.

Mindless: The army never fails Morale checks, but must always use standard tactics and strategy.

Mobility: If the units have a form of mobility that gives them an advantage in the battlefield’s terrain (such as boggards in a swamp), increase the army’s OM by 1 for that battle against armies without such mobility.

Mount (Cavalier 1): The army’s mounts increase the army’s OM and DV by 1.

Orcish Ferocity: An army of half-orcs or orcs gains the Ferocity special ability and gains a +1 bonus to opposed Morale checks when fighting an unit that has taken more casualties than they have.

Order (Cavalier 1): When using the challenge ability, increase the army’s DV by 1 against the challenged army.

Paralysis: Each time the army damages an enemy army, reduce the enemy army’s DV by 1. Tt also reduces the Movement of the target army by 10. If movement reaches 0, the target army can continue to fight but cannot move, disengage, retreat, or withdraw, nor can it prevent enemy armies from disengaging or attack them when they do. The effects of paralysis can be removed by the Magical Healing ability. In addition, an army can attempt a Morale check at the beginning of the next Rout phase to reduce the penalties caused by paralysis by 10.

Petrification: This ability functions as paralysis. This effect cannot be removed by Magical Healing.

Plant: The army is immune to fear, paralysis, and poison.

Poison Resistance (Alchemist 2): If the army takes poison damage, reduce the damage by half of the unit’s poison resistance bonus.

Poison: This ability functions as bleed.

Pounce: The army increases its OM by 1.

Powerful Charge: The army increases its OM by 1.

Rage (Barbarian 1): Once per battle, the commander may order the army to rage. Increase the army’s OM by 2, decrease its DV by 1, and add a +1 bonus on its Morale checks against fear and routing. While this is in effect, the army can’t use the tactics cautious combat, defensive wall, expert f lankers, hold the line, sniper support, or withdraw; nor can it use the defensive or cautious strategies. If using such a tactic or strategy, you immediately switch to the standard tactic or strategy.

Rake: The army increases the damage it deals by 1.

Regeneration: The army regains a number of hit points equal to half its regeneration value each Ranged or Melee phase. When an army with regeneration is reduced to 0 hp, it is defeated only if at least one enemy army survives at the end of that phase to finish off the regenerating creatures. Outside of battle, the army regains a number of hit points equal to half its regeneration value each hour.

Rend: The army increases the damage it deals by 1.

Resistance: See the entry for significant defense.

Resolve (Samurai 2): Once per battle, an army with this ability can remove the fatigued condition from itself or can reroll any Morale check.

Rock Catching: The army increases its DV by 1 against ranged attacks. This increases by an additional 1 if the army is attacked with siege weapons or thrown rocks.

Rock Throwing: The army can make ranged attacks. In the Ranged phase, it deals +4 points of damage.

Rogue Talent (Rogue 2): The army gains the bleed ability.

Scent: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Shield Ally (Summoner 4): Increase the army’s DV by 1.

Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by 10, but only against armies that can’t overcome those defenses. In some cases, the GM might rule that an army is simply undefeatable by an enemy army because of its defenses (though the GM should never pit the PCs against such an army unless the PCs initiate a foolish battle).

Smite Evil (Paladin 1): In one Melee phase per battle, the army may increase its OM by 2 against an evil army. If the target army is undead or evil outsiders, the OM increases by 4 instead. In addition when this ability is used this army’s Melee attack ignores any damage reduction if the defending army is evil. This ability can be used in only one Melee phase per day.

Smite Good (Antipaladin 1): This functions identically to Smite Evil, as described both here and in Pathfinder Roleplaying Game Ultimate Campaign, but with an enhanced effect against good creatures.

Sneak Attack (Rogue 1): The army increases its OM by 1 when making an ambush, when using the expert flankers tactic, or on the phase after using the false
retreat tactic. This army can also use this ability in conjunction with the Pincer Maneuver Tactic and the Wolves in the Fold Command Boon. In addition, on a successful attack when using this ability, the attack deals an additional +1 point of damage for every 2 levels of the ninjas or rogues in the army over 1st.

Spell Resistance: This army gains +1 DV and a +1 bonus to Morale per 5 points of spell resistance, but these bonuses apply only when an attacking army uses the Magical Advantage, Magical Barrage, or Magical Trickery command boons.

Spellcasting: An army comprised of spellcasters or creatures with spell-like abilities can make use of the Magical Advantage, Magical Barrage, Magical Healing, Magical Protection, or Magical Trickery command boons, provided its members have spells or spell-like abilities of the appropriate type to qualify for each boon; they do not need a leader to grant those boons.

Stunning Fist (Monk 1): This ability functions as paralysis.

Swarm: The army takes half damage from nonmagical attacks, but 1-1/2 times as much damage from magical attacks. It ignores DV bonuses from armor resources. It can’t harm an army with the incorporeal or significant defense ability. It automatically succeeds at checks to withdraw.

Tactician (Cavalier 1): The army automatically learns one tactic (usually the cavalry experts tactic); this doesn’t count toward an army’s maximum number of known tactics.

Teleportation: The army ignores the Defense of fortifications. It automatically succeeds at checks to withdraw. Ethereal travel and similar effects also grant this ability. An army with teleportation can travel to any hex on the same day (its speed is irrelevant and not hampered by difficult terrain).

Touch Attack (Gunslinger 1, most spellcasting classes 1): An army able to make melee or ranged touch attacks ignores any DV bonuses provided by Medium Armor, Heavy Armor, or Shields.

Track (Inquisitor 2, Ranger 1): An army with this ability gains a +1 bonus to its Scouting score.

Trackless Step (Druid 3): An army with this ability gains a +1 bonus to its Camouflage score.

Trample: The army increases its OM by 1.

Trap Sense (Rogue 3): When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.

Tremorsense: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.

Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase. The defending army also takes a -10 movement penalty until the end of the current battle phase.

Uncanny Dodge (Barbarian 2, Rogue 4): If an army with this ability is ambushed, the attacking army must resolve the attack as a normal attack. An army with this ability is unaffected by Feint tactics.

Undead: The army is immune to disease, fear, paralysis, and poison. Its DV increases by 2.

Unnatural Aura: This ability functions as fear, but applies only to animals (including animal mounts).

Vortex: This ability functions as paralysis, but only against targets on or in the water. this ability functions as Paralysis only if the attacking army chooses to remain engaged with the defending army. An army with this ability gains +1 OM against swimming or shipboard armies and can automatically disengage from them after attacking in melee, and automatically succeeds at opposed checks to retreat or withdraw. An army with vortex can also attack two swimming or shipboard armies in the same Battle phase, making separate Melee attacks against each and dealing half damage with each attack. The Screening Defense tactic is ineffective against an army with the vortex ability.

Weapon Specialization (Fighter 4): Once per battle, increase the army’s OM for either ranged or melee attacks by 2.

Whirlwind: This ability functions as paralysis. This ability functions as Paralysis only if the attacking army chooses to remain engaged with the defending army. An army with this ability gains +1 OM against flying armies and can automatically disengage from any army after attacking in melee, automatically succeeding at opposed checks to retreat or withdraw. An army with the whirlwind ability can also attack two armies in the same Battle phase, making separate Melee attacks against each and dealing half damage with each attack. The Screening Defense tactic is ineffective against an army with the whirlwind ability.

Wild Empathy (Druid 1, Ranger 1): An army with this ability gains a +1 DV bonus against armies that include animals, including animals with mounts.

Wild Shape (Druid 4): Once per battle, the army may gain the aquatic, amphibious, climb, darkvision, f light, low-light vision, or scent special abilities, but loses the spellcasting ability while this is in effect. The army can end this ability in any later phase.

Woodland Stride (Druid 2, Ranger 7): An army with this ability ignores penalties from rough terrain (see Terrain) comprised of plants, undergrowth, and trees.

LIST OF ARMY SPECIAL ABILITIES

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