[PFS] GM Lithrac's Assault on the Wound (#5-24) (Inactive)

Game Master Cyril Corbaz


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Grand Lodge

Discussion thread is open! Please post your PFS #, your Perception modifier, Init modifier, Charisma modifier, and ranks in Profession (soldier) if you have any.

This scenario makes heavy use of the mass combat rules from Ultimate Campaign, though some parts of it (consumption for example) have been left out. I'm posting them here for reference, but also so that all the players may get a chance to become more familiar with them. Feel free to ask any question you might have, and me and EF will gladly try to make things clear.

Lastly but more importantly, some boons earned over season 5 may have earned you the command of a special army. You can complete the scenario perfectly well without them, but they may earn you an edge. Please note that it doesn't matter what character you earned the boon with, as long as both characters belong to the same player (e.g. if I earned the Riftwarden army boon from #5-09 with my 76446-1 character, I can use it with my 76446-5 character since he's the one that actually plays Assault on the Wound). Please include in your post what boons you have at your disposal among the following chronicle sheets:

  • #5-05 The Elven Entanglement (Elven Uprooters)
  • #5-10 Where Mammoths Dare Not Tread (Mammoth Riders)
  • #5-07 Port Godless (Riftwardens)
  • #5-17 Fate of the Fiend (not actually a boon, but you may commmand golems if you earned both prestige points in that scenario)
  • Alternatively, if you belong to the Taldor faction, you may command Lady Gloriana Morilla's Army of Exploration. If you belong to Taldor and want to get the faction boon for this scenario, you actually have to command this army.

Mass Combat rules

Army Statistics
The description of each army is presented in a standard format.
Name: This is the name of the army.

Alignment: An army’s alignment has no effect on its statistics, and is just a convenient way to summarize its attitude with two letters. It is usually the same alignment as a typical unit in that army.

Size: The army’s size determines not only how many individual units exist in the army, but also the army’s ACR.

Type: This lists the nature of the army’s individual units, such as “orcs (warrior 1)” or “trolls.” These rules assume all units in an army are essentially the same; if an army of 100 orc warriors 1 (meaning 1st-level warriors) actually has a few half-orc warriors or some orc barbarians, their presence has virtually no effect on the army’s statistics.

hp: An army’s hit points equal its ACR × the average hp value of 1 HD of the army’s units (3.5 for d6 HD, 4.5 for d8 HD, 5.5 for d10 HD, and 6.5 for d12 HD). Note that only damage from other armies can reduce an army’s hp; a non-army attacking an army is ineffective. As with standard game effects that affect hit points, abilities that reduce hp damage or healing by half (or any other fraction) have a minimum of 1 rather than 0.

Army Challenge Rating (ACR): This is based on the CR of an individual unit from the army and the army’s size, and scales like CRs for monsters.

Defense Value (DV): This is a static number the army uses to resist attacks, much like an individual creature’s AC. The army’s DV is equal to ACR + 10 + any bonuses from fortifications or a settlement’s Defense score.

Offense Modifier (OM): This is a modifier added to a d20 roll to determine the army’s chance of success, much like an individual creature’s attack bonus. The army’s OM is equal to its ACR. If the army has the ability to make ranged attacks, that’s mentioned here. Melee attacks and ranged attacks use the same OM unless an ability says otherwise.

Tactics: These are any army tactics the army has at its disposal.
Resources: These are any army resources the army has at its disposal.

Special: This section lists any special abilities the army has.

Speed: This number indicates how many 12-mile hexes the army traverses in a day’s march. Marching through difficult terrain halves the army’s speed.

Morale: This number represents how confident the army is. Morale is used to determine changing battle tactics, whether or not an army routs as a result of a devastating attack, and similar effects. Morale is a modifier from -4 (worst) to +4 (best). An army’s Morale is also affected by the Commander. If an army’s Morale is ever reduced to -5 or lower, the army disbands or deserts and you no longer control it.

Consumption: This represents the resources consumed by the army, and is used in conjunction with the Kingdom Building rules. Due to the nature of the Army of the Open Road, the PCs do not need to worry about this stat. See Pathfinder RPG Ultimate Campaign for more information on how consumption may be used in long-term campaigns.

Commander: This entry lists the army’s commander and the commander’s Charisma modifier, ranks in Profession (soldier), and Leadership score. The commander must be able to communicate with the army (possibly using message spells and similar magical forms of communication) in order to give orders or provide a bonus on the army’s rolls.

Battle Phases
The rules for mass combat in this adventure are broken down into four major phases: the Movement phase, the Tactics phase, the Ranged phase, and the Melee phase. Completing all four phases (as applicable) represents a full day of campaigning, after which the phases repeat the following day.
1. Movement Phase: During this phase, each unit commander (PC and NPC armies) moves his or her army up to its speed in hexes. To determine the order in which the armies act, each army rolls 1d10 and adds its Speed and commander’s Charisma bonus to the roll. Armies act in order, counting down from the highest result to the lowest. When one army enters the hex of an enemy army, those armies are considered locked in combat and cannot move until the next day. If any armies are in combat, proceed to the Tactics phase; otherwise the day ends.
2. Tactics Phase: The GM determines what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.
3. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield’s shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee. Armies without ranged capability can’t attack during this phase, but may still rush forward.
4. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.

Attacking and Taking Damage
In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant. When armies attack, each army attempts an Offense check (1d20 + the attacking army’s OM) and compares the result to the target army’s DV.
If the Offense check is equal to or less than the target army’s DV, the army deals no damage that phase.
If the Offense check is greater than the defender’s DV, the defending army takes damage equal to the result of the attacker’s Offense check minus the defender’s DV. For example, if the attacker’s Offense check is 11 and the defender’s DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.
If the Offense check is a natural 20, but that check is lower than the enemy army’s DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can’t attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies: These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply
damage appropriately. On each phase, you may change which army you are targeting.

Strategy Track
On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army’s DV, OM, and damage modifier. Once each Melee phase after the first, the commander can alter the army’s strategy. Adjusting the strategy 1 step up or down is automatically successful and doesn’t require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army’s current strategy doesn’t change.

Defensive: +4 DV; -4 OM
Cautious: +2 DV; -2 OM
Standard: +0 DV; +0 OM
Agressive: -2 DV; +2 OM
Reckless: -4 DV; +4 OM

Rout
A rout is a chaotic and disorderly retreat of a defeated army from a battlefield, usually from fear or when overwhelmed by a superior opponent. If an army’s hit points are reduced to equal or less than its ACR, its commander must attempt a DC 15 Morale check. If the check fails, the army scatters and retreats from battle. If it cannot retreat, it surrenders and is captured. When an army routs, enemy armies in the battle can attempt one final Offense check at the fleeing army as a parting shot before it escapes.

Victory, Rout, or Defeat
An army is victorious if all of its enemy armies flee the battlefield or are defeated. The aftermath of the battle can be different for each army, and depends on whether it was defeated, routed, or victorious.
Defeated: If an army’s hit points are reduced to 0, it is defeated. A defeated army may have a few survivors, but they are so demoralized and wounded (and probably captured by the enemy) that the army no longer exists as a cohesive unit and can’t be used again in mass combat.
Routed: If the army routs, reduce its Morale by 1. If the army’s current hp are lower than the army’s ACR, increase its hit points to its ACR. A routed army refuses to fight until you succeed at a DC 15 Morale check during the subsequent Movement phase. Note that a routed army can still be attacked by enemy armies and can attempt Offense checks in battles—it just can’t initiate a battle.
Victorious: If your army is the last one left on the battlefield (not counting other friendly armies), it is victorious. If the army’s current hit points are lower than the army’s ACR, increase its hit points to its ACR.

Recovery
At the start of each Movement phase, an army can opt to rest (no movement and no battle), healing a number of hit points equal to its ACR.

Commanders
An army’s commander helps maximize its effectiveness and can provide special bonuses to an army. The commander can be a PC or NPC. A new army’s commander is an unexceptional leader who provides no bonuses to the army. The relevant information is as follows (assume a value of 0 unless otherwise specified).
Name: This lists the commander’s name (and class and level if notable)
Charisma Modifier: This lists the commander’s Charisma modifier. It is added to the army’s Morale checks.
Profession (soldier): This is the commander’s ranks in Profession (soldier). Divide the number of ranks by 5 (minimum 0) and add that number to the army’s Morale checks.
Boons: This lists the boons the commander knows (see below).

Boons
Boons are special abilities a commander grants to an army. Most of these boons affect the rolls and statistics for battles, and the commander must be present at the battle to provide their benefit. A commander grants the army all the boons she knows (she doesn’t have to select just one).
Bloodied but Unbroken: The commander inspires the army to be at its greatest in the most desperate times. When an army’s hit points are at half its full normal hit points or fewer, it gains a +1 bonus on Offense checks.
Defensive Tactics: The commander is especially good at defensive tactics. Increase the army’s DV by 2.
Flexible Tactics: The commander trains the army to be receptive to multiple orders during a battle. The army gains a +5 bonus on Morale checks to change tactics during a battle.
Hit and Run: The commander drills the army in quick attacks followed by a fast retreat. After attacks are resolved in the Ranged phase or the first Melee phase, the army may use the withdraw tactic with a +2 bonus on its opposed Morale checks.
Hold the Line: The commander is skilled at convincing the army to maintain morale against dangerous opponents. If the army fails a Morale check to avoid a rout, it may reroll that check. It must accept the result of the second check, even if it is worse.
Loyalty: The commander inspires great loyalty in the army. The army gains a +2 bonus on all Morale checks.
Triage: Whether using magic, alchemy, herbalism, or folk knowledge, the commander drills the army in using emergency methods to treat wounds. Once per battle, the army may take a -4 penalty on its Offense check during the Ranged or Melee phase and heal damage equal to half its ACR. If the army has the healing potions resource, it also gains the healing from this boon (without the Offense check penalty) when it uses healing potions.

Army Resources
Resources are physical assets the army can use to improve its abilities. Normally such resources require additional funding, but the Army of the Open Road ensures each of its units is well stocked for the journey; tracking Consumption is not an issue for this scenario. Resources marked with an asterisk are already calculated into the armies’ statistics.
Healing Potions: Each unit is equipped with several healing potions. At any point during a battle (but no more than twice per battle), the commander can order her units to drink their potions. The army doesn’t attempt an Offense check that phase, but heals a number of hit points equal to twice its ACR.
Improved Armor*: The army is armed with masterwork armor, increasing DV by 1.
Improved Weapons*: The army is armed with masterwork weapons, increasing OM by 1.
Mounts*: The army is mounted on horses or other wartrained animals. Increase its OM and DV by 2.
Siege Engines*: Your army includes catapults, rams, trebuchets, ballistae, and other siege engines designed to break down fortifications. Increase OM by 2 (regardless of the total number of siege engines in the army). Each Melee phase, reduce the enemy’s bonus to DV from fortifications by 1d4 per siege engine in your army.

Army Tactics
Tactics are options an army can use to influence aspects of a battle. When a battle begins, the commander selects one tactic to use for that battle (if the army doesn’t know any tactics, the army uses the standard tactic). At the start of each Ranged or Melee phase, the commander may try to change tactics by attempting a DC 15 Morale check. Success means the army uses the new tactic for that phase (and the modifiers from the old tactic cease); failure means the army continues to use its current tactic. The effects of tactics end when the battle does.
Cautious Combat: Your army fights cautiously in order to maintain morale. Decrease its OM by 2, and add 2 to all its Morale checks.
Cavalry Experts: Your army’s OM increases by 2 against armies that aren’t mounted. The army must have the mount resource to use this tactic.
Defensive Wall: Your army fights defensively, taking actions to protect fellow units as needed. Decrease its OM by 2, and increase its DV by 2.
Dirty Fighters: Your army uses trickery and unfair tactics to gain an advantage at the start of a battle. For one Melee phase this battle, its OM increases by 6. (After that Melee phase, the opposing army knows to be ready for such tricks.)
Expert Flankers: Your army is skilled at surrounding the foe at the cost of spreading out too much and being more vulnerable. Increase its OM by 2, and decrease its DV by 2.
False Retreat: Once per battle, your army can make a false retreat, luring a target enemy army deeper into your territory. On the phase your army makes a false retreat, it doesn’t attempt an Offense check. On the phase after it uses this tactic, increase its OM and DV by 6 against the target army.
Full Defense: Your army focuses on total defense of the battlefield. Increase its DV by 4, and decrease its OM by 4.
Relentless Brutality: Your army throws caution to the winds and attacks with savage and gory vigor. Increase its OM by 4, and decrease its DV by 4.
Siegebreaker: Your army targets another army’s siege engines in an attempt to destroy them. If your army damages the target army, your army attempts a second Offense check; if successful, destroy one of the target’s siege engines. This tactic has no effect on enemy armies without siege engines.
Sniper Support: Your army holds some ranged units in reserve to attack a target enemy army during the Melee phase. If your army damages the target army in the Melee phase, it deals 2 additional points of damage from these ranged attacks. The army must have ranged attacks to use this tactic.
Spellbreaker: Your army has specialists who can disrupt enemy spellcasting. Increase its DV by 4 against armies with the spellcasting ability.
Standard*: Your army’s attacks have no additional modifiers to its OM, DV, or damage.
Taunt: Your army is skilled at taunting its opponents, provoking stupid mistakes and overconfidence in battle. The target army must attempt a Morale check (DC = 10 + your army’s ACR) at the start of each Melee or Ranged phase; failure means it reduces its OM and DV against your army by 2 for that phase. If the target army succeeds at two of these Morale checks, it’s immune to this tactic for the remainder of the battle.
Withdraw*: Your army tries to escape from all armies attacking it. The army attempts an opposed Morale check against each army attacking it to maintain discipline (any army may voluntarily fail this check), but doesn’t need to attempt the usual Morale check to change tactics when switching to withdraw. If all of these checks are successful, your army may withdraw from the battlefield or treat the phase as a Ranged phase. If only some are successful, you may withdraw or treat the phase as a Ranged phase, but enemy armies in the battle may attack you as if you were in Melee. Whether or not the checks are successful, reduce your army’s OM and DV by 2 for the rest of this phase.

Special Abilities
Special Abilities represent individual training (class abilities) or special properties available to a specific type of creature. Modifiers for these abilities apply only if most of the units in an army have the listed ability. Any abilities marked with an asterisk increase the stats of an army and are already included in the army’s profile. Situational increases are not included.
Armor Training*: This class feature adjusts the base speed of units in medium armor; adjust the army’s speed accordingly.
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.
Bravery: Apply the unit’s bravery bonus on Morale checks against fear and routs.
Breath Weapon: The army can make ranged attacks. In the Ranged and Melee phases, it deals +1d4 points of damage.
Challenge: 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: In the Melee phase, the army deals +1d4 points of damage against a living target army.
Channel Positive Energy: 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.
Combat Style: 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.
Darkvision: The army takes no OM or DV penalties in dim light or darkness.
Evasion: An army that attacks this army halves its OM bonus from the spellcasting ability and halves the extra damage from the breath weapon ability.
Extraplanar: The army is composed of fiends from another plane and may be affected by certain abilities.
Favored Enemy: The army increases its OM by 1 against an army of a type of creature chosen from the ranger favored enemy list.
Favored Terrain: Reduce an enemy’s bonuses from advantageous terrain and battlefield advantage by half.
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.
Flight: If the army doesn’t attack in the Melee phase, it can’t be attacked with melee attacks except by an army with flight. The army ignores Defense bonuses from City Walls, but not other fortifications.
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.
Inspire Courage: 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.
Low-light Vision: The army takes no penalties for dim light.
Mount*: The army’s mounts increase the army’s OM and DV by 1.
Order: When using the challenge ability, increase the army’s DV by 1 against the challenged army.
Pounce*: The army increases its OM by 1.
Powerful Charge*: The army increases its OM by 1.
Rage: 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 flankers, 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.
Scent: The army reduces its OM and DV penalties from darkness, invisibility, and weather by half.
Significant Defense: The army has a significant defense such as powerful damage reduction or numerous immunities and/or resistances. Increase its DV by the listed amount against any army that does not have a special ability of the listed type, such as cold iron weapons or acid. This ability is slightly different than the ability of the same name found in Pathfinder RPG Ultimate Campaign.
Smite Good: In one Melee phase per battle, the army may increase its OM by 2 against a good army.
Sneak Attack: 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.
Spellcasting*: If an army’s units can use magic (from spelllike abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army’s offensive spells has a range greater than touch, the army can make ranged attacks.
Tactician*: The army automatically learns one tactic (usually the cavalry experts tactic); this doesn’t count toward an army’s maximum number of known tactics.
Trample*: The army increases its OM by 1.
Trap Sense: When using the siegebreaker tactic, the army adds half its ACR to the Offense check to determine if a siege engine is destroyed.
Trip: Each Melee phase, the target enemy army reduces its DV by 1 until the end of the phase.
Weapon Specialization: Once per battle, increase the army’s OM for either ranged or melee attacks by 2.

Grand Lodge

Armies of the Open Road
At the start of each engagement (the term used to describe a Mass Combat encounter), each PC will choose one army to command.

Any PC can select a Five Kings Mountain, Mendevian, or Society
army, hereafter referred to as a Core army. Several other armies—referred to as Unique armies—may be available to command depending on the PCs’ past accomplishments.

Note on Duplicates: Core armies are always available, allowing PCs to lead duplicate formations. For example, two PCs could each run an army of Society Field Agents or Mendevian Warpriests. Unique armies can only be selected once; PCs are not allowed to have duplicates of these armies in their force, and a destroyed Unique army is not available in future engagements. If a PC has a boon that would allow her to command a Unique army, but that army is already in use, she can instead add that army’s respective granted army boon to any Core army she commands. The exception to this rule is the Army of Exploration (Taldor faction army).

FIVE KINGS SIEGE MASTERS
Bringing support in the form of their fabled siege weapons, these dwarves of the Five Kings Mountains punish enemy armies with their ballistae. Given enough time, even the strongest fortification must fall to their attacks.
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +8 ranged
Tactics standard, withdraw
Resources improved armor, improved weapons, siege engines
(ballistae), ranged weapons
Special armor training*, bravery +1, darkvision, weapon
specialization
Speed 1; Morale +3; Consumption 11

FIVE KINGS PIKE INFANTRY
Legendary warriors of the Five Kings Mountains, these pikewielding dwarves are an immovable bastion of defense that specialize in attracting the attention of enemy units, defelecting the attacks, and then crushing their fatigued assailants.
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +6
Tactics defensive wall, standard, taunt, withdraw
Resources improved armor, improved weapons
Special armor training*, bravery +1, darkvision, weapon
specialization
Speed 1; Morale +3; Consumption 6

MENDEVIAN WARPRIESTS
Garbed in the livery of Iomedae, these clerics move into the fore with the avenging wrath of their goddess, while able to withstand the brunt of demonic assault. While not engaged, these soldiers use their divine power to heal the wounded within their unit.
LG Large army of humans (warpriest 4)
hp 22; ACR 5
DV 18; OM +8
Tactics full defense, standard, withdraw
Resources improved armor*, improved weapons* (mwk cold iron)
Special channel positive energy, spellcasting* (+2)
Speed 1; Morale +1; Consumption 6
Special: If any of your characters have earned the Mendevian
Commendation boon, increase this army’s Morale modifier by 1 for each such boon your characters possess (maximum 3).

MENDEVIAN CAVALRY
Mounted on heavy warhorses, these knights rush forward to meet the horrors of the Worldwound. Masters of cavalry tactics, the Mendevian cavalry strikes fast and hard at the hordes of the Abyss.
LG Large army of humans (cavalier 4)
hp 27; ACR 5
DV 18; OM +8
Tactics cavalry experts, standard, withdraw
Resources mounts*
Special challenge, mount*, order, tactician*
Speed 3; Morale +1; Consumption 4
Special: If any of your characters have earned the Mendevian
Commendation boon, increase this army’s Morale modifier by 1 for each such boon your characters possess (maximum 3).

SOCIETY FIELD AGENTS
Nearly 200 Pathfinders of varying ranks make up this army. Tasked by the Society with disrupting enemy movements, these agents use their esoteric relics and spellcasting to advance further into enemy territory.
N Large army of humans (bard 4)
hp 22; ACR 5
DV 17; OM +7 ranged
Tactics dirty fighters, expert flankers, standard, withdraw
Resources healing potions (1), ranged weapons
Special inspire courage, spellcasting* (+2)
Speed 2; Morale +2; Consumption 4

SOCIETY ENFORCERS
Personally selected by Marcos Farabellus, these overly aggressive Pathfinders work at disrupting enemy siege weapons, using all manner of weapons and tactics to achieve their goal.
NG Large army of humans (rogue 4)
hp 22; ACR 5
DV 15; OM +6
Tactics expert flankers, siegebreaker, standard, withdraw
Resources healing potions (1), improved weapons
Special evasion, bleed, sneak attack, trap sense
Speed 2; Morale +2; Consumption 4

ELVEN UPROOTERS Requires boon
Led by Lanveral, an inquisitor of Calistria, these elves from Kyonin are trained at fighting demons in the infested lands of the Tanglebriar. Armed with demon-hunting weapons and able to execute a wide range of tactics, this unit is efficient, versatile, and brutal.
CG Small army of elves (ranger 9)
hp 33; ACR 6
DV 16; OM +7 ranged
Resources improved weapons (mwk cold iron), ranged weapons
Tactics expert flankers, false retreat, sniper support,
standard, withdraw
Special combat style, favored enemy (demon), favored terrain
(demon infested lands), low-light vision
Speed 2; Morale +3; Consumption 5

JISTKAN STONE GOLEMS Requires boon
This silent unit of golems advances implacably towards the enemy. Despite being some of the strongest siege weapons in the Pathfinders’ arsenal, these powerful constructs are prone to stalling without proper guidance.
N Diminutive army of stone golems
hp 38; ACR 7
DV 17; OM +7
Tactics full defense, standard, withdraw
Special ancient design*, construct, immunity (spellcasting),
significant defense (5, acid or adamantine)
Speed 1; Morale +0; Consumption 3
*Ancient design—In the Melee phase, roll 1d6. On a 1, this army does nothing for that phase. Otherwise, the difficulty increases by 1 for the following round (1 or 2 for the second Melee phase, 1, 2, or 3 for the third melee phase if the previous two did not fail, and so on), but a 6 always succeeds. Upon failing, the requirement reverts back to a roll of 1. A PC with the Writings of Rachikan boon (Fate of the Fiend) gains a +1 bonus on this result and can cross the boon off his chronicle sheet to automatically pass a test to avoid inactivity.

MAMMOTH RIDERS Requires boon
Mounted on the backs of mammoths, these riders of the Red Winter tribe are adorned in blood-stained face paint. Able to withstand incredible punishment while crushing through enemy ranks, this unit works itself up into a furious rage as it enters combat with the Army of the Open Road.
CN Tiny army of humans and mammoths (barbarian 10)
hp 39; ACR 6
DV 18; OM +9
Resources mounts*
Tactics cavalry experts, relentless brutality, standard, withdraw
Special rage, trample*
Speed 3; Morale +2; Consumption 4

RIFTWARDENS Requires boon
Trained in obscure magical arts, the Riftwardens monitor breaches in the fabric of reality. Aided in the past by the Pathfinder Society, the Riftwardens now come to repay the favor, putting their considerable magical ability to the task of finding Jormurdun.
CG Medium army of humans (wizard 5 / riftwarden 2)
hp 21; ACR 6
DV 19; OM +9 ranged
Tactics spellbreaker, standard, withdraw
Special channel planar energy, favored enemy (demon),
spellcasting* (+3)
Speed 2; Morale +2; Consumption 3
Channel planar energy: In the Melee phase, the army deals
+1d4 points of damage against an extraplanar army.

ARMY OF EXPLORATION Taldor characters only
Assembled by Lady Gloriana Morilla, this army exemplifies Taldor’s proudest martial traditions. Composed of exotic duelists, knights, nobility, standard bearers, and retainers, this army marches against the evils of the Worldwound in the name of Taldor and glory. One knight bears a message from Lady Gloriana Morilla that reads, “This is the army that we have raised, and I wish you to act as its commander. Remember that the world watches you and your soldiers, judging from afar whether we are committed to our cause. Let others witness your crushing the enemy—the more ferocious the better. If you lead the way, fighting alone to inspire others to press on, all the better. Forge a new standard of excellence on the battlefield.”
LN Large army of humans (mixed arms)
hp 33; ACR 6
DV 19; OM +9
Resources mounts*
Tactics cavalry experts, cautious combat, taunt, standard, withdraw
Special challenge, glory hound, mount*, order, tactician*
Speed 2; Morale +3; Consumption 5
Glory hound: When this army joins a battle that includes any allied armies except other battalions of the Army of Exploration, it suffers a –2 penalty to DV and on OM and Morale rolls for the rest of the battle.
Special: The Army of Exploration becomes stronger if any of your characters have earned boons from other Taldor-related missions during the Year of the Demon. If you have the Driven By Glory boon (The Hellknight’s Feast), this army’s Morale modifier increases by 2, and its OM modifier increases by 1. If you have the Allies from Andoran boon (The Stolen Heir), increase the army’s hit points by 5. If you have the Bound for Brevoy boon (Library of the Lion), increase the army’s DV by 1. If you have the Horn of Aroden boon (The Horn of Aroden), the army gains the inspire courage special ability.

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

All of my 5-7 available subtier PCs are melee types (of which we have 4) or already in other PbPs or signed up for an in-store game this weekend (of which its just more arcane firepower). Sadly, my Oracle is 8th.

I'm going to go with Kyra to best round out the group. I have no issue getting to RP her putting the smack down on the demon armies of the worldwound.

I have the following armies available from chronicles: Riftwardens, Mammoth Riders, Elven Uprooters.

I have the 3 chronicles for Taldor, but don't have a Taldan PC to play to lead the Taldor army (well, he's level 3). Kyra, by default, will be Grand Lodge.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

Titus has one Mendevian Commendation boon I think.

Silver Crusade

Half-Bearded Devil HP 88/74 | AC:15* T:11* FF:14* CMD: 12* | F+8 R+5* W+5 | Init +7 | FiendSight 120ft Perception -3 ||Effects: Mage Armor, False Life, See Invisible, Haste, 6 Images, Fatigued
Resources:
1(8/8) 2(5/8) 3(3/7) 4(5/5) Robe 3/3 WT 11/11

15001-9 (Silver Crusade)
Perception -3
Init +3
Cha +7
Profession (Soldier): 0

I have the Army boons from the following scenarios:

#5-05 The Elven Entanglement (Elven Uprooters)
#5-10 Where Mammoths Dare Not Tread (Mammoth Riders)
#5-07 Port Godless (Riftwardens)

--

This character has 2 Mendevian Commendation boons and I think I have the 3rd on another character.

The Wardstone Patrol and Weapon in Rift are the 2 I have on this character, does anybody know where the 3rd comes from?

--
I'm mostly unfamiliar with the mass combat rules but have begun reading up.

Sczarni

Complicated Dwarf Urban Ranger | Lvl 7 | AC 23 | HP 74/74 | T 12 | FF 22 | +9/+7/+6 | Perc +13 | Init +1 | CMB +8 | CMD 24

57926-1 (Sczarni)
Perception: +13
Init: +1
Cha: -3
Profession (Soldier): 0

No army boons.

One Mendevian Commendation boon.

I also, am unfamiliar with mass combat but am learning.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

44418-1 (Scarzani)
Perception: +10
Initiative: +6
Charisma: +1
Profession (Soldier): 0

I expect to receive a boon from Port Godless with one of my other PCs in a current game being run by Endless.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

20056-12 Silver Crusade
Perception: +7
Init:+3
Profession(Soldier): +0

I just noticed that I can use those boons if I get them from a different PC.

I have the Elven Uprooters Boon from PC# 5, Mammoth Riders from PC#8, Riftwardens from PC#7, the Golems from PC#2.

Grand Lodge

Alright, still waiting on the data from EF & wakedown (including the PFS # of the PC you'd like to apply the credit to when we're done).

In the meantime, Gameplay thread is up! Good luck, Pathfinders!

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Ok, I'll try to update Bart's profile some time today. Not that some things may be different from what you already have marked down for his init/perc for example:

PFS # 55162-11

Init: +10 (always acts in the surprise round

Perc: +13

Cha: +2

I also have the following boons:
#5-05 The Elven Entanglement (Elven Uprooters)
#5-10 Where Mammoths Dare Not Tread (Mammoth Riders)
#5-07 Port Godless (Riftwardens)

----

A few notes on Bart's build for when 'real' combat comes up:
Diviner wizard lets me always act in the surprise round. Bandit rogue lets me take a swift, move, and standard in the surprise round. Quick Draw allows me to draw a concealed weapon as a move action (normally a standard to draw a concealed weapon). Underhanded rogue talent lets me (twice per day) deal maximum sneak attack damage if I hit with a concealed weapon (that was not noticed by the enemy) during the surprise round.

So basically twice a day I can use the surprise round to draw my concealed dagger (move action), throw it/stab it (standard action), and the sneak attack damage (3d8 with a dagger thanks to Knife Master rogue) is maximized unless they make the Perception against my Sleight of Hand to notice it beforehand.

Oh, and Fast Fingers rogue talent lets me (twicee/day) roll twice on Sleight of Hand and take the better.

Hiding my cold iron dagger (take better):
Sleight of Hand: 1d20 + 27 ⇒ (10) + 27 = 37
Sleight of Hand: 1d20 + 27 ⇒ (14) + 27 = 41

Hiding my other cold iron dagger (take better):
Sleight of Hand: 1d20 + 27 ⇒ (8) + 27 = 35
Sleight of Hand: 1d20 + 27 ⇒ (18) + 27 = 45

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

PFS # 15208-13
Init +0
Perc +4
Cha +2

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

I imagine a few folks have a few of the Mendevian Commendations but haven't chimed in yet with how many.

Here's the army availability for the six of us:

Titus (+2 Cha): Elves, Mammoths, Riftwardens, Golems
Kura (+7 Cha): Elves, Mammoths, Riftwardens, Mendevian (2-3)
Kyra (+2 Cha): Elves, Mammoths, Riftwardens, Mendevian (3)
Bart (+2 Cha): Elves, Mammoths, Riftwardens
Filios (+1 Cha): Riftwardens (soon)
Susan (-3 Cha): Mendevian (1)

Mendevian Commendations come from Wardstone Patrol, Weapon in the Rift, Scars of the Third Crusade.

I imagine Susan should take one of the Five Kings armies since those have +3 morale to balance out the -3 charisma. Just in case morale checks are needed. Plus, dwarves. :)

Here's two possible assignment options, maximizing special armies/boons:

Option 1: Filios has the Riftwardens boon now.
Titus = Golems
Kura = Mammoths
Filios = Riftwardens
Bart = Elves
Kyra = Mendevian army
Susan = Five Kings army (either)

Option 2: Filios doesn't have the Riftwardens boon yet.
Titus = Golems
Kura = Mammoths
Bart = Elves
Kyra = Riftwardens
Filios = Mendevian army
Susan = Five Kings army (either)

There's plenty of other options, but hopefully this gets the ball rolling and folks can chime in with "I really want..." requests.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

Well I was thinking the Mammoth Riders actually for me. Why the Golems in particular?

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

I am ok with either breakdown. I will probably not have the boon in the near future. The second option is more likely.

Silver Crusade

Half-Bearded Devil HP 88/74 | AC:15* T:11* FF:14* CMD: 12* | F+8 R+5* W+5 | Init +7 | FiendSight 120ft Perception -3 ||Effects: Mage Armor, False Life, See Invisible, Haste, 6 Images, Fatigued
Resources:
1(8/8) 2(5/8) 3(3/7) 4(5/5) Robe 3/3 WT 11/11

I don't think the Mammoth riders are a good fit for a half-beaded devil frost mage. However I think Titus is the only one of us with the Golem boon, doesn't mean we have to use it though.

Also, I don't have Scars of the 3rd Crusade, so just 2 Commendations for me.

So... if Titus takes the Mammoth Riders... I would actually like the War Priests

I'm surprised we don't have any Taldan's but such is life.

How about...

Titus = Mammoths
Bart = Elves
Kyra = Riftwardens
Filios = Mendevian Cavalry
Kurai = Mendevian War Priests
Susan = Five Kings Siege Masters

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

I'm happy with the elves. I was going to go with either them or the Riftwardens anyways. Maybe I'll switch to the Riftwardens for the second engagement.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

If one of my other PFS PCs has the Hero of the Five Kings Boon, can I use the +3 Charisma to command the either Five Kings army?

Grand Lodge

Could you please post the exact terms of this boon? I'm not familiar with it. Thanks!

Does everyone agree with Kuraishimo's list?

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

Yes.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Hero of the Five Kings:
For helping Torvic find the Gallery of Wonders, you have gained a small amount of fame with the Dwarves of the Five Kings Mountains. When dealing with any Dwarf from that region from now on, you gain a +2 circumstance bonus on all Charisma based checks.

In the event that I can apply this to Filios, then I would certainly use it to command one of the Dwarven units.

Grand Lodge

It's actually +2 then, but sure!

-Posted with Wayfinder

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Ok...so whichever Dwarven unit is available, I will sign up for.

-Posted with Wayfinder

Grand Lodge

Which one do you want to command: siege masters or infantry?

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Susan has the Siegemasters. I will take the Infantry.

Grand Lodge

Engagement 1 - Silvershore
Stats are reposted here for ease of access.

Titus, commander of the MAMMOTH RIDERS
CN Tiny army of humans and mammoths (barbarian 10)
hp 39; ACR 6
DV 18; OM +9
Resources mounts*
Tactics cavalry experts, relentless brutality, standard, withdraw
Special rage, trample*
Speed 3; Morale +2
Commander's CHA modifier: +2

Bart, commander of the ELVEN UPROOTERS
CG Small army of elves (ranger 9)
hp 33; ACR 6
DV 16; OM +7 ranged
Resources improved weapons (mwk cold iron), ranged weapons
Tactics expert flankers, false retreat, sniper support, standard, withdraw
Special combat style, favored enemy (demon), favored terrain (demon infested lands), low-light vision
Speed 2; Morale +3
Commander's CHA modifier: +2

Kyra, commander of the RIFTWARDENS
CG Medium army of humans (wizard 5 / riftwarden 2)
hp 21; ACR 6
DV 19; OM +9 ranged
Tactics spellbreaker, standard, withdraw
Special channel planar energy, favored enemy (demon),
spellcasting* (+3)
Speed 2; Morale +2
Channel planar energy: In the Melee phase, the army deals +1d4 points of damage against an extraplanar army.
Commander's CHA modifier: +2

Filios, commander of the FIVE KINGS PIKE INFANTRY
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +6
Tactics defensive wall, standard, taunt, withdraw
Resources improved armor, improved weapons
Special armor training*, bravery +1, darkvision, weapon specialization
Speed 1; Morale +3
Commander's CHA modifier: +1

Kuraishimo, commander of the MENDEVIAN WARPRIESTS
LG Large army of humans (warpriest 4)
hp 22; ACR 5
DV 18; OM +8
Tactics full defense, standard, withdraw
Resources improved armor*, improved weapons* (mwk cold iron)
Special channel positive energy, spellcasting* (+2)
Speed 1; Morale +3 (2 Commendations included)
Commander's CHA modifier: +7

Susan, commander of the FIVE KINGS SIEGE MASTERS
LN Large army of dwarves (fighter 4)
hp 27; ACR 5
DV 16; OM +8 ranged
Tactics standard, withdraw
Resources improved armor, improved weapons, siege engines (ballistae), ranged weapons
Special armor training*, bravery +1, darkvision, weapon specialization
Speed 1; Morale +3
Commander's CHA modifier: -3

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

I've got the handouts in GoogleDrive if you want to borrow the links and put them somewhere easy-to-access (top of the page maybe?).

Handout 1: Turn in Brief

Handout 2: Tactics

Handout 3: Abilities

Handout 4: Abilities (continued)

Armies of the Open Road

Unique Armies

Army Boons

Grand Lodge

Thanks, will do! I actually posted all the rules here, but handouts will be good reminders.


The Flaxseed Pathfinder Lodge

Yeah, I just figured the links would be easier than looking back through this thread for what you need. Plus I already had them loaded so no extra work.

Sczarni

Complicated Dwarf Urban Ranger | Lvl 7 | AC 23 | HP 74/74 | T 12 | FF 22 | +9/+7/+6 | Perc +13 | Init +1 | CMB +8 | CMD 24

Group,
I apologize for the posting lapse, a whirlwind weekend. Needless to say I am taking another job which in turn means less PbP time.

I must remove myself from this detailed scenario. As much as I would like to invest the time, I cannot.

Thank you,

Grand Lodge

No worries Susan, all the best.

To the team: Are you alright with playing with five players only? If not, does anyone know someone that would be interested?

Silver Crusade

Half-Bearded Devil HP 88/74 | AC:15* T:11* FF:14* CMD: 12* | F+8 R+5* W+5 | Init +7 | FiendSight 120ft Perception -3 ||Effects: Mage Armor, False Life, See Invisible, Haste, 6 Images, Fatigued
Resources:
1(8/8) 2(5/8) 3(3/7) 4(5/5) Robe 3/3 WT 11/11

I have no objections to playing with 5.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

I'm ok with 5.

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Ditto

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

Good either way.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

5 is ok with me.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Do you know if more than one army can engage the enemy at the same time? For example, could Kyra and Titus both move into the same square to engage an enemy?

Someone was asking in my game and I can't find anything that says you can't but it also seems like that's not how it's intended to work.

Grand Lodge

Yes, the rules speak about it in the paragraph "more than two armies". Basically each army chooses its target.

-Posted with Wayfinder

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

The Five Kings Pikemen adavance while using a Taunt tactic against the enemy.

Goad them, Pikemen!

Grand Lodge

Wrong thread, Filios. By the way, could you roll OM, etc. as asked? That would help speed up the battles, thanks!

The Exchange

Elven Rogue Swashbuckler/6; HP 45/45; AC 23; T 17/FF 18 /CMD 20; Fort +3 /Ref +9 /Will +2; Init +6 ; Perc +11; Sense Motive +0

Sorry...this mass combat is new to me.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Heading off to GenCon and won't be able to post much for the rest of the week-weekend. Feel free to bot me if we move forward.

Grand Lodge

I honestly thought the wargame part would be more fun to play than that. I'm really sorry about it!

Good news is, you're playing your real character from now on.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

Yeah, you actually passed my game up. We're still finishing the second engagement. I had to put it on hold during my wedding (understandable I think) but lately its been dragging because I think people are losing interest and getting bored with it. It's the longest PFS game I've ever GM'd, I feel bad for them but I'm doing all I can to keep it interesting and moving along. I just think this scenario was not built well for PbP. Also, I'm starting to think Mass Combat is not my thing.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

Yea, it's only fun for the first few battles, then it drags.

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

I'm fairly unenthused about the mass combat. I tried to inject a little roleplay into it (playing Kyra the Qadiran as a little zealous), but it's a fairly unspectacular system. It lacks the strategic interest of general D&D/PF combat (since there's only really very simple decisions to make - where to move, and what tactics you employ) or a real engaging full-blown tactical/strategic board game.

I know a lot of people lose their armies early on and actually spend 1-2 hours at the table playing mini-games on their phones/iPads in this one while everyone else continues on in this one. And at least at one of our local tables, the folks who died early and got "iPad time" in felt like they "won" by being defeated early (and getting time to play a more interesting game for those 1-2 hours).

I don't believe mass combat reflects on you at all, Lithrac.

I try to think with "time constraint liberties" how I might run this differently. I know at PaizoCon and GenCon both that tables were pressed for time quite often and they completely dropped the second engagement, and that many of the higher reviews on Paizo.com are from those who only played a single engagement. So I often consider if actually skipping the second engagement would make for a better game...

Grand Lodge

Alright, we're almost at the end. Can everyone roll their Day Job please (or just mention if they haven't got one)? I've already got your PFS # and factions, so no need for those.

Speaking of factions, you'll have to switch to the season 6 corresponding faction after this scenario, or use your free faction change if you feel like it.

Silver Crusade

Angelkin Spelleater 9 (HP 103/103; AC:24, T:13, FF:23; Fort:+11 Ref:+6 Will:+8; Init+7; Perc+9) (Effects:)

Titus will stay Silver Crusade and has no dayjob.

The Exchange

Male Halfling Black Sheep 11 | HP 59/78 | AC 27 T 20 FF 20 (+2 dodge against light blades) | CMD 26 | F +5 R +16 W +7 (+2 against fear) | Init +14 (always act in surprise) | Perc +21

I think Bart will stick with The Exchange, although I'm really considering changing him to something else. I'll think about it a little more.

As for the Day Job, if I join a Thieves' Guild (4 PP) on this chronicle, I assume I can then use it immediately to make Day Job rolls with Sleight of Hand. If you disagree just ignore it.

Sleight of Hand: 1d20 + 19 ⇒ (13) + 19 = 32

The Exchange

HP 57/59 | AC19 T11 FF19 | CMD 17 | F +7 R +4 W +10 | Init +0 | Perc +4

No day job on KyraBot.

The chronicle is being applied to a Silver Crusade PC.

Silver Crusade

Half-Bearded Devil HP 88/74 | AC:15* T:11* FF:14* CMD: 12* | F+8 R+5* W+5 | Init +7 | FiendSight 120ft Perception -3 ||Effects: Mage Armor, False Life, See Invisible, Haste, 6 Images, Fatigued
Resources:
1(8/8) 2(5/8) 3(3/7) 4(5/5) Robe 3/3 WT 11/11

No Day Job.
Normal progression.
Staying Silver Crusade.

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