11. Warfare
Pathfinder focuses on events that directly affect (and can thus be solved by) PCs on an individual basis, but as Kingmaker progresses, some conflicts with bands of trolls or barbarians, the armies of Pitax, or supernatural incursions from the First World must be met on the field of battle. While it’s difficult enough for a band of PCs to face off against dozens of foes at once, the rules of the game make it all but impossible to play out such a conflict round by round against hundreds or thousands of foes.
When mass conflicts occur in the course of your Kingmaker campaign, you have a choice. The simplest solution is to simply gloss over these parts of the Adventure Path—to have the battles play out in the narrative background and assume that as long as the PCs continue to persevere, their kingdom does as well. If you opt for this simple solution but are using the kingdom management rules, then at the start of any Kingdom turn during which warfare took place, the kingdom gains 1d6 Unrest and increases one Ruin of the party’s choice by 1 point.
But if you want to expand the kingdom rules to include a method of resolving mass combat in play as downtime events, read on! These rules provide an abstract system for warfare that lets you play out a complex battle as a downtime encounter using victory points. These rules are not intended to accurately represent complex wars, but instead seek to incorporate warfare into a campaign that stays primarily focused on traditional, small-scale adventuring and roleplaying.
Preparing for War
Before sending armies into battle, you need to gather, train, arm, and maintain those forces at the end of a Kingdom turn’s Activity phase.
After the PCs complete the Activity Phase of a Kingdom turn, they may take the Army Activities step, in which each army currently maintained by the kingdom may take a single Army activity. The order in which they are attempted is chosen by the players.
Army activities are presented below, and may only be taken during the Army Activities step (but note that Recruit Army is a Leadership activity instead).
Deploy Army, Disband Army, Garrison Army, Offensive Gambit, Outfit Army, Recover Army, Recruit Army, Train Army.
| Skill | Key Attribute | Untrained Activities | Trained Activities |
|---|---|---|---|
| — | — | Disband Army | — |
| Arts | Culture | Recover Shaken Army | Recover Weary Army (Expert) |
| Boating | Economy | Deploy Army | — |
| Defense | Stability | Garrison Army Recover Damaged Army Recover Weary Army |
— |
| Engineering | Stability | Garrison Army Outfit Army Recover Mired or Pinned Army |
— |
| Exploration | Economy | Deploy Army Recover Lost Army |
— |
| Folklore | Culture | — | Recover Damaged Army (Expert) |
| Intrigue Magic |
Loyalty Culture |
Offensive Gambit Outfit Army |
Deploy Army (Master) Recover Mired or Pinned Army (Expert) |
| Politics | Loyalty | Garrison Army | Recover Defeat Army (Master) |
| Scholarship | Culture | Train Army | — |
| Statecraft Trade |
Loyalty Economy |
Recruit Army Outfit Army |
— |
| Warfare | Loyalty | Offensive Gambit Outfit Army Recruit Army Train Army |
Recover Defeat Army (Expert) Recover Shaken Army (Expert) |
| Wilderness | Stability | — | Recover Lost Army (Expert) |
Army Stat Block
For generic armies, the alignment trait is listed as “Any.” An army comprised primarily of one type of creature has an alignment that’s representative of that type of creature.
Armies have one of four type traits.
- Infantry consists of soldiers or creatures that move on foot.
- Cavalry consists of mounted combat units.
- Skirmishers consist of a small number of highly mobile units.
- Siege armies focus on the deployment of siege engines rather than personal combat.
Armies are described in the following format:
RARITY TRAIT, ALIGNMENT ABBREVIATION, TYPE TRAIT
ARMY LEVEL
- Scouting. This entry lists the modifier for an army’s initiative—typically equal to the Perception modifier of the army’s individual creatures—or the Scouting DC to detect an army that lies in ambush in a hex (to generate a Scouting DC, add 10 to the Scouting modifier).
- Recruitment DC. This lists the DC required to recruit the army (as a general rule, this DC is equal to the standard DC for the army’s level.)
- Consumption. This lists the number of Food Commodities the army consumes during the Kingdom turn’s Upkeep Phase. If you fail to pay Consumption during a Kingdom turn, all of your armies increase their shaken and weary conditions by 1. An army whose shaken or weary conditions reach 4 or higher as a result of this increase immediately disbands; this causes the kingdom to gain 1d4 Unrest and increases one Ruin of the party’s choice by 1.
- Description. This gives a brief description of the army.
AC. This lists the army’s Armor Class; Saves. Armies have two saving throws: a Maneuver save and a Morale save.
- Maneuver. This modifier applies to all checks made by the army to maneuver, be it to execute a complex tactic or to minimize damage and effects from unusual physical dangers.
- Morale. This modifier applies to all checks made by the army to avoid becoming shaken or to resist effects that undermine cooperation, bravery, loyalty, and such.
HP. This lists the army’s Hit Points. When an army’s Hit Points reach zero, it becomes defeated. An army cannot be reduced to fewer than 0 Hit Points. The army’s Rout Threshold (RT) is listed in parenthesis after its Hit Points. RT is typically half its maximum HP. An army that is resistant to fear or is particularly brave generally has a lower RT, while the rare army composed of creatures that are entirely immune to fear won’t have an RT listed at all. An army’s HP cannot be reduced by damage—they are reduced only as the result of a war action. Typically, a successful army Strike reduces the target army’s HP by 1, or by 2 on a critical hit. An army’s HP doesn’t automatically recover at the end of a battle.
Melee. The name of the attack the army uses for a melee Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. Melee Strikes can only be used against engaged armies.
Ranged. The name of the attack the army uses for a ranged Strike, followed by the attack modifier. An army inflicts 1 point of damage on a hit and 2 points on a critical hit. An army can use its ranged Strike up to 5 times in each war encounter before its ammunition is depleted (unless it has the Increased Ammunition tactic). An army automatically replenishes its ranged Strike shots at the end of a war encounter.
Tactics. Any tactics known by the army are listed here.
Gear. Any gear outfitted by the army is listed here.
Special Abilities. Additional unique abilities possessed by the army are detailed here.
When you recruit an army from a specialized group, the GM provides you with the army’s statistics, but the majority of your kingdom’s armies will be recruited from its citizens. When you recruit an army, follow these steps.
Step 1 — Choose a Basic Army Type
(Skip this step when recruiting a specialized army—its type is listed in its stat block.) Choose the basic type of army you want to recruit from infantry, cavalry, skirmishers, or siege engines. Statistics for all four basic armies are found below. You cannot choose an army whose minimum level is higher than your current kingdom level.
Step 2 — Recruit the Army
Take the Recruit Army activity as a Leadership Activity of a Kingdom turn to recruit the army.
Step 3 — Adjust Statistics
When you recruit an army, be it a, its level adjusts to match your kingdom level. Unless you recruit an army at minimum level when your kingdom is the same level, this means you must adjust the army’s DCs and check modifiers as detailed under Basic Armies by Level.
Step 4 — Choose Initial Tactics
All armies can know at least one tactic. When you recruit a basic army, choose its tactics from any that it qualifies for (but note cavalries and siege engines “spend” their first tactic on Overrun and Engines of War respectively). Specialized armies already have one or more tactics listed in their stat blocks; you only add tactics to these armies after they increase their level.
Step 5 — Place the Army
A basic army starts in the same hex as one of your kingdom’s settlements. A specialized army starts in the hex in which you first encountered and recruited them. A settlement can support any number of armies.
Step 6 — Adjust Consumption
When you recruit an army, your kingdom’s Consumption score increases by the army’s Consumption score. You don’t have to pay Food Commodities for the army immediately, but you will need to do so during the Upkeep phase of your next Kingdom turn.
Step 7 — Name the Army
Give your army a unique name and decide on any other flavorful elements for the army at this time if you wish. While the quality and magical nature of gear affects your army’s statistics, the specific weapon and armor types do not.
Basic Armies. The statistics for each of the basic armies present them at their minimum level.
- 1 - Infantry
- 3 - Cavalry
- 5 - Skirmishers
- 7 - Siege Engines
Basic Armies by Level. The table below lists the standard values for basic armies by level. These values can be adjusted by tactics, conditions, and gear.
- Scouting gives the army’s base scouting check, typically used to roll initiative in a War encounter.
- Standard DC is used for the army’s Recruitment DC as well as for any special abilities it might learn.
- AC, Saves, and Attacks have the values listed.
Armies have a high save and a low save, but which is which depends on the army. An army uses the same attack modifier for melee and ranged Strikes, but not all have both forms of attack.
Max Tactics lists the maximum number of tactics the army can know at any one time.
Specialized Armies. To recruit a specialized army, you must first Establish Diplomatic Envoy with the associated group, after which you can attempt the Recruit Army activity using a Statecraft check. Only one specialized army can be recruited from each group. Your GM has additional details on specialized armies and can provide their stats when needed.
- DC and Modifier Adjustments. As with basic armies, specialized armies immediately adjust upward in level to match the level of the PCs’ kingdom, but unlike basic armies, the DCs and checks for specialized armies have different baselines. In stat blocks for specialized armies, the DCs and modifiers are given for that army at its minimum level, followed by an adjustment value in parenthesis. When the PCs recruit a specialized army at a level above its minimum, calculate its DCs and modifiers by starting with the values for a basic army of that level from the table below applying the adjustment values given here.
- Unique Tactics. Specialized armies possess at least one unique tactic. These tactics count against the maximum tactics the army can know, and these unique tactics cannot be replaced.
| Level | Scouting | Standard DC | AC | High Save | Low Save | Attack | Max Tactics |
|---|---|---|---|---|---|---|---|
| 1 | +7 | 15 | 16 | +10 | +4 | +9 | 1 |
| 2 | +8 | 16 | 18 | +11 | +5 | +11 | 1 |
| 3 | +9 | 18 | 19 | +12 | +6 | +12 | 1 |
| 4 | +11 | 19 | 21 | +14 | +8 | +14 | 2 |
| 5 | +12 | 20 | 22 | +15 | +9 | +15 | 2 |
| 6 | +14 | 22 | 24 | +17 | +11 | +17 | 2 |
| 7 | +15 | 23 | 25 | +18 | +12 | +18 | 2 |
| 8 | +16 | 24 | 27 | +19 | +13 | +20 | 3 |
| 9 | +18 | 26 | 28 | +21 | +15 | +21 | 3 |
| 10 | +19 | 27 | 30 | +22 | +16 | +23 | 3 |
| 11 | +21 | 28 | 31 | +24 | +18 | +24 | 3 |
| 12 | +22 | 30 | 33 | +25 | +19 | +26 | 4 |
| 13 | +23 | 31 | 34 | +26 | +20 | +27 | 4 |
| 14 | +25 | 32 | 36 | +28 | +22 | +29 | 4 |
| 15 | +26 | 34 | 37 | +29 | +23 | +30 | 4 |
| 16 | +28 | 35 | 39 | +30 | +25 | +32 | 5 |
| 17 | +29 | 36 | 40 | +32 | +26 | +33 | 5 |
| 18 | +30 | 38 | 42 | +33 | +27 | +35 | 5 |
| 19 | +32 | 39 | 43 | +35 | +29 | +36 | 5 |
| 20 | +33 | 40 | 45 | +36 | +30 | +38 | 6 |
Army Gear
When you recruit a new army, it’s outfitted with basic gear. The exact nature of this gear is largely cosmetic—an infantry army armed with longswords will do the same potential amount of damage as one armed with clubs or spears or scythes. You can upgrade an army’s gear by taking the Outfit Army activity.
If you outfit an army with a type of gear the army is already outfitted with, the new gear replaces the old gear; if you spent RP on the old gear, you can deduct that RP cost from the cost of the new gear.
Gear is described in the following format:
TRAITS
ITEM LEVEL
Price. This lists the gear’s price in RP. (Gear that has multiple types includes a Price for each type instead.)
The section after the line describes the gear.
Type. If multiple types of the gear exist, entries here indicate the name of each type, its level, its price, and any other relevant details or alterations from the above description.
- 1 - Additional Weapon, Healing Potions
- 2+ - Magic Weapons
- 5+ - Magic Armor
Transferring Gear. You may transfer gear from one army to another, provided the army receiving the gear is high enough level to utilize the gear in question, and provided both armies are located in the same hex. This transfer does not require an activity to perform, but it must take place during Downtime.
If an army with gear is destroyed, all of its gear is destroyed. If an army with gear is disbanded, you can transfer its gear to another army as part of the Disband Army activity; if you don’t do so, the gear is lost.
Army Tactics
When you recruit a basic army, choose its initial tactics from the following list; when you recruit a specialized army, it may already know tactics from this list in addition to its own unique tactics. Armies can learn new tactics using the Train Army activity. To qualify for a tactic, the army’s level must be greater than or equal to that tactic’s level, and the army’s type must be listed as a trait for that tactic. An army cannot have a single tactic more than once.
- Level 1 — Darkvision, Hold The Line, Keen Eyed, Live Off The Land, Low-Light Vision, Toughened Soldiers
- Level 3 — Defensive Tactics, Focused Devotion, Keep Up The Pressure
- Level 5 — Bloodied But Unbroken, Flexible Tactics, Increased Ammunition, Merciless, Reckless Flankers, Sharpshooter
- Level 6 — Cavalry Experts, Field Triage
- Level 8 — Ambush, Opening Salvo
- Level 9 — Flaming Shot
- Level 11 — Explosive Shot
War Encounters
War encounters aren’t meant to serve as a precise and detailed simulation of the complexities of a mass combat event, but rather as a quick and engaging way to play out these clashes without detracting too much from the focus of a Kingmaker Campaign: the stories and adventures of the PCs themselves. A war encounter plays out during Downtime, as the result of an Offensive Gambit or hexploration.
- Offensive Gambit. You can initiate an Offensive Gambit activity against the enemy during the Army Activities step of the Kingdom turn. In this case, the war encounter takes place immediately after the Kingdom turn resolves.
- Hexploration. During hexploration, if the PCs are traveling with at least one army, they can encounter enemy armies. If either the PCs or the enemy initiate an attack, it immediately starts a war encounter.
In a war encounter, the focus is on a clash between opposing armies on the field of battle. These rules don’t work particularly well when an army attacks a single target—such encounters are better played out with the PCs facing the threat themselves.
But what if the PCs want to fight with their soldiers on the field of battle? For the most part, a PC who fights in an army won’t noticeably affect that army’s stats. Having a famous (or infamous) founder of the kingdom fighting at your side in battle can bolster an army’s mindset, though, so if a PC chooses to fight in this way, they grant a +1 status bonus to that army’s Morale checks.
A better way to incorporate PCs in battles is to have them confront specific singular enemies on the field of battle while the armies themselves fight it out all around them. In such a case, play out the war encounter to its completion to determine the degree of success achieved (see Victory or Defeat), then play out the battle between the PCs and their foe(s). If the PCs win this battle, the result of the war encounter is improved one degree, but if the PCs lose their battle or the enemy escapes, the result of the war encounter is worsened one degree.
Normally, armies move through the Stolen Lands during Kingdom turns via the Deploy Army activity, but if the PCs wish to travel with armies during hexploration they can do so. In this case, when the PCs come across a non-army encounter, assume the PCs’ forces hang back while the PCs play out the encounter in encounter mode as usual. When the PCs encounter an army, they can engage it with their own army in a war encounter. If the PCs leave an army during hexploration, that army remains in its hex until the PCs return to guide it in hexploration mode again or until they move it with the Deploy Army activity during a Kingdom turn.
Armies can move across the battlefield to engage enemies, to retreat and regroup, and seek terrain advantages during their war actions, but their relative positions on the battlefield remain abstract throughout the encounter. What does matter is relative position between armies. During a war encounter, armies can be in one of the following three relative positions. Two of these positions—engaged and distant—are also conditions.
- Near. When war encounters begin, the armies involved are normally considered near—close enough to advance and engage with a foe, but far enough to avoid direct conflict. An army cannot attempt melee Strikes against an enemy that is near—only ranged Strikes. Indicate an army is near by placing its token on the grid in any square not adjacent to another army.
- Engaged. An army that is engaged can attempt melee Strikes against other armies it is engaged with. Indicate armies that are engaged with each other by placing their tokens adjacent to one another. An army can be engaged with up to four armies at once.
- Distant. An army that attempts to disengage or retreat can move to a distant point on the battlefield. Attacks on a distant army are possible via ranged Strikes, but at a –5 penalty for the range. Indicate a distant army’s position by placing its token or miniature on the table just off the edge of the grid. (Armies that manage to flee the battle entirely are taken off the table.)
While some battles take place in open terrain, some battlefields contain additional terrain features. Relatively common battlefield terrain features are detailed below; some of the scripted war encounters in the Adventure Path feature other, specific terrain features.
- Darkness or Heavy Fog. All armies become concealed, and distant armies become undetected. Armies in these conditions take a –4 circumstance penalty on Scouting checks. Armies with darkvision ignore the terrain effects of darkness.
- Difficult Terrain. A war encounter that takes place in rugged mountains, swampland, or dense forests are examples of difficult battlefield terrain. Armies take a –2 circumstance penalty on Maneuver checks in difficult terrain.
- Dim Light, Light Fog, or Rain. Armies in these conditions gain a +1 circumstance bonus on Maneuver checks and take a –2 circumstance penalty on Scouting checks. Distant armies become concealed. Armies with low-light vision or darkvision ignore the terrain effects of dim light.
- Wind. Ranged Strikes take a –1 circumstance penalty in strong wind, or a –2 circumstance penalty in windstorms. The penalty for a ranged Strike on a distant army is doubled to –10 (this penalty stacks with the standard penalty to ranged Strikes in wind).
Some battlefields include a fortification (such as a keep, castle, wall, or trench) that can house one or more armies. An army can’t seek defense in a fortification once a battle begins; it must prepare itself and its defenses in advance during a Kingdom turn via the Garrison Army activity. Once an army is successfully garrisoned, it gains the fortified condition as long as it avoids using Maneuver war actions.
It’s possible to destroy a fortification, but only with the use of siege armies. If a fortification is destroyed, all armies that were fortified within lose that condition and increase their shaken condition value by 1. Typical AC and HP values for fortifications against siege army attacks are listed below, along with how many armies each can contain.
| Fortification Type | AC | HP | Max. Armies |
|---|---|---|---|
| Castle | 30 | 8 | 6 |
| Keep | 25 | 5 | 4 |
| Tower | 20 | 2 | 1 |
| Trench | 15 | 1 | 1 |
| Wall, Stone | 20 | 3 | 2 |
| Wall, Wooden | 15 | 2 | 2 |
War Encounter Structure
A war encounter takes place over the course of several rounds, with each round representing an hour of battle. The battle continues until all armies on one side are defeated (reduced to 0 HP) or routed.
Each army in the battle makes a Scouting check to determine its initiative. On the first round of a war encounter, armies are usually near. (Armies that have the Ambush tactic may be able to begin a war encounter engaged; armies that have the Opening Salvo tactic may be able to begin a war encounter distant.)
Each army takes three war actions on its turn, chosen from Basic War Actions or from any other war actions the army may have access to.
At the end of the round, after every army has acted, there’s a chance that armies might rout. An army whose HP is at or below its Rout Threshold must attempt a Morale check; the DC is equal to the highest Morale DC among the remaining enemy armies. On a critical success, that army no longer has to check for routs at this step for the remainder of the encounter (but it can still become routed from other effects). On a failure, the army increases the value of its shaken condition by 1. On a critical failure, the army becomes routed.
After checking for routs, the round is over and the next one begins.
Victory or Defeat
If all of the enemy armies were routed or defeated, the PCs won the battle; see Determining Victory below. If all of the PCs’ armies were routed or defeated, the PCs lost the battle; see Determining Loss below.
In either case, your kingdom gains experience: each army you defeated provides the same amount of XP as defeating an adversary of the same level in encounter mode, but in this case, the rewards are in kingdom XP.
The PCs won the battle! Roll a basic Warfare check to determine the repercussions for the kingdom.
Critical Success. The damage suffered in the battle was relatively minor. Restore 1 HP to every damaged army, and at the start of your next Kingdom turn, gain one bonus Fame or Infamy point and reduce Unrest by 1.
Success. The damage wasn’t as bad as it seemed. Restore 1 HP to every damaged army.
Failure. The battle was hard fought, but your armies bore the results of the clash as well as could be expected.
Critical Failure. Although you won the battle, it took its toll on some of your armies. Any army that was damaged in the battle increases its shaken or weary condition value (the party chooses which) by 1.
The PCs lost the battle! Roll a basic Defense check to try to minimize damage and to determine repercussions.
Critical Success. Many soldiers survived the lost battle. All defeated armies are restored to 1 HP, and one damaged army of your choice heals 1 HP.
Success. One damaged army of your choice escaped the brunt of the loss—that army heals 1 HP. Gain 1 Unrest.
Failure. The battle was a loss. Gain 1 Unrest.
Critical Failure. The loss has crushed your armies’ spirits. Each army that participated in the battle increases its shaken or weary condition (the party chooses which) by 2. Gain 1d4 Unrest.
Basic War Actions
Basic war actions are available to all armies.
Tactical War Actions
The following war actions are available only to armies with the appropriate tactic.
- 1 Action — Dirty Fighting, Feint, Taunt
- 2 Actions — All-Out Assault, Covering Fire, Defensive Stance, Outflank, Overwhelming Bombardment
- 3 Actions — Battlefield Medicine
- Reaction — Counterattack, False Retreat
You’ll see the following traits in some war actions.
- Army Type Trait. A war action that lists an army type trait (Infantry, Cavalry, Skirmisher, or Siege) can be used only by army units that have that trait.
- Attack. An attack war action functions as any other attack action. They resolve against an enemy unit’s AC, and each attack action made in a round increases the army’s multiple attack penalty.
- Maneuver. This war action pits one army’s mobility against another’s. When an army attempts such an action, it must attempt a Maneuver check against the opposing army’s Maneuver DC.
- Morale. This war action pits one army’s conviction and bravery against another’s. When an army attempts such an action, it must attempt a Morale check against the opposing army’s Morale DC.
Army Conditions
When an army becomes affected by a condition, that condition’s effects last until the condition’s stated duration ends or the condition is removed. As with
character conditions, some army conditions override others.
Some army conditions have a numerical condition value. This value conveys the severity of a condition, and such conditions often give a bonus or penalty equal to their value. These values can often be reduced by taking the Recover Army activity or simply by waiting, as described in the condition itself. If a condition value is ever reduced to 0, the condition ends.
Concealed, Defeated, Destroyed, Distant, Efficient, Engaged, Fortified, Lost, Mired, Outflanked, Pinned, Routed, Shaken, Weary