Pathfinder War Battle Power List

Expect this page to be continuously updated.

Passive Abilities

Aggression X

Increases the maximum damage dealt by the unit, where X is the amount of damage the character adds.

Archer

A unit with this quality gains +2 Attack, Damage, and Defense against foes with the Cavalry quality and Arrow Rain 2/battle.

Assassinate

When a unit with this ability defeats an enemy unit, the major characters in that enemy unit have a 40% chance of dying instead of 20%. Bodyguard still negates this ability for others, though the Bodyguard will suffer the increased death chance.

Bodyguard

The character protects the other major characters in the unit; if it is routed, the other major characters have a 0% chance of dying. The Bodyguard maintains the standard 20% chance of death. If more than one character in the unit has Bodyguard, the owner of the army gets to decide which character activates the ability.

Cavalry

A unit with this quality gains +2 Attack, Damage, and Defense against foes with the Infantry quality and Move 2.

Commander X

Increases your available Command Points, with X being the bonus amount.

Endurance X

Increases the maximum hit points of the unit, where X is the number of additional hit points bestowed.

Haste X

Increases the initiative bonus of the unit, where X is the initiative bonus granted.

Infantry

A unit with this quality gains +2 Attack, Damage, and Defense against foes with the Archer quality and DR 1.

Leadership X

Increases the number of actions available to your army per phase, where X is the number of additional actions.

Regenerate X

A unit with this ability heals X hit points at the beginning of every phase.

Seriade

Seriade units benefit from superior technology and tactics that are unavailable to others. This trait gives a passive, stacking +1 to Attack, Damage, and Defense and +2 to Initiative and Hit Points.

Stonewall X

Increases the defense rating of the unit, where X is the amount of extra defense bestowed.


Per Battle Abilities

Ambush

The unit can activate this ability when initiating a skirmish. The unit will win initiative every round automatically (unless the opponent chooses to Defend) and gains a +2 bonus to attack, defense, and damage.

Arrow Rain

Unleashes a rain of arrows against a nearby unit, dealing 2d6 + 1 damage. Range 1.

Assault Rush

With this ability, you may move your normal movement range and attack an enemy unit. You gain a +1 bonus to Attack and Initiative for the duration of the skirmish. You must declare you are using this ability before you move.

Charge

The unit unleashes brutal charging maneuver. This ability is used when initiating a skirmish, and grants that unit one free hit that is automatically successful. The skirmish then proceeds as normal from that point on.

Dash

For a single move, this ability gives a unit a +2 bonus to Movement.

Earth Rune

Cause an earthquake dealing 2d4 + 1 damage to all units in an area. Range 1. Also negates the Tightened Defenses status.

Extra

Uses of this ability do nothing on their own. They can be spent as uses of other per-battle abilities that the unit possesses; for example, if an Archer unit with Arrow Rain had access to one or more uses of Extra, they could spend those uses of Extra to use more Arrow Rains.

Fireball

Unleashes a magical fire attack on a nearby location, dealing 2d6 + 1 damage to all units stationed there. Range 1.

Fire Rune

Deals 2d6 + 2 damage to all units in a location. Range 1.

Lethal Ambush

As the Ambush ability, but the ambushed unit cannot Retreat.

Lightning Rune

Deals 2d10 + 1 damage to a single enemy unit. Range 2.

Punishment Rune

Deals 2d10 + 2 damage to all units in an area. Range 2.

Recover

Restores 1d10 + 5 hit points to a unit. Range 1.

Rifle Salvo

Unleashes a salvo of rifle fire on a nearby unit, dealing 2d8 + 2 damage. Range 2.

Slow

Used at the start of a skirmish, regardless of whether you are the attacker or not. The opponent's Initiative suffers a -4 penalty for the duration of the skirmish.

Water Rune

Restores 1d6 + 5 hit points to all units in a location. Range 0.

Warcry

Use when initiating a skirmish. The enemy unit suffers a -2 penalty to Initiative and Damage for the duration of the skirmish.

Wind Rune

Deals 2d6 + 1 damage to an enemy unit (Range 1) and restores 1d4 + 5 hit points to the user's unit or an allied unit in the same location.

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