Boons

Listed below are the boons from Ultimate Battle and Ultimate Campaign and their effects in skirmish combat (if any). Many of them have requirements that must be met. Unless specified otherwise, commanders grant all of the boons they know, but only to the army they are leading.

Advanced Tactics: The army gets a +2 bonus to attack rolls, or only a +1 bonus if the target army also has Advanced Tactics or Defensive Tactics.

Requirements: Commander must have at least 11 ranks in 5 different skills, one of which must be Profession (soldier)

Bloodied but Unbroken: Whenever the army is at half its total army HP or less, the army gets a +1 bonus to attack rolls, or a +2 bonus if the commander has a Leadership Score of 10 or higher.

Requirements: Commander must have a Leadership Score of 4 or higher

Bonus Tactic: The commander knows one a tactic and his army can benefit from it without knowing it themselves.

Requirements: None

Cavalry Experts: The army gets a +2 bonus to melee attack rolls against armies that are not mounted.

Requirements: Mounts

Combined Tactics: The army sets a line of melee protectors to allow ranged attacks to be made without provoking, but the total number of army actions for the ranged attack is reduced by 10%, rounded down, to a minimum of 1.

Requirements: Ranged weapons, soldiers must have a Dexterity of 13 or higher.

Daring Maneuvers: The army gains a +4 to melee attacks on this round, but suffers a -4 to its AC.

Requirements: None

Death Before Dishonor: Any time that the army would have its Morale modifier reduced, it reduces the amount by 1, to a minimum of 0.

Requirements: Soldiers must have either the Iron Will feat or one of the following class features: Aura of Courage, Bravery, Rage or Resolve

Defensive Tactics: The army gains a +2 circumstance bonus to its AC.

Requirements: Commander must have a Leadership Score of 5 or higher

Expert Flankers: The army is skilled in maneuvering into better positions for melee attacks. It gets a +2 circumstance bonus to melee attacks and those attacks are always considered flanking, but the army suffers a -2 penalty to its AC.

Requirements: None

Flexible Tactics: The army gets a +5 to Morale checks to change strategies and tactics, or a +10 if the commander has a Leadership Score of 12 or higher

Requirements: Commander must have a Leadership Score of 6 or higher.

Hit and Run: The army has a +2 bonus to Morale checks to Disengage tactics, or +4 if the commander's Leadership Score is 10 or higher.

Requirements: Commander must have a Leadership Score of 5 or higher. Soldiers must have one of the following:

  • Feats: Flyby Attack, Improved Overrun, Ride-by Attack (and be mounted) or Spring Attack

  • Special Ability: Trample, Vortex or Whirlwind

Hold the Line: Whenever an army fails a Morale check to prevent routing, it can re-roll the check, taking the second result.

Requirements: Soldiers must have one of the following class features: Aura of Courage, Bravery, Inspire Courage, Resolve or the ability to cast Remove Fear.

Implacable Advance: The army gets a +1 circumstance bonus to melee rolls, Morale checks and a +1 to all ADV except critical ADV. Any target army that is threatened by this army suffers a -1 penalty to Morale checks

Requirements: Commander must have a BAB of +11 or greater

Last Stand: This has no benefit in skirmish combat, as it is handled through normal actions.

Requirements: Mounts

Live off the Land: This has no benefit in skirmish combat.

Loyalty: The army gains a +2 to all Morale checks, or +4 if the commander's Leadership Score is 12 or higher.

Special: The leader of multiple armies can provide this boon to all armies in his command.

Requirements: Commander must have a Leadership Score of 6 or higher and a Charisma of 15 or higher.

Magical Advantage: This has no benefit in skirmish combat, as it is handled through normal actions.

Magical Barrage: This has no benefit in skirmish combat, as it is handled through normal actions.

Magical Healing: This has no benefit in skirmish combat, as it is handled through normal actions.

Magical Protection: This has no benefit in skirmish combat, as it is handled through normal actions.

Magical Trickery: This has no benefit in skirmish combat, as it is handled through normal actions.

Master Recruiter: This has no benefit in skirmish combat.

Merciless: The army gets a +1 on opposed Morale checks to prevent another army from withdrawing and a +1 to attack rolls against withdrawing armies or routing armies. Any target army brought to 0 Total Army HP by this army is destroyed instead of defeated.

Requirements: Commander must have either 6 ranks in Intimidate, the Combat Reflex feat or an evil alignment

Quick Repair: This has no benefit in skirmish combat, as it is handled through normal actions.

Ready for Battle: The leader gets a +4 bonus to skill checks made for Tactical Initiative. Only the leader of multiple armies can grant this boon.

Screaming for Vengeance: The first time an allied army is defeated, destroyed or routed, all allied armies gain a +1 to attack rolls and Morale checks for the following turn. This increases to a +2 if targeting the opposing army that defeated, destroyed the allied army.

Special: The leader of multiple armies can provide this boon to all armies in his command.

Requirements: None

Sharpshooter: This has no benefit in skirmish combat, as it is handled through normal actions.

Swift Riders: The army gets a +2 bonus to Morale checks to Disengage, or +4 against opposing armies that are not mounted.

Requirements: The commander and the soldiers must have mounts and either the Mounted Combat feat or the Skill Focus (Ride) feat. Neither the commander nor the soldiers can be wearing medium or heavy armor.

Triage: This has no benefit in skirmish combat, as it is handled through normal actions.

Wolves in the Fold: Any time this army is adjacent to an opposing army on any side except its front facing, it can slip into the opposing ranks, occupying the same squares (or portion thereof) as the opposing army. Doing so requires forfeiting any other actions this round, but during the following round, the opposing army is considered flanked and flat-footed and suffers a -1 penalty to attacks, AC and Morale for the following round.

Requirements: Both the commander and the soldiers must have either the sneak attack class feature, shapechanger subtype, a Disguise modifier of +10 or more, a Stealth modifier of +10 or more, the ability to cast Disguise Self or the ability to change it's shape. The opposing army cannot have an ability or effect that sees through disguises without the need of a check or die roll, like True Seeing.