Wrath of the Righteous PF2

Game Master Ira kroll

This is an experiment with homebrewed PF2 Mythic rules of the Wrath of the Righteous AP

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Retraining House Rule:

Retraining generally takes a week of downtime. And you have to have found someone to pay to help you retrain. In some Adventure Paths (APs) there is enough downtime to actually make this viable (I'm looking at you, KingMaker, which had months of downtime). I'm not really seeing enough downtime in Wrath of the Righteous (WotR) to make this work.

Here is what I propose:

The PC makes a declaration to the GM/table that they plan to retrain out of X and retrain into Y.

Immediately, they lose X.

After a week of in-game time, they make a skill check (generally the DC of which is the Hard DC for the level of Y):

Critical Success: They can immediately begin using Y with no penalties
Success: They can immediately begin using Y, but with a -2 Retraining penalty related to using Y. This penalty goes away after one week of in-game time.
Failure: You still have lost X, and can immediately start a new week of training into Y
Critical Failure: You still have lost X, and must wait an in-game week before restarting training into Y.

For instance, if Harry the level 8 Rogue wanted to retrain out of a general feat taken at level 3 and replace it with a level 2 feat, then the DC would be 18 (16 for level 2 and +2 for Hard DC). If instead it was being replaced by a level 7 feat, the DC would be 25.

If Harry's feat was a Thievery-related feat, then the applicable skill would be Thievery. But, if the feat was related to something else (let's say Toughness), then the applicable skill would be different (in Toughness' case, it would be Fortitude). Non-obvious applicable skills would have to be discussed with the GM.


This is an experiment with homebrewed PF2 Mythic rules of the Wrath of the Righteous AP.

My current take on PF2 Mythic Rules:

1) A PC gets Mythic Points equal to its Mythic Level. These Mythic Points reset upon a night's rest/long rest.

2) While a PC has Mythic Points, then:

2a) Add the mythic level to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.

2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs mythic level, they are quickened as per the 3rd level Haste spell for one round.

2c) Decrease any flat check by the mythic level.

3) A player may spend a Mythic Point to do the following:

3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.

3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Level.

3c) After a roll which critically fails, change the critical failure to a simple failure.

3d) Change the dying condition to unconscious.

Some things will necessarily be different from PF1. Since there is no "combat maneuver" in PF2, certain backgrounds give trait bonuses. These will become a 'background' bonus so that it will stack with other bonuses. For instance, a 'combat maneuver' bonus would become a bonus to shove, trip, or disarm