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.


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Waiting on actions...


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

I have a theory. These guys are just illusions?


AC 20 (22 w/ shield) |HP 46/46 |F/R/W +11/+9/+9 |Per+7 |Cond None |◆ ◇ ↺

I don't think I should be bold. The bad guys haven't acted since my last turn.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

On Keen Recollection:

I wanted to confirm the ruling. I am reading the following:

Keen Recollection wrote:

You can recall pertinent facts on topics that aren’t your specialty. Your proficiency bonus to untrained skill checks to Recall Knowledge is equal to your level instead of +0.

AoN link

Skill Checks wrote:

Pathfinder has a variety of skills, from Athletics to Medicine to Occultism. Each grants you a set of related actions that rely on you rolling a skill check. Each skill has a key attribute modifier, based on the scope of the skill in question. For instance, Athletics deals with feats of physical prowess, like swimming and jumping, so its key attribute modifier is Strength. Medicine deals with the ability to diagnose and treat wounds and ailments, so its key attribute modifier is Wisdom. The key attribute modifier for each skill is listed on their skill page. No matter which skill you're using, you calculate a check for it using the following formula.

Skill check result = d20 roll + the skill's key attribute modifier + proficiency bonus + other bonuses + penalties

You're unlikely to be trained in every skill. As normal, when using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation may grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty.

AoN link

I must say I didn't look into this ability much before it came up. My bad. But it seems the total modifier for the roll would be 7.

Level (proficiency from Keen Recollection) + Int (Lore skill key ability modifier)

So your ruling is just level as modifier to the roll? No INT added?


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Hmmm. Maybe I read Keen Recollection wrong.

I probably did.

So, Yes, you are right it would be proficiency on INT-based skill checks would be 7.

Thanks!


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Thanks for confirming.

Guys - apparently, the investigator class seems pretty good with recall knowledge.


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One disadvantage GMs have is that new rules continue to come out, and I don't have the patience time to fully understand them.

Thanks for being patient with me.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

It's a new class for me as well. I had to do some digging to find the correct bonus and wanted to double check for your ruling.


Female Amurrun Gunslinger 3 | AC: 19 | HP: 19/35 Hero:1 | Fort +8 Ref +11 Will +6 | Perc +6

I THOUGHT I sent a message here, but Paizo apparently decided to eat my post. I added an attack for both Rounds 2 and 3.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear) Human ◆◇↺ Fighter [Marshall] 3 Perception (E)+8 HP 21/47 AC(T) 21/23, Fort(E)+9, Ref(E)+7(+3) Bulwark, Will(E)+8

Not certain if he is still Confused at Stage 1?

Also, I am almost certain that his hp in Tagline is correct.


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HP: 31/32|AC:17 | Fort: +7, Refl: +6, Will: +8 | Perc: +6, Init: +1 Speed 25ft Spells Prepared 1st 2/4 2nd 2/3| Focus pts 1/1 | Hero Points2/3| Buffs: Mystic Armor

Hey I just moved on Saturday and am still waiting for internet to get set up. They are coming Wednesday. Sorry folks! If ya need to boy me you can!


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Oh, damn. Didn't realise I went befire my turn again. Sorry, I see the name highlighted in the to-do list and go for it.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

GM, I would like to confirm with you. Am I up, or is this considered my turn for this round?


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Since circumstances have changed you may do different actions. But, to be fair, your first d20 and d8 roll will be what is was in the prior post.

Tabil wrote:


1d20 ⇒ (6)
1d8 ⇒ 3


Female Amurrun Gunslinger 3 | AC: 19 | HP: 19/35 Hero:1 | Fort +8 Ref +11 Will +6 | Perc +6

Harmona gun is ONLY bludgeoning, that's how large the gun is. It's being clubbed from a distance, essentially.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Tabil... inhales Nosebleed, Sickened 1 and Slowed 1 and Trembling, Stupefied 1, Confused, Unconscious, Dying 1 Mandragora Venom Stage 3 exhales

I can get a hint, GM. I'll start considering alternatives.


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Ha!


Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
Tabil wrote:

Tabil... inhales Nosebleed, Sickened 1 and Slowed 1 and Trembling, Stupefied 1, Confused, Unconscious, Dying 1 Mandragora Venom Stage 3 exhales

I can get a hint, GM. I'll start considering alternatives.

Not saying it's like an anagram or anything, but there ARE enough letters in there to spell NOT DEAD YET


AC 20 (22 w/ shield) |HP 46/46 |F/R/W +11/+9/+9 |Per+7 |Cond None |◆ ◇ ↺
TechoWrath wrote:
It is unclear to me that Qafathiel can even cast the spell. It's minimum tier is a tier-2 Divine spell, and Qafathiel is a Champion with the Oracle Dedication. Qafathiel only gets cantrips, so 2nd tier spells are not on the spell list.

Spell lists are spell lists. You can cast higher level spells off of a scroll than you can cast in normal play.


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Avenger of the Green wrote:
TechoWrath wrote:
It is unclear to me that Qafathiel can even cast the spell. It's minimum tier is a tier-2 Divine spell, and Qafathiel is a Champion with the Oracle Dedication. Qafathiel only gets cantrips, so 2nd tier spells are not on the spell list.
Spell lists are spell lists. You can cast higher level spells off of a scroll than you can cast in normal play.

Okay. Would it require any kind of skill check? Especially since it is at a higher level than the PC can normally cast?


Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7

Seems as though it requires my casting check/DC

https://2e.aonprd.com/Rules.aspx?ID=720


Masculine Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7

Would love to discuss the pros & cons of basic spell casting versus First Revelation if anyone has any thought. My first instinct was to get that third focus point because it comes with a new attack spell and can be used for LoH also.


HP: 31/32|AC:17 | Fort: +7, Refl: +6, Will: +8 | Perc: +6, Init: +1 Speed 25ft Spells Prepared 1st 2/4 2nd 2/3| Focus pts 1/1 | Hero Points2/3| Buffs: Mystic Armor

It doesn't appear like there is any check, PF2E changed that to allow folks to use higher level scrolls without penalty.

I think it was to encourage scrolls to be given as rewards or loot.


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I've still got AD&D, D&D 3, 3.5, 4, 5, Savage Worlds, and PF1 running around in my brain.

I poked around for a while, and I, also, cannot find where any kind of check is required anymore. Just that the caster has the appropriate background of magic (Primal, Divine, Occult, or Arcane).


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -
Qafathiel wrote:
Not saying it's like an anagram or anything, but there ARE enough letters in there to spell NOT DEAD YET

Hoping to give the old man a little more air-time, but we'll see. Best be prepared.


Masculine Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
Tabil wrote:
Qafathiel wrote:
Not saying it's like an anagram or anything, but there ARE enough letters in there to spell NOT DEAD YET
Hoping to give the old man a little more air-time, but we'll see. Best be prepared.

So if we LoH Tabil for 12 points, what does that mean in terms of the mechanics of all those other conditions? Does he somehow lose those HP as he rolls saving throws?


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Well, I don't know what Nosebleed does, but there is sickened, confused, and poison(venom) present. Those are issues.

And he's still chilling in the gas cloud, so other stuff can join in on the fun.


HP: 31/32|AC:17 | Fort: +7, Refl: +6, Will: +8 | Perc: +6, Init: +1 Speed 25ft Spells Prepared 1st 2/4 2nd 2/3| Focus pts 1/1 | Hero Points2/3| Buffs: Mystic Armor

Yeah idk was hoping cleanse affliction might help with the mandragora poison, reduces it from step 3 to 2, I can try and treat poison on him next turn, I'm middling at medicine so I need a good roll.

Also didn't realize trick magic item was now a feat so next level I'll be taking that, then I can use more scrolls we find.


Masculine Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7

If someone can let me know that LoH and the 12hp will fix DYING 1, I will start with that


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear) Human ◆◇↺ Fighter [Marshall] 3 Perception (E)+8 HP 21/47 AC(T) 21/23, Fort(E)+9, Ref(E)+7(+3) Bulwark, Will(E)+8

The problem is that the poison is still active, but yes, LoHs will help short term.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Alright, thanks for the potential save, everyone.

So what does the confusion do for me this turn? Can I act? Or am I slapping the first person that walks up the stairs?


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -
Ragathien wrote:
Just for tracking puposes, how did Tabil pick up Dying 2 in 36 hours? They didn't have a dying condition on Friday. Is that from Shadow? Shadow did, in fact, have dying on Friday.

Dropped unconscious twice.

Dropped first time, got dying 1.

He was healed and got wounded 1.

Dropped unconscious a second time from the venom/poison, got dying 1 by dropping unconscious, and added the wounded x condition to that, resulting in dying 2.


Masculine Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
Tabil wrote:
Ragathien wrote:
Just for tracking puposes, how did Tabil pick up Dying 2 in 36 hours? They didn't have a dying condition on Friday. Is that from Shadow? Shadow did, in fact, have dying on Friday.

Dropped unconscious twice.

Dropped first time, got dying 1.

He was healed and got wounded 1.

Dropped unconscious a second time from the venom/poison, got dying 1 by dropping unconscious, and added the wounded x condition to that, resulting in dying 2.

All of that happened after 9:20am Friday morning? I just re-read all the posts, of which there are only 9, and I'm not seeing all that. I'm seeing that half of those posts in that time are me & Krakas. Sorry. Just not sure how all of that could have happened. If Tabil needs to die, that is what it is, but just not quite seeing it.

EDIT: maybe it's the accrual of the conditions that isn't implicit; I guess there are a few rolls in there, and only the 2nd half of your post happens after the healing


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Picking up dying and wounded conditions is honestly pretty easy. I've had dying 1 for like a week now. Ever since I went unconscious.


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1) Tabil succumbs to poison. Dying 1
Mon, Feb 3, 2025, 04:11 am

2) Tabil gets healed. Wounded 1
Friday 6:58 am

3) Tabil succumbs to poison. Wounded 1 + Dying 1 = Dying 2
Today at 1:36 am


Masculine Human (Nephilim) Champion (Oracle) 3 | HP 38/38 | AC 19 | FRW +7 +8 +9 | Perc +7
TechoWrath wrote:

1) Tabil succumbs to poison. Dying 1

Mon, Feb 3, 2025, 04:11 am

2) Tabil gets healed. Wounded 1
Friday 6:58 am

3) Tabil succumbs to poison. Wounded 1 + Dying 1 = Dying 2
Today at 1:36 am

#3 for the win!

Wow, thank you!
I knew there was something I just couldn't see, whew.


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It's a lot to keep track of. And, I know I am not all-knowing and perfect. So, it was a good exercise to go back and recreate the steps.

Any time anyone can't follow what I'm doing, call me on it. If I can't justify it, I'll correct it (or at least compensate for it).

BTW, in a different game, someone asked a rules question, and I spent a fair amount of time on the reddit boards researching it. It turns out that the RAW are unclear and inconclusive. The folk on the web are split as to how to interpret the rules. For want of a better reason, I went with how the player wants the rule interpreted.


HP: 31/32|AC:17 | Fort: +7, Refl: +6, Will: +8 | Perc: +6, Init: +1 Speed 25ft Spells Prepared 1st 2/4 2nd 2/3| Focus pts 1/1 | Hero Points2/3| Buffs: Mystic Armor

Always surprising, I've run into that a few times, with how many rules there for PF2E, I still get surprised sometimes when I find something that turns out to be unclear rules.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

GM, quick question. It seems to me that fort roll was a crit fail. Technically that would put me at Dying 3, since I had wounded 1 and a crit fail would give me dying 2 instead of 1.

https://2e.aonprd.com/Rules.aspx?ID=2324


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If it was a critical fail on some other type of check, you would be correct. It was a critical failure on an affliction check. If you would have been at stage 1, then you would have gone to stage 3. Since you were already at stage 3, and there are no higher stages, you would remain at stage 3. The damage is not subject to a Fort save role, but, is merely damage

Stage 3 is poison damage, Stupification, and Confusion.


Human Magical Merchant Investigator 3 | HP 35 | AC 19 | F6 R10 W8 | Perc +8 | Speed: 30 ft | Class DC 19 | Hero Points: 0/3 |◆ ◇ ↺ | Case: -

Great. Just wanted clarification. Thank you.

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