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

Macros | Area Templates | Slides

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.

Singular magic items (for instance a +1, Holy Arrow):

Single magic arrows can be collected after a combat, unless they did critical damage, in which case they are expended.

Inherent Mythic Boons:

1. At Mythic Rank 1, the PC gets a unique Mythic Item. As the PC progresses in Mythic Ranks, the Mythic Item increases in power.
The player will devise what the Mythic Item will be at Mythic Rank 10.
The GM and the player will work together to devise how the initial Mythic Item will evolve over time.

2. At the attainment of Mythic Rank 1, 4, 7, and 10, the PC will get a free boost to an attribute modifier.
If an attribute modifier is already +4 or higher, it takes two boosts to increase it. If the PC gets a partial boost, the PC must boost that attribute again to increase it by 1.

3. At the attainment of any Mythic Rank, the player will devise a Mythic Feat, Ability, or action that, with the GMs approval the PC will get. The Mythic action will be directly related to a Feat, Ability, or action that the PC already has.

4. At Mythic Rank 10, the PC may have a second Apex Item.

Basically, it allows the PC to become more unique through inherent mythic powers.

So, Let's say at Mythic Rank 1, the Fighter gets a Mythic Breastplate. At MR 10, It is an Intelligent item that doesn't allow the PC to be flanked, and that can cast Dimension Door 3/day. At MR 1, it may only warn the wearer to decrease the Off Guard penalty by 1. Etc.

The same Fighter at MR 1, can have a Mythic Raise Shield that is a free reaction that does a Shield Bash to any foe within melee range, when the Shield Block reaction is done.

A mage at Mythic Rank 1 gets a Mythic Pearl of Power. At MR 10, it acts as a crystal ball, that gives the mage an additional spell slot at every available Spell Rank. 1/day it can maximize the dice on any damage die rolls of a spell (e.g., 6d8 would be 48). At MR 1, it gives the mage an additional spell slot at an available spell Rank.

The same Mage at MR 1, can have a Mythic Spell. For example, a Mythic Fireball would automatically have all its damage dice increased by one step.

So, rather than having all the boons be generic, this will allow each player to devise what they believe an overpowered, nearly godlike PC would be.


551 to 591 of 591 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Hey, I'm alive! Thank you for being patient with me. It was a pretty strong one this year. For a change.


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'

Seems I have a post which went missing, my apologies!
I'll get one back up tonight.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
TechoWrath wrote:
Tabil will pop into the room, Shoot at the Blue cultist, killing him, even through the crowd. You neglected to add your INT modifier to your damage. That added an additional +4, which put Blue down.

I don't believe this is a thing. The Inventor has Overdrive, which sounds like what you are describing. Investigator uses their INT mod instead of DEX/STR on attacks strikes using Devise a Stratagem, so perhaps that is where the confusion comes from?

I just add a d6 to my damage rolls done with stratagem. It scales later on, but it's just a d6 for now.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
TechoWrath wrote:


Tabil looks at how the demon is standing, and strikes the demon critically. BTW, I'm assuming you're using your gakgung. Your Pathbuilder page lists it as '+10'

Yes, but it's +10 with DEX to hit. If stratagem die is used, it is +11, since it uses INT instead, so +1.

It evens out at level 5 when I plan on having both DEX and INT at +4.

Side note, I did not swap the mongrel and Tabil, but it's fine. I will take the hits since it was my bad. Switched them just now.

Do the rangers have melee options, or just bows?


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AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺
Ragathien wrote:
Are we all not entering the room for some reason?

Because we have foes in the way.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

I just wanted to let you know that I was going to have Irabeth get out Radiance, move in, and strike.

But...

Only look at this after the end of the encounter, please:

She crit.
damage: 2d10 + 4 ⇒ (9, 3) + 4 = 16
crit: 2d10 + 4 ⇒ (4, 5) + 4 = 13
Fiend Bane w/crit: 1d6 + 1d6 ⇒ (1) + (1) = 2
Weakness to Holy
Crit specialization: it is now off guard.

She just killed it with a single blow.

Irabeth shouldn't be the focus of attention.


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
TechoWrath wrote:

I just wanted to let you know that I was going to have Irabeth get out Radiance, move in, and strike.

But...

** spoiler omitted **

Irabeth took Ragathien's sword?

All for it if it kills demons I guess ...


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
Ragathien wrote:
TechoWrath wrote:

I just wanted to let you know that I was going to have Irabeth get out Radiance, move in, and strike.

But...

** spoiler omitted **

Irabeth took Ragathien's sword?

All for it if it kills demons I guess ...

Really though ... does Irabeth have Radiance?

Ragathien can cast if that's the case.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

No, we found another earlier.


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
Tabil wrote:
No, we found another earlier.

Got it! I had a feeling she was probably going to be using her own sword now that she has it back, awesome.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

I will be completely offline this Friday through Monday.


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
TechoWrath wrote:

Sorry for the delay. Real Life keeps stealing away my time from what is truly important.

Merlin, shield at the ready, tries to open the door. Unfortunately it is locked.

Happy to report my own real life instrusion: today is Day 3 of my return to work after almost a year and a half unemployed. If I'm a little delayed, bot me? "Ragathien makes a double-handed attack with Radiance, the fabled sword of Yariel"

I also think that it is unlikely that we could break Radiance trying to use it as a crowbar, especially in the hands of a righteous champion ;)


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Congratulations on returning to work!

Now, if only my grown son would find work...

No, you couldn't 'break' Radiance, but, it doesn't have the leverage that a crowbar has. (I work in a maintenance shop, and that's what the mechanics tell me.)


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'

to be honest, that's cool to know
i love stuff like that


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Grats on landing a job!

If you want to be weird about it, you can use the handguards as the short crowbar lever.

Depends on material, I suppose.


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'
Tabil wrote:

Grats on landing a job!

If you want to be weird about it, you can use the handguards as the short crowbar lever.

Depends on material, I suppose.

Kind of like opening soda with the handle of a drawer.

That is really good thinking.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 60/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Everyone ok? Anyone with Thievery can take over at any time...


HP: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

I was afraid of double posting lol as it stands right now our options are:

-keep trying to bust it down, eventually someone will roll a 20

-based on the description it sounds like we can’t try again with lock picking because Tabil broke his picks off in the keyhole

-wait 10 minutes and Krakas will prepare and cast Knock giving him a chance to magically unlock the door.

-look for an alternate way around if possible, can do this while someone keeps battering the door down too.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Lock is jammed. Can't open it with picks, unfortunately. At least that's what I get from the text.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Curiously, the rules are silent on jamming a lock. It only says that the picks get the broken condition. I might have been overanxious about describing the crit fail.

I will rule that you can clear the broken pick out of the lock (the lock is not jammed permamently). You could use another set of picks or use the broken pick set as a Shoddy item (with a -2 penalty)


Female Tiefling Ranger 4 | HP 52/52 | AC 20 | Fort +9; Ref +11; Will +11 | Perc +11 | +13 Initiative Speed: 25 ft | Ranger DC 18 | Conditions: | Hero Points: 1/3

I also had thought it jammed, hence not having Perla try. Can I roll to help?


Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'

Have not apologized for lagging here, so I am sorry about that too.
Anyone who wants to Discord me is always welcome to :)

Catching up now ...


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

I will be away until Wednesday.


HP: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

I'll be going camping tonight, should be back Sunday evening. Likely won't be able to post until then!


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Apologies, everyone. I was away for a few days. Last-minute decision, so I didn't update you. I'm back now.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Also, a heads up: I will be taking a vacation starting the 19th and returning on the 4th, so I will probably not be available throughout that period. If I am able to post, I will let you know, but I will only have that information once I am relocated.

If you need to reference anything for botting purposes, the pathbuilder link is in Tabil's post header and in his profile page.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Have fun!


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Good news, everyone! I may be able to post depending on local network coverage. If you'd be waiting for me for an extended period of time, however, please bot me as reception may be iffy. Let's say 24-48 hrs?

Posts will also probably be... not very descriptive.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

The Moderate Tome is a 9th level item. When looking up the original treasure in the text, it was a Manual of War. Which in PF1e is a 10th level item.

Welcome to the funhouse!


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres
TechoWrath wrote:

I see where you get a +4 from Forensic Medicine. Where does the additional +4 come from?

Must be a typo on my end.

It is the standard treat wounds roll + medicine investigator level, so just a +4, not 8.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

I was hoping you had something I didn't recognize...


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Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

Here is how I understand Dispel Magic

There are two parts of the discussion.

Part 1: The DC of the check. The text is confusing, but, in this case the DC of the initial spell at their caster level is 18

Part 2: The actual check.

a) Spellcasting ability modifier.
Arc has +4

b) Spellcasting Proficiency bonus.
Arc has +6

Arc, you might want to update your link to your pathbuilder character. It is still pointing to the level 3

c) Extra bonuses for Dispel Magic
Arc has none.

So, it is 1d20 + 4 + 6 vs DC 18
In this case it was nat-20 vs DC 18, so it was a critical success.

Arc cast it at Rank 2. So, that's the row we look at in the counteract rank chart. Even a Failure would still counteract a spell cast at Rank 1. A Success would counteract a spell cast at Rank 3 or less, and a Critical Success would counteract a spell cast at Rank 5 or less.

In this case, anything higher than a one on the die (a 2 would give a result of 12) which would normally be a failure, but succeeds in counteracting a 1st rank spell. An 8 to 17 on the die (ranging from a result of 18 to 27) would be a simple success, which would counteract a spell one rank higher than the Dispel. In this case, an 18 through 20 would be a crit-success on the roll, which would counteract a spell even three ranks higher than the Dispel.

I hope that makes it clearer.


HP: 33/40|AC:17 | Fort: +8, Refl: +7, Will: +9 | Perc: +7, Init: +1 Speed 25ft Spells Prepared 1st 4/4 2nd 3/4| Focus pts 1/1 | Hero Points1/3| Day 4 / 7 of skill retraining

that does make it a lot clearer actually, I appreciate you breaking it down for me.

The table was confusing but having you explain it now I understand it


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺

We currently have five players who have not posted in three days.

I'm willing to keep going at this slower pace, but, I'd really prefer nearly daily posting.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

Watching the thread, but I can't really do anything from where Tabil is located.


Male Hero Points 3/1 Conditions Aura 15' (+1 Fear), Marshall Stance+1 Strikes Human ◆◇↺ Fighter [Marshall] 4 Perception (E)+9 HP 60/60 AC(T) 22/24, Fort(E)+10, Ref(E)+8(+3) Bulwark, Will(E)+9

Agreed. PbP are really difficult to keep going if Players are not posting.


1 person marked this as a favorite.
Masculine Human (Nephilim) Champion (Oracle) 4 | HP 48/48 | AC 20 | FRW +8 +9 +10 | Perc +8 | 30'

Well I am one of the three, and I am able to return now. Sorry to have been so scarce.


Female Amurrun Gunslinger 4 | AC: 20 | HP: 45/45 | Fort +9 Ref +12 Will +7 | Perc +7

It's at the bottom of my campaign list, so I often just... downright forget to post. Will have a post up tomorrow.


Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
Cases:
Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

GM, can I try to aid attacks in some manner? Like trying to hit something that shatters and sprays something at the minotaur? A nearby sconce, or something? I don't have a reaction and it seems like a good use of a 3rd action for me.


Hmmm.

I don't recall anything directly in the rules about it.

If you can do a strike (for instance with a Bow & Arrow), you can attempt to not do it to do direct damage, but, to Aid.

TL;DR:

  • On your turn, you use an action to prepare an reaction to Aid,
  • On their turn they attack
  • You react by making your attack
  • The DC generally starts at 15, but, the DC will likely increment by 1 each time
  • Success = +1 to their attack
  • Crit success = +2 to their attack


  • Human Magical Merchant Investigator 4 | HP 44 | AC 20 | F7 R11 W9 | Perc +9 | Speed: 30 ft | Class DC 20 | Hero Points: 0/3 |◆ ◇ ↺ |
    Cases:
    Neutralise the Wardstone Shard / Locate and expel spying cults from Kenabres

    I'm aware of the aid action, but I just wanted to double check with you on the topic of it being possible in this situation. I don't want to just go "I Aid by shooting at a brick that falls on the minotaur's head to distract him while character X attacks". Sometimes aid might not be possible, hence the confirmation.

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