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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Male Teifling Welcome players! Roll20 Map
Solras Pirhatya wrote:
Oh wait you're the Magus! Duh. Was getting you confused with Qafanthiel.

What can I say. I am a Man-E-Faces...lol.


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Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3
Dorian 'Grey' wrote:
Solras Pirhatya wrote:
Oh wait you're the Magus! Duh. Was getting you confused with Qafanthiel.
What can I say. I am a Man-E-Faces...lol.

This comment chain alone made me glad to join this campaign.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺
Obahi wrote:

Not sure if I can step into the corner NE of the green archer. If that is possible, I would do that to try and flank. That would add a trip trait to the attacks.

Obahi attempts to take down the archers with a series of elbow and knee strikes, while also swiping the target off their feet.

◆ Step, ◆ Flurry, ◆ Strike

[dice=Flurry 1]1d20 + 8
If that hits
[dice=Damage 1]1d8 + 2
[dice=Trip 1]1d20 + 6 - 4

<<snip>>

I believe that's not how the Trip trait works. The Wolf Stance doesn't give the PC a free trip attempt. It adds the ability to make a trip attack, rather than a damaging attack.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Oh. My bad. Got my edition mechanics confused. Carry on.


Male Orc (Assamir) Magus (Inexorable Iron) 3 |HP 07/43|AC 20/21|Fort+9; Ref+6; Will+7|Perc +5| Speed: 35 '|Conditions:Longstrider(2)|Hero Points: 1/3|◆ ◇ ↺

Apologize about my lack of MAP placement. Half my games are TotM, so forget about games with actual maps.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

Speaking of map placement, because I do have a companion, do I need to do anything different with it? I'm not sure how you wish to rule for Rangers control on their animals, and if so, I think she would have a different token if needed. Just let me know, I think I have to stat her out as well.


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

Please stat out the companion.

You might want to refer to this page about companions

I've put its token on the slides


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

Got her stats added in for you at the end of my stat block. Let me know if there is something else needed, or anything.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

On mobile I can't seem to move the icon, but I'm going next to Avenger on the right side of the room, looks near a table? I may have to spend two strides, but I'll totally for flavor say I jumped the table and that's why I missed the shot


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

There a way to break a lock by damage in 2e? If so I can shoot it off just in case it's magically protected in some manner.


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Blast Lock


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

I mostly meant in the same sense as in 1e with actually busting the entire lock. Do locks not have HP in 2e?


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

I can't find anything in the rules to break open a locked box physically.

It would run the risk of breaking/destroying the things inside.

While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).

If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3
TechoWrath wrote:

I can't find anything in the rules to break open a locked box physically.

It would run the risk of breaking/destroying the things inside.

While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).

If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.

So there is actually two things here, one for Solras and for general. There is a feat for gunslingers called blast lock in pf2. It does what you think it will.

The second things is I think locks do have an HP, but I also couldn't find it either, so it may be a like the hipoints are equal to the unlock DC. Or it's under blast locks


Human (Nephilim) Oracle (Blessed One) 3 | HP 32/32 | AC 17 | FRW +5 +6 +9 | Perc +7
TechoWrath wrote:

I can't find anything in the rules to break open a locked box physically.

It would run the risk of breaking/destroying the things inside.

While looking up Thievery (since we have two PCs with it), I noticed that you don't need Thieves' Toolkit if you are willing to take a -2 on the Thievery check (improvised tools gain the Shoddy quality).

If either of our trained PCs want to attempt the checks, go ahead. There isn't any pressing threat.

You definately become more aware of these rules in the PC version once you use the 'Break Open' action ... and see the broken contents icons for the first time.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

Obahis player, I just realized that none of us have checked on you. I apologize for that. I totally blanked on you being down til I reread up and realized no one did


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

¯\_(ツ)_/¯

Ya boi's taking a nap.


Human (Nephilim) Oracle (Blessed One) 3 | HP 32/32 | AC 17 | FRW +5 +6 +9 | Perc +7

Wait, what? Cody checked up on Obahi 3 hours and 24 minutes ago ...


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HP: 32/32|AC:17 | Fort: +7, Refl: +6, Will: +8 | Perc: +6, Init: +1 Speed 25ft Spells Prepared 1st 3/4 2nd 3/3| Focus pts 1/1 | Hero Points3/3| Buffs: Mystic Armor

Its always tough when the medic is the one taking a dirt nap lol


Human (Nephilim) Oracle (Blessed One) 3 | HP 32/32 | AC 17 | FRW +5 +6 +9 | Perc +7

No, I honestly have no idea why Qafa didn't cast that last night ... other than maybe his player is the one who needed the nap ;)


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

That's what I blame most of my lack of actions on...


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Honestly, I was being a fly on the wall to see how long it would take.

Anyway. Now that that is done, I am curious as of what knocked me out in the first place, but I am not one to argue. I assume there was some modifier that I missed? My AC is 20.

Quote:
She again prays to Baphomet (Weapon Surge), and strikes at Obahi: 1d20 + 8 ⇒ (11) + 8 = 19.

This missed, assuming AC of 20.

Quote:

The glow around the weapon gets past Obahi's attempts to wriggle away from the hit.

Slashing, unholy damage: 1d20 + 2 ⇒ (9) + 2 = 11

Is this damage or attack?

Quote:

and additional unholy spirit damage: 1d6 ⇒ 4

The green glow seems to wash over Obahi. Obahi is now Frightened 1

She strikes again at Obahi: 1d20 + 8 + 1 - 5 ⇒ (19) + 8 + 1 - 5 = 23 for: 1d10 + 2 ⇒ (4) + 2 = 6 more unholy slashing damage.

This is the only strike that landed. Again, assuming AC 20.

Quote:

And, again: 1d20 + 8 + 2 - 10 ⇒ (19) + 8 + 2 - 10 = 19 for: 1d10 + 2 ⇒ (9) + 2 = 11 unholy, slashing damage.

Obahi crumples to the floor, unconscious. Hosila grins viciously, "That's how I like it. Lying at my feet, dying!"

So yeah. As far as I see from these, I got hit only once for 11 damage.

Again, not complaining, just wondering whether there was some modifier I missed. Thanks for clarifying.


Human (Nephilim) Oracle (Blessed One) 3 | HP 32/32 | AC 17 | FRW +5 +6 +9 | Perc +7

The divine energy released by Qafathiel calls out to his grandfather, Dispator, who reaches across Space & Time to enforce the Rule of Law: much of Obahi's damage is proven to be false when viewed against the axis of truth. Obahi is restored."


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺
Obahi wrote:

Honestly, I was being a fly on the wall to see how long it would take.

Anyway. Now that that is done, I am curious as of what knocked me out in the first place, but I am not one to argue. I assume there was some modifier that I missed? My AC is 20.

Quote:
She again prays to Baphomet (Weapon Surge), and strikes at Obahi: 1d20 + 8 ⇒ (11) + 8 = 19.

This missed, assuming AC of 20.

Quote:

The glow around the weapon gets past Obahi's attempts to wriggle away from the hit.

Slashing, unholy damage: 1d20 + 2 ⇒ (9) + 2 = 11

Is this damage or attack?

Quote:

and additional unholy spirit damage: 1d6 ⇒ 4

The green glow seems to wash over Obahi. Obahi is now Frightened 1

She strikes again at Obahi: 1d20 + 8 + 1 - 5 ⇒ (19) + 8 + 1 - 5 = 23 for: 1d10 + 2 ⇒ (4) + 2 = 6 more unholy slashing damage.

This is the only strike that landed. Again, assuming AC 20.

Quote:

And, again: 1d20 + 8 + 2 - 10 ⇒ (19) + 8 + 2 - 10 = 19 for: 1d10 + 2 ⇒ (9) + 2 = 11 unholy, slashing damage.

Obahi crumples to the floor, unconscious. Hosila grins viciously, "That's how I like it. Lying at my feet, dying!"

So yeah. As far as I see from these, I got hit only once for 11 damage.

Again, not complaining, just wondering whether there was some modifier I missed. Thanks for clarifying.

Yes. I should have been more clear. My fault for not communicating it better. She has an ability that decreases the AC of who she is attacking. I will try to communicate it better in the future. Thank you for your patience. You could have asked in the discussion. I might have given clarity earlier.

As for the 11-damage, I don't know why I rolled a d20, when it is clearly a d10. Oh! Someone should have called me on this. I would definitely have retconned the damage -- just like at a regular table, where someone uses the wrong die.

Again, I'll blame it on lack of sleep.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

All's good. I was just curious and a little confused. Thanks for clarifying. Carry on.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

I guess I am currently immune to the effects of treat wounds, since it was attempted on Obahi recently? Not sure how long it took between that attempt and now.


Male Teifling Welcome players! Roll20 Map

Normally it has 1 hour cool down unless the Medic has Continual Recovery.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Note commanding a companion gives them two actions to use on their turn. Just thought I'd point that out.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3
Obahi wrote:
Note commanding a companion gives them two actions to use on their turn. Just thought I'd point that out.

So Shadow could attack in that time then? I'll have to remember that going forward, that way I'm not wasting an action and helping our dps numbers. Gotta boost them numbers.


Male Orc (Assamir) Magus (Inexorable Iron) 3 |HP 07/43|AC 20/21|Fort+9; Ref+6; Will+7|Perc +5| Speed: 35 '|Conditions:Longstrider(2)|Hero Points: 1/3|◆ ◇ ↺

This can help.

Animal Companion Rules

Basically, you use 1 Action to Command an Animal and it receives 2 Actions.

It is fun.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

So, folks. Do we have an inventory sheet or something? Should I make one?


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

See the Notes page.
I believe that I set it up so that everyone can edit it.


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

Just to let you know, I will be away Monday through Wednesday of next week.


Solras Pirhatya wrote:
Are Flechettes even a thing in PF? 1 or 2?

Do we think a flechette is THAT much different than a dart!? Fin-stabilized metal projectile? There are times that it gets a little like comic-book store guy from the Simpson's, right? "Well in this case, even though you are an elf, the elven curve blade you found is from the Eskaruvian Highlands, not the standard lowlands blade, and you have lost the ring finger of your left hand which is required to receive the Finesse Bonus with that weapon." Like at some point things that 97.35% similar should just kinda be similar ...

I'm probably supposed to add IMO (or IMHO as if I think my opinion is humble)


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

Oh I'm mostly referring to the "shooting it out of your gun" part, since Gunslinger proficiency and all that. A Harmona gun is supposed to be big and imposing compared to an arquebus from what I remember, which is hilarious because it cannot do ANYTHING underwater.


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

There are flechettes, just not as an available ammunition.

See the Taw Launcher, which specifically mentions flechettes.


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Wait. We're in combat?


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Not necessarily...


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

So this is a tank of some sort? Are there any pipes or something akin to pipes that lead into this room?


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

For future turns, can we stand on the body of someone to stabilise them?


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Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

Well pressure does seal wounds... so I mean....


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

I am small. and woody.


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

But, what if you jump up and down on them?


Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

We can debate the actual process later. Point being, can I enter a square with a downed creature?


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

Yes, you may enter the square of an unconscious, dying, or dead creature.


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Dromaar Field Medic Monk 3 | HP 41 | AC 21 | Fort +8; Ref +11; Will +9 | Perc +7 Darkvision | Speed: 35 ft | Monk DC 19 | Conditions: | Hero Points: 0 | ◆ ◇ ↺

Lovely. Thanks for the clarification.

No worries, Groot! Be there next turn.

Edit: Never mind. Just noticed the gameplay post.

Edit2: Level up! Woohoo! Treat Wounds cooldown goes down to 10 minutes, and I can use assurance with a guaranteed baseline heal.


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Male Orc (Assamir) Magus (Inexorable Iron) 3 |HP 07/43|AC 20/21|Fort+9; Ref+6; Will+7|Perc +5| Speed: 35 '|Conditions:Longstrider(2)|Hero Points: 1/3|◆ ◇ ↺

Tip toe through the leshy...


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

Man, they nerfed Guidance in the remaster. Was going to add it to the attack routine to have a constant +1 to hit, but guess not. Void Warp should at least be decent, though.


Human (Nephilim) Oracle (Blessed One) 3 | HP 32/32 | AC 17 | FRW +5 +6 +9 | Perc +7
Solras Pirhatya wrote:
Man, they nerfed Guidance in the remaster. Was going to add it to the attack routine to have a constant +1 to hit, but guess not. Void Warp should at least be decent, though.

I will have to go take another look. 2 people casting guidance is great though.


Female Tiefling Ranger 3 | HP 41/41 | AC 19 | Fort +8; Ref +10; Will +10 | Perc +10 | +12 Initiative Speed: 25 ft | Ranger DC 17 | Conditions: | Hero Points: 1/3

What would be a good general feat for a ranger at this level? For the help to the group? I can't figure out a good one

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