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

Mythic Artifacts | 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.


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HP: 41/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 3/4 2nd 4/4|3rd 3/4 Focus pts 1/1 | Hero Points1/1|

Krakas casts a spell, one he has yet to debut, "This is the end for you, demon!"

2 action, cast Agonizing Despair Will Save DC 23

He then scatters from the group to avoid the risk of splash damage from the demon.

Always using my reaction moving forward to identify any spells the demon may try to cast


Artifacts | Macros | Inv | Slides | Map |

Will: 1d20 + 15 ⇒ (3) + 15 = 18
Mental damage: 4d6 ⇒ (2, 4, 6, 1) = 13

Already nonplussed by the aggressiveness of you, Krakas lets the demon know what will be in store for it when it reports its failure to hold its position. It holds its head in agony and falls to the ground.

The remaining enemy forces drop what they are carrying and scatter away.

COMBAT OVER

Scavenging the field of battle and the ruins turns up: 1d6 ⇒ 2 units of food and water and 2 units of Goods.


Male Hero Points 3/1 Conditions Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 90/90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin gathers whatever gear can be salvaged, as his thoughts turn to their next battle....


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

After the fight, Tabil ignored the battlefield spoils. Instead, he moves directly into the medical tents to help with the wounded and attempts to find out how much of the force was lost so far.

He might sneak a question about Nurah and her usual behaviours, see whether it matches the current situation.

Skill bonuses - I am not sure what would apply for that kind of poking about:
+15 Arcana, Crafting, Keen Lore | +14 Stealth, Thievery | +13 Occultism, Society | +12 Acrobatics, Medicine | +10 Religion, Survival | +8 Athletics, Diplomacy | +2 Nature | +0 Deception, Intimidation, Performance


Artifacts | Macros | Inv | Slides | Map |

GM: 1d20 ⇒ 41d20 ⇒ 111d20 ⇒ 41d20 ⇒ 171d20 ⇒ 31d20 ⇒ 71d20 ⇒ 201d20 ⇒ 111d20 ⇒ 111d20 ⇒ 101d20 ⇒ 151d20 ⇒ 111d20 ⇒ 101d20 ⇒ 14

With everyone keeping on eye on Nurah, a couple of you notice her seeming to sneak away.

GM: 1d20 ⇒ 121d20 ⇒ 161d20 ⇒ 201d20 ⇒ 201d20 ⇒ 191d20 ⇒ 71d20 ⇒ 41d20 ⇒ 201d20 ⇒ 201d20 ⇒ 161d20 ⇒ 191d20 ⇒ 171d20 ⇒ 51d20 ⇒ 21d20 ⇒ 141d20 ⇒ 191d20 ⇒ 141d20 ⇒ 161d20 ⇒ 161d20 ⇒ 4

The help you gave to your army was useful. There was only one casualty that cannot be returned to battle.

Beyond Keeper’s Canyon, your route finally takes you westward into the Worldwound itself. It won’t take long for you and your allies to notice the difference even a few hundred yards into enemy territory makes, for the Worldwound is the very definition of hostile territory.

More than demons and monsters, the very environs of the Worldwound are dangerous. Infections, parasites, and diseases infest the water and game alike, making the idea of living off the land dangerous. The weather can vary wildly — calm one day and blasted by hurricane-force winds the next. Some storms are supernatural in nature, and can open rifts to the Abyss or rain down strange precipitation like frozen eyeballs or shards of crystallized locusts. The sun rises later and sets earlier than it should, and the skies are almost always overcast with black and red clouds. When they part, the sky seems dull in color at day, and at night the stars are all wrong, as if one were looking up at an alien realm above. Navigation in the Worldwound is difficult as a result, but you can follow the Ahari gorge so navigation isn’t an issue.

A few hours into the trek, Sosiel approaches you. "I'm loathe to mention this, but one of the Paladins from the army seems to be having second thoughts. Would you speak with him, please?"


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 |HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

Tavos steps away from the field as the fighting quiets. The gem on his mask shifts from molten amber to a steady emerald glow. He exhales slowly, the heat of battle fading as the new spirits settle over him.

Roots take hold in broken soil. The wounded earth will bloom again, if tended.

He moves toward the wounded with Tabil, kneeling beside a fallen soldier whose armor is still warm. Pale green light spreads in a slow circle as he places his hand on the ground. The scent of wet earth replaces blood and smoke.

“Hold still,” he murmurs. “The spirits of the groves remember mercy better than I do.”

He works in silence after that, helping Tabil where needed until the worst of the pain has eased and the living can rise again.

When Sosiel approaches, Tavos stands and nods once.

“Show me the one who doubts. I will listen.”

The gem on his mask dims to a softer green as he follows, calm but intent, carrying the quiet presence of someone who understands fear—and walks anyway.

Changing to my healing apparition, and offering healing to any of those wounded from the battle. Willing to engage the paladin, though diplomacy is not Tavos' skill set.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

Tabil notes the environment changing suddenly, and he furrows his brow. "I hope we are passing through this, not it expanding over our position.", he notes as he is observing the odd colouration of the sky and clouds.

Not much later, during the rain of eyeballs, Tabil starts collecting the ones that did not pop on impact. Whoever is watching him do this can see him cheerfully collecting the eyes and putting them into jars of some sterile-smelling liquid, then placing them around his tent as decoration.

When he finally emerges from his tent, he recalls Nurah sneaking away. Curiosity takes over, and Tabil decides to find the woman and see what the sneaky business is all about.

I would like to try to locate Nurah and see what she has been up to when sneaking away. Preferably without her seeing me. I don't know what kind of rolls do you want here. Let me know.

I would also like to make this one of my cases temporarily, if possible. Spending 10 minutes pondering the situation will do it. I will replace the banner retrieval case for now.


AC 23 (25 w/ shield) |HP 88/88 |F/R/W +15/+13/+13 |Per+11

Avenger has been helping keep everybody healed. He also helps season peoples food and makes sure that they get a little fresh fruit each day. Rations would keep you alive, but they would be extremely dull over time. A little freshness helps to keep the spirits up.

But one of them ate the fruit as mechanically as everything else. When Sosiel says this, he grabs Merlin, "This looks like something up your alley. You should go with Tavos. I think that we need a little down to earth to work balance out his more esoteric approach."


Artifacts | Macros | Inv | Slides | Map |

Sosiel leads you to a group of paladins sitting around a campfire.

"There he is." He points out a rugged man, whose face shows he has weathered many battles. See Slide 1 "His name is Arles Jhestander. I... I had a dream last night that he no longer has Iomedae's blessings. Please speak to him."


Artifacts | Macros | Inv | Slides | Map |
Tabil wrote:

<<snip>>

I would like to try to locate Nurah and see what she has been up to when sneaking away. Preferably without her seeing me. I don't know what kind of rolls do you want here. Let me know.

I would also like to make this one of my cases temporarily, if possible. Spending 10 minutes pondering the situation will do it. I will replace the banner retrieval case for now.

I've already made the rolls above for Nurah's suspicious actions today. If you want to tail her during the rest of the day, please give me 3 Perception checks. Then, 3 Stealth checks. You may add your Pursue A Lead circumstance bonus to each of the checks.

Tabil:

Using Pursue a Lead, and talking with your allies, you definitely know something is up with Nurah. What it is, isn't clear.

Definitely, she was trying to avoid notice and trying to slip away undetected. And, she is definitely up to something that she is trying to hide.

This will give a +1 circumstance bonus on checks by any ally when making a check related to Nurah's actions.


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Class DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Retrieve the Sword of Valor

GM:
Perception: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 I would like to hero point this one
Perception: 1d20 + 12 + 1 ⇒ (6) + 12 + 1 = 19
Perception: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
Perception: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Stealth: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18 And this one
Stealth: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
Stealth: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 31
Stealth: 1d20 + 14 + 1 ⇒ (7) + 14 + 1 = 22


Human Duskwalker Animist (6) | Mythic Points: 1 |Spirits: 1 |HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

Tavos walks beside Sosiel, the soft green light from his gem flickering in the dim air as they approach the fire. He stops just short of the circle of paladins and turns slightly toward the cleric.

"A dream," he repeats quietly. "Tell me more before we act on it. What was shown to you, and how do you know it was truth rather than fear?"

The mask turns enough for Sosiel to see his reflection in the polished ivory.

"I have seen dreams twist meaning before. Sometimes they are warnings, sometimes echoes, and sometimes nothing more than a weary mind speaking in riddles. Did the Inheritor herself speak? Or was it a vision of your own making?"

He lowers his voice slightly, keeping the tone measured.

"I will speak with this man if you ask it, but I would know what ground we stand on first."

Faith falters when it mistakes the whisper of fear for the voice of the divine.

Knowledge: 1d20 ⇒ 5 Religion +14, Occultism +12 to try to understand or interpret the dreams

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