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.


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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 | ◆ ◇ ↺

Obahi walks up to the mucus, and burn a bit off with the torch.

Just to make sure.


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|◆ ◇ ↺

Virgil backs up Obahi's idea .
Produce Flame: 1d20 + 6 ⇒ (20) + 6 = 261d4 + 3 ⇒ (2) + 3 = 5


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

The lump of fungal flesh burns a bit from the fire, but otherwise does not react.


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 | ◆ ◇ ↺

"Well..." Obahi looks at the mass curiously. "Move on, I suppose?"


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|◆ ◇ ↺

Virgil just shrugs.
That was the best I got so let's keep moving.

The Magus nods and prepares to continue.. .

Exploration mode Search


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

Solras follows Virgil after making sure the pile of fungal flesh is truly dead. "Dead it is then."

She keeps moving forward, avoiding notice to the best of her abilities.

Exploration mode Avoid Notice


Male Human (Duskwalker) Bones Oracle 1 |HP 18|AC 17(19)|F5; R5; W5|Perc +3|Speed 25|Spell DC 17|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Paolo shrugs and follows along while keeping his head on a swivel, staying alert for danger.

Scout


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

From the cavern, a tunnel winds north for about 1,100 feet (about 15 minutes of travel at a speed of 15 feet) before reaching a circular, 20-foot-diameter cavern. Four mongrelmen stand guard here before a large stone door.

The guards greet your mongrel companions warmly. While they eye you with suspicion, Lann’s word is good enough to let you all enter the chamber beyond the door.

A small, dark lake ripples in the center of this two-hundred foot-wide cavern, the walls and ceiling aglow with thick sheets of luminescent fungi. In the center of the lake, over two dozen low stone buildings cluster on a rocky one-hundred-foot-wide island. Lights glow in the windows of the buildings, giving the settlement an almost welcoming look. Rafts made of mismatched planks of timber bob along the length of a crooked pier at the lake’s closest shore.

See the Tactical Map for a general idea of the layout.

Guards arrive soon enough to escort you to the largest building atop the island’s low central peak—this is the home of Chief Sull, a bloated and unpleasant-looking but mild-mannered mongrel with one clouded white eye.

See the Slides for his picture.

Chief Sull listens to Lann’s report and thanks you for your attempt to free the trapped mongrelman. He then asks you to explain your presence in the caverns. Once Sull learns the source of the tremors that shook the tunnels and caused so much damage, he grows quite concerned.

[color=#9E6DAF]”I, and my kind, may be outcasts and freaks in the eyes of uplanders like you, but our ancestors helped drive back the demons in the First Crusade. We want the demons defeated as much as anyone who lives above. Would you be willing to bring this message to the surface? That the Mongrels will stand with the inhabitants of Kenabres to defend the city.”[/color]


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|◆ ◇ ↺

The ever pragmatic Orc only shrugs at the chief's request.
If we find our way back to the surface. The City has most likely seen some carnage since our descent into its bowels.

The Magus nods to those injured.
Perhaps your doctors can eliminate a bit of these injuries? We still have a long walk up I imagine.


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

Chief Sull nods sagely, [color=#9E6DAF]”The nearest route to the surface lies to the south, but this exit is guarded by a tribe of mongrels who do not have the same opinions as those of Neathholm. Those traitors have consorted for some time with cultists. I've ignored them, but that time has passed.”[/color]

[color=#9E6DAF]”If you agree to destroy the traitors as you make your way back to the surface to bring word of the mongrel’s pledge to aid the crusade, I promise you aid in the form of a small stash of potions.”[/color]

[color=#9E6DAF]”Alas, I cannot spare my own soldiers. I need them to fan out deeper into the tunnels to gather other mongrel tribes to Neathholm.”[/color]

[color=#9E6DAF]”Once we receive word that the crusaders above will welcome the crusaders below, the mongrels will be ready to rise up and help take back Kenabres.”[/color]

[color=#9E6DAF]”Meanwhile, you are welcome to rest here. We trade with other mongrel tribes occasionally, so, if you need to resupply, we may be able to help.”[/color]

Not in front of the mongrelmen, but, when you are by yourselves, Horgus will say, [color=#30aF81]"This is a disgusting situation. Please let us be on our way. The more rapid the better."[/color]

Aravashnial is not as circumspect, when he says to you, right in front of the mongrelmen, [color=#ccaa00]"I'm so delighted to learn that there are entire societies of “mole people” and “pitlings” under the city"[/color]

Meanwhile, Anevia says, [color=#03a9f4]"It's so intriguing. It would be good to rally them to our cause."[/color]


Male Human Sorcerer (Imperial) | AC 16 (mage armor) | HP 16/16

Fascinating., Niall says as he gazes around the cavern. I've lived in Kenebras my whole life and never new about this place or you people., gesturing at the mongrelmen.

I think rest here seems like a good idea before we push on.


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

"Ha, to say nothing of the mercenary from Arcadia! Rest seems like a good idea before we push on, as I've been pushing my Harmona Gun to its limits, needs a good cleaning, and I could use a good catnap"

Solras gives a good hearty chuckle, before responding to their offer for trade: "Hah, I'm personally good on the offer of trading, I'm broke anyways... but let's hear what the others have to say about it"

When Horgus pipes up, Solras visibly taps her Harmona gun, trying to intimidate the xenophobic fellow into listening.

Intimidate (T): 1d20 + 4 ⇒ (16) + 4 = 20

She whispers something in his ear, hoping to get a bit of fur in there for good hilarity: "I say we trust them. 'Disgusting' to you or not, if they're a society, we can possibly loot them if they turn on us, and trade with them if they don't. So stop complaining about appearances," she adjusts her sling again for good measure, "please." She grins innocently afterwards.


Male Human (Duskwalker) Bones Oracle 1 |HP 18|AC 17(19)|F5; R5; W5|Perc +3|Speed 25|Spell DC 17|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Paolo is mostly curious as he looks over the mongrels. "You say you folks are descended from the first Crusaders? How did you end up trapped down here?"


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

[color=#23ee67]”Mongrelmen are the descendants of those who fought in the First Crusade, when the crusaders had little experience in dealing with the unique hazards the Worldwound presented. During the First Crusade, many unknowingly exposed themselves to fell energies and nightmarish radiations. In the years that followed, a shocking number of children born to the crusaders were hideously deformed. Many of these unfortunate innocents were put to death by overzealous inquisitors or even fellow crusaders, but some parents fled underground to raise their children outside of the light of intolerance.”[/color]


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 | ◆ ◇ ↺

Obahi's jaw drops as he realises what he's seeing. "This is amazing." he mumbles to Virgil. "I have so many questions..."

He keeps walking until they are introduced to Chief Sull, where he listens patiently while the Chief and others are talking. Once the chatter dies down a bit, he steps forward.

"How many able-bodied do you have? Assuming we reach the city up top and ask, can we tell them there is a regiment of 500-strong? What are the numbers here?"

"And a few extra questions, but those are for my own curiosity. What do you eat? As in how do you cultivate plants here? And you mentioned some cults here. Can you give some more details on that?"


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

Chief Sull replies, [color=#9E6DAF]”Excluding the traitors, we have, perhaps, a few hundred. We cultivate fungi, and grow some animals for food. Ah, the cults. There are some cultists about. We've managed to drive them away, but the traitors have welcomed them. We believe them to be cultists of Baphomet. Although, they often come disguised as Iomedaean crusaders.”[/color]

Upon hearing this, Anevia shows pure disgust in her face, and Aravashnial seems delighted when he says, [color=#ccaa00]"I've heard the rumors that the cult of Baphomet, known to some as the Templars of the Ivory Labyrinth, had infiltrated various mercenary groups, but proof that some have been disguised as Iomedaean crusaders is something else entirely."[/color]

Anevia says, [color=#03a9f4]"I worry about Irabeth. I hope she's alive."[/color]


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

"Charity and mercy are shared values. We thank you for you gift of hospitality. I bring the bounty of nature and offer tastes of the surface world to any who care to try."

He will grow and distribute various fruits to the underground dwellers.


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|◆ ◇ ↺

Virgil thinks about cult of Baphomet, known to some as the Templars of the Ivory Labyrinth, had infiltrated various mercenary groups....
Occultism(T): 1d20 + 6 ⇒ (9) + 6 = 15


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 would prefer we move as fast as we can. Who knows what is happening topside." Obahi pushes for a quick return above ground.

"A few hundred, then. Do you have any means of contact with the people of Kenabres? Someone we reach out to to get a message back here?"


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

"B-baphomet?"

Solras just looks on, wide-eyed.

Occultism(U): 1d20 + 2 ⇒ (14) + 2 = 16


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 | ◆ ◇ ↺

Obahi gives stammering Solras a curious glance. "Why are you getting your knickers in a twist all of a sudden?"


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

"Mostly confused as to why people, who descend from Crusaders, would turn to Demon worship? It just confused me," Solras manages to get out.


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 | ◆ ◇ ↺

"Uh, the same way all worship starts, I'd think." Obahi shrugs. "Some evangelist probably wandered in and said something they liked. If there's no opposing ideology, it's just a snowball down the mountain."


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

"I would prefer we move as fast as we can. Who knows what is happening topside." Obahi pushes for a quick return above ground.

"A few hundred, then. Do you have any means of contact with the people of Kenabres? Someone we reach out to to get a message back here?"

[color=#9E6DAF]”Once the path upwards is cleared, you should be able to send a messenger to us.”[/color]


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

GM:

Avenger, : 1d20 - 1 ⇒ (15) - 1 = 14
Niall, : 1d20 + 0 ⇒ (19) + 0 = 19
Obahi, : 1d20 + 0 ⇒ (16) + 0 = 16
Paolo, : 1d20 + 3 ⇒ (5) + 3 = 8
Solras, : 1d20 + 2 ⇒ (11) + 2 = 13
Virgil, : 1d20 + 3 ⇒ (2) + 3 = 5

Here's what you know about Baphomet:

Baphomet, Lord of the Labyrinth, is the demon lord of beasts, labyrinths, and minotaurs. Baphomet appears as an enormous emaciated minotaur with feathered wings and a goat-like head that bears three horns, as well as a blazing pentagram branded into his forehead. Baphomet’s cults are among the most prolific in Golarion. Human-dominated secret societies devoted to the demon lord are present in many cities and may have members ensconced in positions of political power. Most minotaurs prefer his patronage to that of Lamashtu.

Edicts Confuse paths and roads, outwit your foes instead of overpowering them, pace labyrinths
Anathema Kill something that cannot significantly harm you, bargain with Asmodeus
Areas of Concern Beasts, labyrinths, and minotaurs


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|◆ ◇ ↺

Absolutely nothing to worry about. Just some bull worshipping cultists. No worries.


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 | ◆ ◇ ↺

"Right, send a message back. Assuming we get out, we can do that."

Obahi looks around the underground settlement. "I don't know when we are leaving, but I can help you with some medical aid if needed. Until we leave, that is."


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

You've accumulated some sellable items (see the Notes). You could transfer the rune to a weapon that you have. You could sell the items and purchase any Common item (90%) chance, some Uncommon item (9% chance), or perhaps a Rare item (0.9% chance). If you wish to transfer the Rune, you will need to make a Craft check (see Transferring Runes).


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

The next day after a breakfast. (You probably are polite enough not to ask exactly what it is made of.) You set out from the hamlet of Neathholm.

The tunnel winds mostly in a southeast direction for about 2,000 feet (26 minutes of travel at a speed of 15 feet). The tunnel narrows down at this point to a 5-foot-wide passageway, the walls carved with picks and chisels.

Unless otherwise noted, any rooms are devoid of light sources.

As you approach a widening in the tunnel, two people begin hollering.

GM:

Solras Pirhatya, Avoid Notice: 1d20 + 8 ⇒ (3) + 8 = 11
Virgil Geryon, Investigate: 1d20 + 6 ⇒ (11) + 6 = 17
Obahi, Avoid Notice: 1d20 + 8 ⇒ (9) + 8 = 17
Paolo Vital, Scout: 1d20 + 4 ⇒ (18) + 4 = 22
Niall, Investigate: 1d20 + 2 ⇒ (4) + 2 = 6
Avenger of the Green, Search: 1d20 + 4 ⇒ (11) + 4 = 15
Red: 1d20 + 7 ⇒ (5) + 7 = 12
Green: 1d20 + 7 ⇒ (20) + 7 = 27
1d20 ⇒ 61d20 ⇒ 121d20 ⇒ 11

The Red Mongrelman hollers, grabs his bow, and shoots once 1d2 ⇒ 1 at Obahi.

Shot: 1d20 + 8 ⇒ (16) + 8 = 24
Piercing him for: 1d6 ⇒ 6 damage.

Note: They have standard cover behind the barriers.

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Green Mongrelman Traitor (- HP)0 < AC <= ??
➤ Paolo Vital (18/18 HP)Hero Points 1, Darkvision
➤ Virgil (20/20 HP)Hero Points 1, Darkvision
➤ Obahi (13/19 HP)Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP)0 < AC <= ??
Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
Niall (16/16 HP)Hero Points 1


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

+8? Did I miss a level or something?


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

Solras' perception is +7, and Paolo is scouting.


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|◆ ◇ ↺

Transferring Runes require Magical Crafting Feat, which requires Expert.

Virgil eyes that juicy, yet unattainable Rune longingly....

The pragmatic Orc does begin to set up a Pop-Up Garage Sale outside of the Bank of Neathholm.
Goods! Goods for sale! Each almost unique with individual stories of their participating performances during our dangerous trek down under!


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 | ◆ ◇ ↺

Obahi has a 25 ft move speed. Not sure if any of that is difficult terrain, or whether there is an opening in the covers. Let me know if I need to change anything.

"Ow! Really?!" Obahi grunts as the arrow strikes him. "Just like that? No warning? Nothing? Fine!"

He charges the barricades with intent, vaulting over, lowering his stance, and starts throwing fists.

◆ Stride, ◆ Wolf Stance, ◆ Flurry, attacking whoever hit me.

Flurry 1, Wolf Jaw: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Flurry 2, Wolf Jaw: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


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

Obahi, spurred on by the unprovoked attack, races forward, and hits the Green Mongrelman.

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Paolo Vital (18/18 HP)Hero Points 1, Darkvision
➤ Virgil (20/20 HP)Hero Points 1, Darkvision
Obahi (13/19 HP)Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP)16 < AC <= 26
Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
Niall (16/16 HP)Hero Points 1
Green Mongrelman Traitor (-5 HP)16 < AC <= 26


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|◆ ◇ ↺

Virgil cast Shield, Enters Arcane Cascade and Strides 25'toward the misguided and mostly violent mongrelmen.
You fellas got a problem?


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Avenger raises his shield and makes his way in. I'm assuming that the barriers are at least difficult terrain, so it will take two moves to get in.


Macros | Inventory | Slides | Notes | Tactical Map | ◆◇↺
Avenger of the Green wrote:
I'm assuming that the barriers are at least difficult terrain, so it will take two moves to get in.

The text doesn't say. So, okay. The barriers are difficult terrain.


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 | ◆ ◇ ↺

You fellas got a problem?

Obahi turns to Virgil with a confused grimace, pointing to the arrow shaft sticking out of his thigh.


Male Human (Duskwalker) Bones Oracle 1 |HP 18|AC 17(19)|F5; R5; W5|Perc +3|Speed 25|Spell DC 17|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Paolo steps forward and flings magic at one of the hostile mongrel-men

Divine Lance: 1d20 + 7 ⇒ (15) + 7 = 22 - 1d4 + 4 ⇒ (2) + 4 = 6 spirit damage


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

Virgil and Avenger of the Green make their way in, and Paolo damages the spirit of the Green Mongrelman Traitor, even though he had partial cover.

The Red Mongrelman Traitor drops his bow, and draws his club, and 1d20 ⇒ 2 strikes at Obahi: 1d20 + 9 ⇒ (17) + 9 = 26for: 1d6 + 3 ⇒ (1) + 3 = 4 bludgeoning damage.

Then, he strikes at Obahi again: 1d20 + 9 - 5 ⇒ (11) + 9 - 5 = 15for: 1d6 + 3 ⇒ (4) + 3 = 7 bludgeoning damage.

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP)Hero Points 1, Darkvision
Virgil (20/20 HP)Hero Points 1, Darkvision
Obahi (9/19 HP)Hero Points 1, Darkvision
Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (- HP)16 < AC <= 21
➤ Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
➤ Niall (16/16 HP)Hero Points 1
Green Mongrelman Traitor (-11 HP)16 < AC <= 21


Male Human Sorcerer (Imperial) | AC 16 (mage armor) | HP 16/16

Sparks leap from Naill's fingers as bolts streak towards the enemies.

◆◆ Electric Arc
◆ Stride

Electricity damage for red: 1d4 + 4 ⇒ (2) + 4 = 6
Electricity damage for blue: 1d4 + 4 ⇒ (3) + 4 = 7

Basic Reflex save DC 17


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

Red: 1d20 + 10 ⇒ (6) + 10 = 16
Green: 1d20 + 10 ⇒ (20) + 10 = 30

The Red Mongrelman Traitor takes full damage, but the Green one just shrugs it off.

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP)Hero Points 1, Darkvision
Virgil (20/20 HP)Hero Points 1, Darkvision
Obahi (9/19 HP)Hero Points 1, Darkvision
Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (-6 HP)16 < AC <= 21
➤ Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
Niall (16/16 HP)Hero Points 1
Green Mongrelman Traitor (-11 HP)16 < AC <= 21


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

Wildly grinning behind her harmona gun, since it's already loaded, Solras lets loose on the Red mongrelman traitor. "Bow and Arrow? Here's how we do it back home!"

◆Strike ◆Reload ◆Strike

Harmona Gun: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12
Harmona Gun Damage, 1s1k: 1d10 + 1d6 ⇒ (9) + (5) = 14
Harmona Gun: 1d20 + 9 - 5 - 2 ⇒ (19) + 9 - 5 - 2 = 21
Harmona Gun Damage: 1d10 ⇒ 1 Ouch!

She pouts and growls a little bit, seeing the bullet merely graze the traitor, but still satisfied she managed to land the shot behind the obstacles in front of her.


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

Solras' first attack goes wild, but her second shot wings the Traitor. What is the '- 2' for?

The Green Mongrelman Traitor drops his bow, draws his club, and swings at Obahi: 1d20 + 9 ⇒ (11) + 9 = 20for: 1d6 + 3 ⇒ (1) + 3 = 4 bludgeoning damage.

He swings again at Obahi: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5for: 1d6 + 3 ⇒ (5) + 3 = 8 bludgeoning damage.

He curses as they are focusing their attacks, but to no avail.

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
➤ Paolo Vital (18/18 HP)Hero Points 1, Darkvision
➤ Virgil (20/20 HP)Hero Points 1, Darkvision
➤ Obahi (5/19 HP)Hero Points 1, Darkvision
➤ Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (-7 HP)16 < AC <= 21
Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
Niall (16/16 HP)Hero Points 1
Green Mongrelman Traitor (-11 HP)16 < AC <= 21


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

-2 is for shooting through someone's square! I thought that was a thing in 2e?


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

See the rules for cover

TLDR: Shooting through someone provides Lesser cover, and Lesser cover gives the target a '+1' to AC. Standard Cover would give +2 to their AC. But, since they've stopped using their bows, they no longer have Standard Cover.

In general, AC modifiers are handled by the GM, rather than modifying the 'to hit'. Similar to Flat-footed/Off-Guard.


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|◆ ◇ ↺

Winking at the arrow in Obahi's kneecap, the 1/2 Or Strides into melee!
I heard lots of folks retire as town guards with that injury.

The Magus then casts Gouging Claw, as he swings his hammer!
Melee Warhammer, Spellstrike: 1d20 + 7 ⇒ (6) + 7 = 131d8 + 3 + 1d6 + 3 ⇒ (2) + 3 + (5) + 3 = 13 Traits: Shove, magic

Hero Point! Melee Warhammer, Spellstrike: 1d20 + 7 ⇒ (2) + 7 = 91d8 + 3 + 1d6 + 3 ⇒ (3) + 3 + (1) + 3 = 10 Traits: Shove, magic


AC 21 (23 w/ shield) |HP 58/58 |F/R/W +12/+10/+10 |Per+8 |Cond None |◆ ◇ ↺

Avenger seems offended that the guy is pounding on Obahi. He swings with some real power behind it, keeping his shield high.

elemental blast: 1d20 + 7 ⇒ (13) + 7 = 20
damage: 1d6 + 6 ⇒ (3) + 6 = 9
AC 20


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 | ◆ ◇ ↺

Obahi goes for a series of strikes. ◆ Flurry of Blows, 2x ◆ Strike . All of that vs green.

Rolls:
Wolf Jaw 1: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Wolf Jaw 2: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Wolf Jaw 3: 1d20 + 7 - 8 ⇒ (13) + 7 - 8 = 12
Damage: 1d8 + 2 ⇒ (4) + 2 = 6

Wolf Jaw 4: 1d20 + 7 - 8 ⇒ (8) + 7 - 8 = 7
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

Obviously, the lack of fresh air is getting to him.


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

Virgil is unable to hit, but Avenger of the Green and Obahi are able to land solid blows.

BOT Paolo
Cast 2-action heal on Obahi

1d8 + 8 ⇒ (7) + 8 = 15

The Red Mongrelman Traitor strikes.
Strike vs Obahi: 1d20 + 9 ⇒ (11) + 9 = 20for: 1d6 + 3 ⇒ (1) + 3 = 4
Strike vs Obahi: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14for: 1d6 + 3 ⇒ (2) + 3 = 5
Strike vs Obahi: 1d20 + 9 - 10 ⇒ (18) + 9 - 10 = 17for: 1d6 + 3 ⇒ (2) + 3 = 5

❖❖❖❖❖❖❖❖❖❖
Guard Post, Round 1
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Paolo Vital (18/18 HP)Hero Points 1, Darkvision
Virgil (20/20 HP)Hero Points 1, Darkvision
Obahi (16/19 HP)Hero Points 1, Darkvision
Avenger of the Green (22/22 HP)Hero Points 1, Low light vision
Red Mongrelman Traitor (-16 HP)16 < AC <= 20
➤ Solras Pirhatya (17/17 HP)Hero Points 1, Sharp Eared
➤ Niall (16/16 HP)Hero Points 1
Green Mongrelman Traitor (-18 HP)16 < AC <= 20

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