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 | Tactical Map

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.

Dimensional Lock Ritual:

Cast: 4 hours

Cost: Silver that has a total cost of 100 gp. Or 1 bulk of silver manacles or locks.

Secondary casters: 2

Primary check: Arcana or Religion

Secondary checks: Arcana Nature, Occultism, Religion, or Thievery

Target: Planar portal or rift

------------------------

You close a planar portal or rift.

-----------------------

Critical Success: The portal closes permanently or the rift closes for 1d12 weeks.

Success: The portal closes for 1d12 weeks or the rift closes for 1d10 days:

Failure: No effect

Critical Failure: The portal or rift increases in size (increasing the DC by 2) and draws attention from the other side.


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

Stealth: 1d20 + 11 + 1 ⇒ (11) + 11 + 1 = 23


Artifacts | Macros | Inv | Slides | Map |

Round 3: Climbing the stairs Part 1

Stealth DC 24

✔️ Merlin Brokencrown ☼ ☼
✔️ Tabil ☘️☼ ☼
❌ Jarlgrum ☘️☼ ☼
✔️ Perla Hidlkid ☘️☘️☼ ☼
❌ Shadow I will allow Perla to use their Hero Point on Shadow
➤ Krakas Grimbane ☘️☼ ☼
❌ Avenger of the Green ☘️☼
❌ Tavos ☘️☼ ☼

@Avenger: If you want to use your last Mythic Point for the day to succeed you may. (It adds 1d4 after the fact).


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

enough people have failed that it's not worth spending more resources.


Artifacts | Macros | Inv | Slides | Map |

Krakas BOT:

Stealth w/FtE: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17

Climbing the stairs is so much more difficult for you. Armor clanks and allies swear.

Round 4: Climbing the stairs Part 2

Stealth DC 29

➤ Merlin Brokencrown ☼ ☼
➤ Tabil ☘️☼ ☼
➤ Jarlgrum ☘️☼ ☼
➤ Perla Hidlkid ☘️☘️☼ ☼
➤ Shadow I will allow Perla to use their Hero Point on Shadow
➤ Krakas Grimbane ☘️☼ ☼
➤ Avenger of the Green ☘️☼
➤ Tavos ☘️☼ ☼


Human Duskwalker Animist (6) | MP: 2 MR: 1|Spirits: 1 | Speed: 30ft | HP 74/74 | AC: 23* | Per: +13 F: +15 R: +13 W: +16 | Spirits: 1/1| Focus 3/3 | Spell DC 23 Acro +11, Med + 12, Nat + 12, Occult +12, Religion +14, Soc +10, Surv +12, Lore +10, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor, Aura Sight

Stealth, Follow the Expert: 1d20 + 12 ⇒ (15) + 12 = 27


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

Stealth: 1d10 + 11 + 1 ⇒ (8) + 11 + 1 = 20

Avenger is abandoning stealth to focus on speed.


Dwarf Champion 6/Mythic 1 - Spd 20 - ⛨24/26 - ♥️ 94 - F14, R8, W13 - Defend - Medicine 14 - Athletics 13 - Diplomacy Religion 11 - Warfare Lore Society 8 - ◆◇↺

Hoping for a non-critical failure

Follow the Expert Stealth: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Identify substance source

Tabil carries on, but hearing the noise emanating from the group, he can't help but think whether the stealthy approach makes further sense. He will try either way.

Stealth: 1d20 + 14 ⇒ (20) + 14 = 34

Avenger, you rolled a d10 instead of on the last roll.


Artifacts | Macros | Inv | Slides | Map |

Round 4: Climbing the stairs Part 2

Stealth DC 29

➤ Merlin Brokencrown ☼ ☼
✔️✔️ Tabil ☘️☼ ☼
❌ Jarlgrum ☘️☼ ☼
➤ Perla Hidlkid ☘️☘️☼ ☼
➤ Shadow I will allow Perla to use their Hero Point on Shadow
➤ Krakas Grimbane ☘️☼ ☼
❌ Avenger of the Green ☘️☼ (If we assume that 8/10 conforms to 16/20, then it is 16+11+1 == 28.)
❌ Tavos ☘️☼ ☼

So far, no critical failures that would change the upcoming encounter


HP: 53/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5, | Spells Prepared 1st 4/4 2nd 4/4|3rd 4/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 1/1 | Mythic points 1/2

Krakas continues to creep

stealth: 1d20 + 10 + 1 + 2 ⇒ (7) + 10 + 1 + 2 = 20

ouch almost a crit failure


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Merlin quickly disregards the idea of taking takes off his boots ...
Stealth(U) DC 29 Follow the Expert: 1d20 + 9 ⇒ (12) + 9 = 21

He is seen eating Doritos...


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Trying to stealth this encounter: 1d20 + 2 + 12 ⇒ (2) + 2 + 12 = 16
Shadow trying to stealth: 1d20 + 12 ⇒ (18) + 12 = 30

Perla is much more able to show Shadow how to sneak than herself.


Artifacts | Macros | Inv | Slides | Map |

Round 4: Climbing the stairs Part 2

Stealth:
DC 29

❌ Merlin Brokencrown ☼ ☼
✔️✔️ Tabil ☘️☼ ☼
❌ Jarlgrum ☘️☼ ☼
❌❌ Perla Hidlkid ☘️☘️☼ ☼
✔️ Shadow I will allow Perla to use their Hero Point on Shadow
❌ Krakas Grimbane ☘️☼ ☼
❌ Avenger of the Green ☘️☼ (If we assume that 8/10 conforms to 16/20, then it is 16+11+1 == 28.)
❌ Tavos ☘️☼ ☼

Perla spends so much effort shushing Shadow that she trips and falls. Luckily Tabil was there to prevent Perla from shouting out too loudly.

GM:

, : 1d20 ⇒ 16
Merlin Brokencrown , Defend: 1d20 + 12 ⇒ (17) + 12 = 29
Tabil, Investigate: 1d20 + 13 ⇒ (16) + 13 = 29
Jarlgrum, Defend: 1d20 + 12 ⇒ (4) + 12 = 16
Perla Hidlkid, Scout: 1d20 + 15 ⇒ (19) + 15 = 34
Krakas Grimbane, Detect Magic: 1d20 + 10 ⇒ (6) + 10 = 16
Avenger of the Green, Search: 1d20 + 12 ⇒ (4) + 12 = 16
Tavos, Search: 1d20 + 16 ⇒ (6) + 16 = 22

You creep up the stairs and can burst up on the watchtower summit.

The Brimorak is standing by the catapult, obviously cautious, looking out on the field below.

❖❖❖❖❖❖❖❖❖❖
Watchtower 1, Round 1
Party Conditions: 10 am, ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point) | ☼=Mythic Points,
ENCOUNTER MAP

──────────
Character in ➤ BOLD can act!
──────────
Round 1a (- HP)
➤ Perla ⛨ 23 (80/80 HP)☘️☘️ ☼ ☼ Darkvision --- ., ,
⠀⠀➤ Shadow ⛨ 22 (60/60 HP)
➤ Tabil ⛨ 23 (68/68 HP)☘️ ☼☼ , , Low light vision,
➤ Merlin Brokencrown ⛨ 24/26 (90/90 HP)☘️ ☼ ☼ Shield up (H 8, 73/73),
Brimorak Guard (- HP)0 < AC <= ♾️
Round 1b (- HP)
Tavos ⛨ 22 (74/74 HP)☘️ ☼☼ , -- Darkvision , Shield not up
Jarlgrum ⛨ 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- shield up (H 8, 53/64).,
Krakas ⛨ 21 (62/62 HP)☘️ ☼ ☼ ==== .,
Avenger of the Green ⛨ 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on (6)- , 5 ♡

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Current Goods :
5

Current Food Supply :
36

Current Quests :
  • Drezen
  • Current Army strength 99 %

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions

Posted Time :
755 Tuesday 4/28/26

TechoWrath Mythic Rules:

1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.

2) While a PC has Mythic Points, then:

2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.

2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.

2c) Decrease the DC of any flat check by the Mythic Rank.

3) A player may spend a Mythic Point to do the following:

3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.

3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.

3c) After a roll which critically fails, change the critical failure to a simple failure.

3d) Change the dying condition to unconscious.


Female Tiefling Ranger 6 | HP 80/80 | AC 23 | Fort +12; Ref +14; Will +14 | Perc +14 | +15 Initiative Speed: 25 ft | Ranger DC 21 | Conditions: | Hero Points: 1/3 Striking Longbow +15 2d8 Shadow Bite +12 2d8+3

Sending Shadow to the other side to perhaps remain hidden from the Brimorak, Perla will take aim, marking him as her prey, and take a shot after moving. Lucky for her, that is such a wild shot that surely nothing is noticed.

To hit: 1d20 + 15 ⇒ (4) + 15 = 19


Male Hero Points 3/1 Conditions Drained 1 Human ◆◇↺ Fighter [Marshall] 6 Perception (E)+12 HP 84/(84)90 AC(T) 24/26, Fort(E)+13, Ref(E)+10(+3) Bulwark, Will(E)+12

Tired of all this sneaking around, the Fighter grins at the sight of the fiery little minotaur demon dude!

Raising his Shield, he Sudden Charge(s) it!
How you doing?

Melee(M) +1 Striking Cold-iron Longsword: 1d20 + 17 ⇒ (20) + 17 = 372d8 + 4 ⇒ (7, 7) + 4 = 18 S Traits Versatile P, magic
Crit! Off-Guard and 36 damage!

Merlin quietly shrugs.

Hasted?: 1d12 ⇒ 8


Human Magical Merchant Investigator 6 | HP 68 | AC 23 | F10 R14 W12 | Perc +12 | Speed: 35 ft | Investigator DC 23 | ◇◆↺ |
Cases:
Reach and infiltrate Drezen/Identify substance source

Tabil steps into the room and walks around the perimeter. Just to not be clumped in the same area with everyone else. He remembers how that went last time.

Just striding


Artifacts | Macros | Inv | Slides | Map |

Perla sends Shadow into the tower, and sends an arrow past the Brimorak.

Merlin charges up to the Brimorak and deals a deadly blow to it. Merlin is sprayed by the boiling blood of the demon.

Basic Reflex DC 19 vs 2d4 ⇒ (2, 1) = 3 fire damage

Tabil moves to the opposite side of the tower.

The Brimorak exudes smoke out of every pore. Everything in the 10-foot burst is Concealed (Flat 5 to target). Anything that begins its turn or ends its turn in the smoke must make a DC 21 Fortitude save or become sickened 1 (or Sickened 2 on a crit fail)

Then the Brimorak will strike at Merlin with its flaming sword: 1d20 + 15 ⇒ (9) + 15 = 24, which is deflected by Merlin's shield.

❖❖❖❖❖❖❖❖❖❖
Watchtower 1, Round 1 & 2
Party Conditions: 10 am, ⛨ (AC), ♥ (HP), ♡ (tHP), ☠ (dead), and ☘️ (Hero Point) | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Merlin Brokencrown ⛨ 24/26: Basic Reflex DC 19 vs 3 fire damage, DC 21 Fortitude vs sickened

──────────
Character in ➤ BOLD can act!
──────────
Round 2a (- HP)
➤ Perla ⛨ 23 (80/80 HP)☘️☘️ ☼ ☼ Darkvision --- ., ,
⠀⠀➤ Shadow ⛨ 22 (60/60 HP)
➤ Tabil ⛨ 23 (68/68 HP)☘️ ☼☼ , , Low light vision,
➤ Merlin Brokencrown ⛨ 24/26 (90/90 HP)☘️ ☼ ☼ Shield up (H 8, 73/73),
Brimorak Guard (-36 HP)5 < AC <= ♾️, off-guard until Merlin's turn
Round 1b (- HP)
➤ Tavos ⛨ 22 (74/74 HP)☘️ ☼☼ , -- Darkvision , Shield not up
➤ Jarlgrum ⛨ 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- shield up (H 8, 53/64).,
➤ Krakas ⛨ 21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Avenger of the Green ⛨ 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on (6)- , 5 ♡

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Current Goods :
5

Current Food Supply :
36

Current Quests :
  • Drezen
  • Current Army strength 99 %

Known Places :
  • Blackwing
  • Loumis Fine Fittings
  • Horgus Gwerm's Mansion
  • Anevia's Home
  • Defender's Heart
  • Tower of Estrod
  • Topaz Solutions

Posted Time :
941 Wednesday 4/29/26

TechoWrath Mythic Rules:

1) A PC gets Mythic Points equal to its Mythic Rank + 1. These Mythic Points reset upon a night's rest/long rest.

2) While a PC has Mythic Points, then:

2a) Add the Mythic Rank to proficiency. This is a small, but measurable, improvement to AC/Attack/Saves/Checks.

2b) Roll a d12 at the beginning of the turn. If the d12 is equal or less than the PCs Mythic Rank, they are quickened as per the 3rd level Haste spell for one round.

2c) Decrease the DC of any flat check by the Mythic Rank.

3) A player may spend a Mythic Point to do the following:

3a) At the beginning of their turn, they may increase all non-d20 dice by one step for that turn. d12s may be increased to d20s.

3b) Before the results of any check or save are announced, add xd4 to the result, where x is their Mythic Rank.

3c) After a roll which critically fails, change the critical failure to a simple failure.

3d) Change the dying condition to unconscious.


Dwarf Champion 6/Mythic 1 - Spd 20 - ⛨24/26 - ♥️ 94 - F14, R8, W13 - Defend - Medicine 14 - Athletics 13 - Diplomacy Religion 11 - Warfare Lore Society 8 - ◆◇↺

Mythic Roll: 1d12 ⇒ 5

◆◆ Jarlgrum will stride twice to get next to the demon.

◆ Jarlgrum tries to target the demon: 1d20 ⇒ 9 as he strikes with Radiance: 1d20 + 16 ⇒ (2) + 16 = 18for: 1d8 + 5 ⇒ (7) + 5 = 12 cold-iron, slashing damage.

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