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

Avenger strikes out, channeling this unnatural fear into a solid blow.

Elemental blast, 2A, melee, agile: 1d20 + 14 - 1 ⇒ (17) + 14 - 1 = 30
damage: 2d8 + 9 ⇒ (7, 7) + 9 = 23

Elemental blast, 1A, melee, agile: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13


Artifacts | Macros | Inv | Slides | Map |

Avenger is able to blast Nulkineth. Nulkineth reacts to the damage, and takes a bit less than expected.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
➤ Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-101 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

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 :
2241 Saturday


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 Reacts by Shield Blocking!

Merlin Raises his Shield and....

Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank: 1d20 + 17 + 1 - 1 ⇒ (14) + 17 + 1 - 1 = 312d8 + 4 ⇒ (1, 2) + 4 = 7 S Traits Versatile P, magic
Flanking not included

Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank, map: 1d20 + 17 + 1 - 1 - 5 ⇒ (9) + 17 + 1 - 1 - 5 = 212d8 + 4 ⇒ (1, 6) + 4 = 11 S Traits Versatile P, magic
Flanking not included

Hasted! Melee(M) +1 Striking Cold-iron Longsword, inspired , Frightened 1, flank, map: 1d20 + 17 + 1 - 1 - 10 ⇒ (8) + 17 + 1 - 1 - 10 = 152d8 + 4 ⇒ (1, 1) + 4 = 6 S Traits Versatile P, magic
Flanking not included

The Fighter seems to be in a frenzy...still!


Artifacts | Macros | Inv | Slides | Map |

Merlin raises his shield, and in a blur of strikes manages to do a small amount (but, non-zero) of damage to Nulkineth.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
➤ Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-108 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

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 :
2241 Saturday


HP: 51/62|AC:21 | Fort: +11, Refl: +12, Will: +11 | Perc: +9, Speed 25ft, Resist Fire 5 | Spells Prepared 1st 2/4 2nd 3/4|3rd 2/4 Focus pts 1/1 | Hero Points0/1|Arcane Bond 0/1

Krakas, still empowered by his mythic rod, he launches another volley of three more force missiles at the creature.

Force Missiles + Mythic power: 3d4 + 3 + 1 ⇒ (2, 2, 3) + 3 + 1 = 11

His fingers smoking slightly as he he fires off this barrage.


Artifacts | Macros | Inv | Slides | Map |

Krakas, glowing, damages Nulkineth.

Perception DC 22:

Nulkineth looks... confused. Almost as if he doesn't understand why he is failing.

❖❖❖❖❖❖❖❖❖❖
Lost Chapel: Nulkineth’s Quarters, Round 5 & 6
Party Conditions: 10:30 am, ☘️ = Hero Points | ☼=Mythic Points,
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Perla AC 23: Delay 5, Fort 23 vs 10 void
Shadow AC 22: Fort 23 vs 10 void

──────────
Character in ➤ BOLD can act!
──────────
Round 6 (- HP)
➤ Perla AC 23 (80/80 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,
⠀⠀➤ Shadow AC 22 (60/60 HP)
Krakas AC21 (62/62 HP)☘️ ☼ ☼ ==== .,
➤ Tabil AC 23 (68/68 HP)☘️ ☼ ☼ , , Low light vision ,
Merlin Brokencrown AC 24/26 (75/90 HP)☘️ ☼ ☼ Shield up, inspiration on (H 8, 52/73), Hastened, Frightened 1
➤ Jarlgrum AC 24/26 (94/94 HP)☘️☘️ ☼ ☼ Darkvision --- Shield up. Frightened 1,
➤ Tavos AC 22 (74/74 HP)☘️☘️ ☼ ☼ , -- Darkvision ,,Frightened 1
Nulkineth (-119 HP)28 < AC <= 29, shield 8 (7 damage), resistance to physical damage? Enfeebled 2
Round 5 continued (- HP)
Avenger of the Green AC 23/25 (88/88 HP)☘️☘️ ☼ ☼ , Low light vision , Hardwood Armor on- , 5 THP, Frightened 1 .

──────────
AFTER YOUR TURN:
──────────
Nulkineth: 2 persistent fire,

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

Current Goods :
5

Current Food Supply :
46

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 :
2241 Saturday


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

To avoid void!: 1d20 + 12 ⇒ (20) + 12 = 32
To avoid void!: 1d20 + 13 ⇒ (7) + 13 = 20

to attack: 1d20 + 15 ⇒ (19) + 15 = 34
first arrow damage: 2d8 ⇒ (5, 4) = 9
to attack: 1d20 + 13 ⇒ (17) + 13 = 30
second arrow damage: 2d8 ⇒ (1, 6) = 7
to attack: 1d20 + 9 ⇒ (9) + 9 = 18
third arrow damage: 2d8 ⇒ (8, 4) = 12

Perla manages to avoid the 10 void, but Shadow does not.

With that, Perla will target the creature, then let go three shots, two at once followed by a third.


Artifacts | Macros | Inv | Slides | Map |

Two of Perla's arrows hit Nulkineth, who, with an exasperated "!@#$%" falls to the ground, lifeless.

COMBAT OVER

On Nulkineth you find a +1 Striking Battle Aspergillum It is a 1d6 weapon, but, as a Deific Weapon in the hands of a Champion it becomes a 1d8

You also find:

An Unshining Religious Symbol (rather than a Shining symbol, an unshining symbol, if revealed makes bright light normal, normal light becomes low-light, low light becomes dark, and dark becomes greater dark within 20 feet)

Religion DC 20:

It is a symbol of Kabriri

And, you find a chunk of silver and three Unholy Waters.

Near the pallet you find a strongbox that contains:

382 gp, 71 sp, 28 cp, gems worth a total of 80 gp, a gold holy symbol of Sarenrae worth 20 gp, a Knave's Standard, a +1 chain shirt, and a +1 returning striking dagger.

Shadow took 10, and Merlin is currently down 15. Assuming ten minutes to get them both full, and an hour thoroughly scouring the room, there is a door to your southwest.


Human Duskwalker Animist (6) | Mythic Points: 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 +12, Med + 12, Nat + 13, Occult +13, Surv +13, Untrained Improvisation | Special: Sense Planar Rifts, Mystic Armor

Garden of healing, 30 Second: 3d4 + 3d4 + 3d4 + 3d4 + 3d4 ⇒ (1, 4, 1) + (3, 2, 2) + (1, 1, 1) + (4, 3, 1) + (2, 3, 2) = 31
Religion: 1d20 + 14 ⇒ (1) + 14 = 15

Tavos remains in place behind Merlin and Shadow as the demon collapses, the emerald glow of his gem pulsing in a slow, steady rhythm. He keeps the spirits gathered, letting another wave of healing wash outward from him. Grass and brief blossoms ripple across the cracked stone before fading again.

mend and rise… mend and rise… breathe again… the ground remembers…

He releases the stance only once his companions' wounds have closed enough for stability. The gem dims but stays green as he steps away from the fighter, surveying the room with quiet attention.

His gaze settles on the strange unshining symbol and the strongbox contents. Tavos lowers himself beside the strange unshining symbol, studying the shape a moment longer. The emerald light of his gem sharpens, catching faint edges in the metal. He doesn’t touch the symbol, but his posture shifts with a kind of restrained tension.

"This is not a symbol that I have seen before- though the spirits around it are unsettled"

The healing only takes 30 seconds of sustaining the spell, but then Tavos would need to refocus which may or may not overlap with some of the search of this room


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

Religion: 1d20 + 10 ⇒ (4) + 10 = 14

Once things have settled down, Tabil walks into the room to inspect whatever he can and find out what actually happened here. Once Tavos is done with it, he reaches for the thing. He inspects the light-swallowing properties. Although he is unable to determine the iconography, the light-altering properties obviously intrigue the man."Curious. I have never seen something act like this." He covers and uncovers it a few times. "It could be useful for moving around undetected. Though I must say I am not sure what the symbol represents."

He looks at the other items in the room once his curiosity is satisfied. "Should we carry on? I can look at these later for any interesting properties, but I feel like we should explore the rest of this complex to make sure nothing wants to slice our throats."


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 kicks the carcass of the demon, as he enjoys the landscape healing.
Much appreciated, Tavos.

The Fighter then begins Repairing his damaged Shield while he waits....
Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 2415 = 15 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 14 Item bonus for Repairs)

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 102d6 ⇒ (2, 5) = 7 Item bonus for Repairs)
Doesn't get through Hardness

Crafting(T) DC ?: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 1915 = 15 Item bonus for Repairs)

The Fighter then stands by the SW door, ready to proceed....
Exploration mode Defend

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