
Artofregicide |
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So I know that 2e isn't everyone's cup of tea. It wasn't mine until very recently. But I will be running book 1 for my group in the coming months.
This is as much as an exploration in 2e for me as it will be for my players. So far conversion looks promising but not without issues, mostly lack of content.
In addition to the core ancestries, I'm allowing tiefling, aasimar, and changeling as human heritages. I'm also allowing tengu as a completely custom ancestry. Sometimes I wonder if I'm a masochist...
I'm also allowing celestial, infernal, shadowtongue, strix, and tengu as starting languages.
Not a campaign feature, but I'm requiring all PCs be Kintargo natives and will assign each of them an OG Silver Raven of which they will be a reborn incarnation.
So far in the player's handbook I've done reasons to join the protest and converted campaign traits to backgrounds. See below:
Reason for protest: (bonuses just for protest)
*Looking for trouble- +1 deception and thievery
*Looking for Idol- +1 society and lore (any)
*Meeting a contact- +1 perception
*Staying up on Current Events- +1 diplomacy, perform
*Tagging Along- +2 initiative (1st roll)
*Protesting- +1 deception, intimidate
Backgrounds:
Child of Kintargo: CON or CHA, Lore (Kintargo), Society+, Streetwise
Fed up citizen: WIS or STR, Lore (Legal), Intimidate+, Intimating Glare
Diva in Training: CHA or DEX, Lore (Opera), Performance+, Fascinating Performance
Ex-Asmodean: CON or WIS, Lore (Hell), Religion, Student of the Canon
Gifted Satirist: CHA or INT, Lore (Academic), Deception+, Charming Liar
Amateur Historian: INT or WIS, Lore (Chelish History), Society+, Assurance
Natural Born Leader: CHA or WIS, Lore (Heraldry), Diplomacy+ Group Impression
Pattern Seeker: INT or WIS, Lore (Specific Conspiracy), Occultism+, Dubious Knowledge
Star Struck: DEX or CHA, Lore (Specific Idol), Diplomacy+, Hobnobbler
Urban Sleuth: DEX or WIS, Lore (Specific Mystery), Survival+, Expert Tracker

Artofregicide |

So the plan is to run an abridged, no frills version of the AP. I'm not planning to run book 2 because of reasons (the current players joined after book 1 and just finished book 3), so I'm gonna introduce a few big NPCs from book 2. I'm also making a few other changes.
Session 1: Aria Park, Save Rexus
Session 2: Fair Fortune Livery, Laria
Session 3: Wasp Nest, Fushi Sisters, Blosodriette 1
Session 4: Salt Works, Forvian, Blosodriette 2
Session 5: Tooth Fairies, Zea, Blosodriette 3
Session 6: Rose of Kintargo, Clenchjaw, Vendlekfek, Blosodriette 4
Session 7: Unsanctioned Excruciation, Meet Setrona?, Blosodriette 5
Session 8: Red Jills, Meet Hetamon + Cult of Milani
Session 9: Fantasmogorium (floor 1), Azernathi
Session 10: Many Steps, Nox
I've planned out the encounters, with a few changes and a lot of minor encounters as well as random ones dropped:
Aria Park
CCG Thug x4
Rookie Dottati x4
Hellhound (Mephry)
Nox, Rookie Dottari x15
Livery
Guard Dogs x3, Riding Dog
Giant centipede x3
Halflit (mite) x5
Lemure x2
Wasp Nest
Albino Alligator (medium L1 crocodile)
Dire Corby
Korva Fushi, Tengu Sisters x3
Salt works:
Kossrani, CCG Thug x6?
+Unexpected Visit
Rookie Dottari x3?
Tooth Fairies:
Tooth fairy x8
Unsanctioned:
CCG x4 Thug, Riding Dog x2
Red Jills
Tiefling Thug x4
Tiefling Thug x2, Scarplume
Fantasmogorium
Skunk Ape Skeletons x2
Zombies x5
Redactor x4, Azernathi Raul (Cleric 4)
Many Steps
Scivinite
Redactor x5
Mephry (Hell hound)
The Lout (Ogre Warrior)
Nox, summoned Lemure x3
This will require a few custom creatures:
CCG Thug (NPC L-1)
Rookie Dottari (NPC L0)
Albino Alligator (Animal L1)
Dire Corby (? L2)
Tengu Sister (NPC L0)
Tooth Fairy (Fey L0)
Tiefling Thug (NPC L0)
Skunk Ape Skeleton (Undead L1)
Redactor (NPC L1)
Scivinite (Aeon 3)
NPCs with class levels:
Korva Fushi (Tengu Sneak from bestiary)
Kossrani (Dwarf Fighter 3)
Scarplume (Strix Sorcerer 4)
Azernathi Raul (Human Cleric 4)
Nox (Human Devil Bound Fighter 5)
I won't be statting up any NPCs, except maybe Rexus, Laria, Setrona and Hetamon

Artofregicide |

Hell's Bright Bestiary:
As usual, my formatting is atrocious. I know.
* * * * *
Chelish Citizens Group (CCG) Thug:
(L0 human)
Perception +2;
Languages Common
Skills Athletics +4, Deception +3, Intimidate +3, Stealth +3, Thievery +3
Str +2, Dex +1, Con +2, Int +1, Wis +0, Cha +1
AC 16
Fort +4, Ref +3, Will +2
HP 18;
Speed 25 feet
Melee light mace +4 (1d4+2)
Ranged sling +4 (1d4+2)
Hatred: +1 to hit and dmg vs. non humans
Gang up: treat as flanking when 2 or more allies are adjacent to the same enemy regardless of position
Gear studded leather armor, light mace, sling, 10 bullets, manacles (poor), bronze Thrune pendant worth 3 gp, 4 sp
* * * * *
Rookie Dottari: (L1 human fighter)
Perception +7;
Languages Common
Skills Athletics +6 Diplomacy +3 Intimidate +3 Medicine +4 Stealth +5 Society +4 Survival +4
Str +3, Dex +2, Con +2, Int +0, Wis +2, Cha +0
AC 18; shield +2
Fort +7, Ref +7, Will +5
HP 20;
Speed 25 feet
Melee heavy mace +8 (1d6+3)
Melee shield +8 (1d4+3)
Ranged longbow +7 (1d8)
Intimidating Glare
Shield Block
Power Attack
Gear chainmail, steel shield, mace, longbow with 20 arrows, 11 sp, manacles (poor)
* * * * *
Albino Alligator (Medium L1 Animal)
Perception +6; low-light vision
Skills Athletics +7, Stealth +6 (+10 in water)
Str +4, Dex +1, Con +3, Int -5, Wis +1, Cha -4
AC 17,
Fort +8, Ref +6, Will +4
HP 24
Speed 20 feet, swim 25 feet
Melee jaws +9, 1d8+4 piercing plus Grab
Melee tail +10 (agile), 1d4+4 bludgeoning
Aquatic Ambush swim 35 feet
*Death Roll (attack): The alligator must have a creature grabbed. The alligator tucks its legs and rolls rapidly, twisting its victim. It makes a jaws Strike with a +2 circumstance bonus to the attack roll against the grabbed creature. If it hits, it also knocks the creature prone. If it fails, it releases the creature.
*Deep Breath The alligator can hold its breath for about 2 hours
* * * * *
Dire Corby (L1 humanoid)
Perception +5; darkvision
Languages Undercommon
Skills Acrobatics +5, Athletics +7, Intimidate +4, Stealth +5
Str +4, Dex +2, Con +3, Int -1, Wis +0, Cha +1
AC 17,
Fort +8, Ref +7, Will +3
HP 19
Speed 30 feet
Melee Claws +9 (finesse, agile, rend), 1d6+4
Melee beak +9 (finesse), 1d4+4 piercing plus 1 persistent bleed
Success: Unaffected.
Failure: Blinded for 1 round.
Critical Failure: Blinded until healed to maximum HP.
Leaping Charge (2 actions): leap 30ft and make two claw attacks. Rend as normal.
Rend (1 action): if both claws hit, deal 1d6+4 damage plus 1d4 persistent bleed
* * * * *
Tengu thief (L0 humanoid)
Perception +5; low-light vision
Languages Common, Tengu, Undercommon
Skills Acrobatics +6, Athletics +4, Deception +3, Diplomacy +3, Society +4, Stealth +6, Thievery +6
Str +1, Dex +3, Con +1, Int +1, Wis +1, Cha +0
Items shortsword, dagger (3), leather armor, thieves tools, 2 sp 9 cp
AC 17,
Fort +4, Ref +8, Will +6
HP 15
Speed 25 feet
Melee kukri +6 (agile, trip, finesse), 1d6+1 slashing
Melee beak +6 (finesse), 1d4+2 piercing
Ranged dagger +6 (thrown 10, versatile S), 1d4+1 piercing
Combat Swipe: thievery roll vs enemy reflex DC or steal readied or held item. Must have at least one open hand.
Sneak Attack The tengu deals 1d6 extra precision damage to flat-footed creatures.
Surprise Attacker On the first round of combat, creatures that haven’t acted yet are flat-footed to the tengu.
* * * * *
Tooth Fairy (L0 fey)
Perception +5; low-light vision
Languages Aklo
Skills Acrobatics +7, Stealth +9
Str -2, Dex +4, Con +1, Int -2, Wis +0, Cha +2
AC 16,
Fort +4, Ref +9, Will +5
HP 14;
Weaknesses cold iron 3
Speed 10 feet, fly 40 feet
Melee +1 rusty pliers +8 (disarm, finesse, agile magical), 1d4-2
Melee jaws +7 (finesse) 1 plus paralysis
Reaction: Steal Tooth - on successful pliars, 1 persistent bleed for 1d6 rounds, DC15 medicine
Reaction: Pinch Finger - on successful pliars clumsy 1
Paralysis DC15 Fortitude
Success: unaffected
Failure: paralysis 1 round
Critical Failure: paralysis 1d4+1 rounds
Primal Innate Spells DC 17;
1/day sleep, invisibility; Cantrips (1st) dancing lights, mage hand, ghost sound
* * * * *
Asmodean Redactor (L1 humanoid)
Human inquisitor of Asmodeus (ranger/cleric)
Perception +8;
Languages Common, Halfling, Infernal, Varisian
Skills
Lore: Chelish History+
Religion+
Society+
Stealth+
Intimidate+
Deception+
Athletics+
Acrobatics+
Occultism+
Str +1, Dex +2, Con +2, Int +1, Wis +3, Cha +0
AC 18, Buckler +1
Fort +x, Ref +x, Will +x
HP 20
Speed 25 feet
Melee mace +4 (1d8+1)
Ranged hand crossbow +5 (1d8)
*Judgement (1 action, 1 minute, 1/day)
-Destruction: +1 dmg
-Justice: +1 to hit
-Protection: +1 to AC
*Deadly simplicity: +1 damage dice mace
*Crossbow Ace: as ranger, +1 dmg die
Spells: as cleric
Attack +6, DC16
Cantrips:
Divine Lance (evil)
Stabilize
Gear: mace, hand crossbow, 10 bolts, dagger, buckler chain shirt, aeon torch (2nd), potion of healing minor (2), redactor's tools
* * * * *
Scrivinite (L3 Aeon)
Perception +9; darkvision, detect alignment (chaotic only)
Languages Celestial, Common, Draconic, Infernal, Necril, Sylvan, Sphinx, Utopian
Skills Acrobatics +11, Arcana +12, Axis Lore +12, Academics Lore +12, Diplomacy +8, Nature +12, Occultism +12, Society +12, Stealth +11
Str +1, Dex +4, Con +2, Int +6, Wis +2, Cha +1
Items soul tomes (+1 bonus to
AC 16,
Fort +5, Ref +7, Will +7;
+1 status to all saves vs. magic
HP 46;
Immunities death effects, disease, emotion, poison, unconscious; Resistances electricity 3; Weaknesses chaotic 3
Speed 20 feet, fly 40 feet
Melee ribbons +9 (agile, finesse, lawful, magical, versatile S), 1d4+1 slashing plus 1d4 mental and 1d4 lawful
*Reaction: Clever Dodge - increase AC by 2 vs. single attack, immediately step.
*Reaction: Brain Drain - On successful ribbon, DC21 Will save:
Critical Success: unaffected, immune 24 hours
Success: unaffected
Failure: stupified 1
Critical failure: stupified 2
Divine Innate Spells DC 21;
1st detect alignment (at will, chaotic only), daze
3/day comprehend languages, detect thoughts
*Create soul tome: creature reduced to 0 by mental damage or stupified 4 becomes unconscious and cannot be awakened until the soul tome is destroyed.
*Tome Form: +4 Deception to appear as mundane book, +4 Stealth to hide
* * * * *
I'm super bad at this, so advice is requested. "This is bad" is not helpful. "This is bad because..." is not very helpful. "This is bad, a better idea is..." is what I'm looking for.

Lanathar |

From an initial read I really like the special abilities chosen. They fit well
I think you could have another look at some of the stats compared to similar levelled creatures. Some are on the low side, notably attack for citizen group and redactors. Look to the Orc Thug as a baseline for the CCG with a swap out of ferocity. Perhaps downgrade strength and attack by one to offset for the gang up ability?
How come the reactors have become "inquisitors" rather than monks? Or are you like me in not really understanding why they were monks in the first place?
The Scrivenite needs higher AC and Saves especially as a solo creature. AC 16 at level 3 will probably see it Crit into the group quite ruthlessly
Basing my comments on the rough "benchmarks" from this:
https://paizo.com/threads/rzs42nui?How-do-I-make-monsters-please#33
The idea seems to be to make minor tweaks to these numbers and use equipment, spells and unique abilities to add variety

Artofregicide |

From an initial read I really like the special abilities chosen. They fit well
I think you could have another look at some of the stats compared to similar levelled creatures. Some are on the low side, notably attack for citizen group and redactors. Look to the Orc Thug as a baseline for the CCG with a swap out of ferocity. Perhaps downgrade strength and attack by one to offset for the gang up ability?
How come the reactors have become "inquisitors" rather than monks? Or are you like me in not really understanding why they were monks in the first place?
The Scrivenite needs higher AC and Saves especially as a solo creature. AC 16 at level 3 will probably see it Crit into the group quite ruthlessly
Basing my comments on the rough "benchmarks" from this:
https://paizo.com/threads/rzs42nui?How-do-I-make-monsters-please#33
The idea seems to be to make minor tweaks to these numbers and use equipment, spells and unique abilities to add variety
Firstly: Thanks! I'm still super new. I appreciate your feedback.
In regards to the redactors, it's pretty much what you said. They make no sense at all as monks. Wondering if I should make a unique inquisitor class or just have them be rangers with cleric devotion?
The link is very hardy, thanks!

Lanathar |

The thing the link means is that you don’t need to build them like normal characters
Give them the right bonuses and then give them a unique ability be that something inquisitor like or some ability or abilities themed around “redaction” - i can’t immediately think what that would be
Indeed my cursory glances of pre written humanoid enemies in PF2 has revealed that you definitely should not try and build them using PC rules and then set the level as the character level. They will be underpowered in attack rolls and probably most other things as well
And for solo enemies look for unique abilities that target multiple people. So perhaps give the scrivenite a multiple lash ability
HBS is quite good at avoiding solo encounters if I remember correctly
I think it is the scrivenite , the alligator and the Corby and that is it
Be careful with tooth fairies . They were too strong in the original game for their CR and have scope to be appealing in this. Start with sprites and reflavour abilities. Probably remove the sleep spell

Artofregicide |

The thing the link means is that you don’t need to build them like normal characters
Give them the right bonuses and then give them a unique ability be that something inquisitor like or some ability or abilities themed around “redaction” - i can’t immediately think what that would be
Indeed my cursory glances of pre written humanoid enemies in PF2 has revealed that you definitely should not try and build them using PC rules and then set the level as the character level. They will be underpowered in attack rolls and probably most other things as well
And for solo enemies look for unique abilities that target multiple people. So perhaps give the scrivenite a multiple lash ability
HBS is quite good at avoiding solo encounters if I remember correctly
I think it is the scrivenite , the alligator and the Corby and that is it
Be careful with tooth fairies . They were too strong in the original game for their CR and have scope to be appealing in this. Start with sprites and reflavour abilities. Probably remove the sleep spell
I've never been a fan of building npcs differently than PCs. I'm actually creating most of the named ones with PC rules.
I've give the redactors a few ranger abilities for now, we'll see how it goes.
I built the tooth fairies from sprites actually. I love that encounter and would love to recreate it faithfully. So sleep stays for sure.
The Scrivinite is solo but has reach and can fly.
The corby triggers during the alligator fight.
Speaking of the Scrivinite, here's my second go. Bumped them up a level too.
Perception +13; darkvision, detect alignment (chaotic only)
Languages Celestial, Common, Draconic, Infernal, Necril, Sylvan, Sphinx, Utopian
Skills Acrobatics +13, Arcana +13, Axis Lore +13, Academics Lore +13, Diplomacy +9, Nature +13, Occultism +13, Society +13, Stealth +13
Str +2, Dex +5, Con +2, Int +6, Wis +2, Cha +1
Items soul tomes (treat as expert in tome specific Lore)
AC 23,
Fort +9, Ref +13, Will +11;
+1 status to all saves vs. magic
HP 68;
Immunities death effects, disease, emotion, poison, unconscious; Resistances electricity 3; Weaknesses chaotic 3
Speed 20 feet, fly 40 feet
Melee ribbons +11 (agile, finesse, lawful, magical, reach 15ft, versatile S), 2d6+2 slashing plus 1d4 mental and 1d4 lawful
*Reaction: Attack of Opportunity
*Reaction: Clever Dodge - increase AC by 2 vs. single attack, immediately step.
*Reaction: Brain Drain - On successful ribbon, DC22 Will save. If critical hit, treat success on save 1 degree worse:
Critical Success: unaffected, immune 24 hours
Success: unaffected
Failure: stupified 1
Critical failure: stupified 2
Divine Innate Spells DC 22;
1st detect alignment (at will, chaotic only), daze
3/day comprehend languages, detect thoughts
*Combat Reflexes: can make one additional attack of opportunity per turn
*Create soul tome: creature reduced to 0 by mental damage or stupified 4 becomes unconscious and cannot be awakened until the soul tome is destroyed.
*Tome Form: +4 Deception to appear as mundane book, +4 Stealth to hide

Artofregicide |

And slightly updated redactors:
Human inquisitor of Asmodeus (ranger/cleric)
Perception +8;
Languages Common, Halfling, Infernal, Varisian
Skills
Lore: Chelish History+
Religion+
Society+
Stealth+
Intimidate+
Deception+
Athletics+
Acrobatics+
Occultism+
Str +1, Dex +2, Con +2, Int +1, Wis +3, Cha +0
AC 18, Buckler +1
Fort +x, Ref +x, Will +x
HP 20
Speed 25 feet
Melee mace +4 (1d8+1)
Ranged hand crossbow +5 (1d8)
*Deadly simplicity: +1 damage dice size mace
*Crossbow Ace: as ranger, +1 dmg die size simple xbow
*Reaction: Censor - on enemy speaking or casting a spell with verbal components within reach DC16 fort or:
Success: unaffected
Failure: Mute 1 round, Spells with verbal components fail
Critical Failure: Mute 1 minute
Spells: as cleric
Attack +6, DC16
Cantrips:
Divine Lance (evil)
Stabilize
Gear: mace, hand crossbow, 10 bolts, dagger, buckler chain shirt, aeon torch (2nd), potion of healing minor (2), redactor's tools

Lanathar |

I understand the idea of building NPCs the same way as PCs . But as yet we don’t know how that translates
What seems to be the case from that table is that a level 3 fighter would not be a “level 3 creature” for a party when compared to other level 3 creatures
So build them that way but cross reference and see where you are and then add levels accordingly. The problem may be that adding levels to get them the “right” attack might end up giving them “too much” HP or AC
But enemies being deficient with attack and AC will make a huge deal in this edition due to insufficient damage likelihood and being crit too regularly (respectively)
I will add that many NPCs are built like PCs can be built in the published version of Hells Rebels and are absolutely terrible for their CR. And I have posted about that before. I am looking at Wex, Lucian Thrune, Tiarise amongst others
Cross referring to the numbers is a way of trying to avoid that

Lanathar |

In revision to what I said - when your examples deviate from the theoretical guidelines per level they all seem to be on the weaker end
This is a better position to be in as you can more easily increase power
I tend to find when something does big damage and you try to adjust downwards mid fight then it is potentially easier to spot (not that players are necessarily looking)
This system seems to be a bit easier to adjust things on the fly with a few pluses or minuses to key numbers. And if you have left AC too low then you add more HP as that seems to be the guideline (zombie is an example )

Artofregicide |
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Geezus ._.; That is lots of house ruling before game mastery guide is even out
But yeah, good luck :D This seems like it'll be interesting experiment
Do you mean the custom abilities? No choice in the matter (as the materials just aren't there), but I'm not actually right about to run the campaign. So I'll revisit the issue when I am closer. Right now I'm having fun :
Feedback on my "houserules" would be appreciated.

Artofregicide |

In revision to what I said - when your examples deviate from the theoretical guidelines per level they all seem to be on the weaker end
This is a better position to be in as you can more easily increase power
I tend to find when something does big damage and you try to adjust downwards mid fight then it is potentially easier to spot (not that players are necessarily looking)
This system seems to be a bit easier to adjust things on the fly with a few pluses or minuses to key numbers. And if you have left AC too low then you add more HP as that seems to be the guideline (zombie is an example )
Which things in particular are you thinking?
I'm actually fine with going weakish for most of the encounters, as I'm running an abridged campaign for new players so weaker encounters = shorter encounters. That said, I don't want them to be egregiously so.
Would it be helpful if I posted my builds for the NPCs? Right now I've kept as close to a 1 to 1 conversion as possible.

Lanathar |

CCG and redactors seem a little light on the attacking side. But as they are groups this might not be a big issue
The scrivenite is shade weak especially for a solo encounter
Interestingly parts of the new AP are set in Ravounel so there are now 2E rules for Bone Devils and Shadow Giants. A long way off for this of course

![]() |

CorvusMask wrote:Do you mean the custom abilities?Geezus ._.; That is lots of house ruling before game mastery guide is even out
But yeah, good luck :D This seems like it'll be interesting experiment
I actually meant figuring out right stats for npcs and monsters :D Figuring out math for monsters has always been kinda hard for me, but glad to hear you are having fun with it!

Artofregicide |

Artofregicide wrote:I actually meant figuring out right stats for npcs and monsters :D Figuring out math for monsters has always been kinda hard for me, but glad to hear you are having fun with it!CorvusMask wrote:Do you mean the custom abilities?Geezus ._.; That is lots of house ruling before game mastery guide is even out
But yeah, good luck :D This seems like it'll be interesting experiment
Okay, makes sense. I actually have a thread of poorly thought out houserules, not sure if you meant that.
I am having fun, but I still am very bad at this.

Artofregicide |

CCG and redactors seem a little light on the attacking side. But as they are groups this might not be a big issue
The scrivenite is shade weak especially for a solo encounter
Interestingly parts of the new AP are set in Ravounel so there are now 2E rules for Bone Devils and Shadow Giants. A long way off for this of course
Are they missing damage, to hit, etc?
What does the updated scrivinite need? Keep in mind flying, 15ft reach, and KO on stupified 4.
Bone devils will come in handy if I run book 4 in 2e. Undecided on that.

Artofregicide |

Time for the NPCs. As usual, disclaimer about atrocious formatting and abundant typos.
Villainous NPCs:
Perception +10; greater darkvision
Languages Common, Infernal; telepathy (touch)
Skills Acrobatics +10, Athletics +10, Deception +11, Lore: Hell +8, Occultism +8, Religion +8, Society +8, Stealth +10, Thievery +10
Str +0, Dex +4, Con +1, Int +1, Wis +2, Cha +3
AC 22
Fort +9, Ref +14, Will +10
HP 40;
Immunities fire;
Resistances physical 3 (except silver), poison 5;
Weaknesses good 3
Speed 20 feet, fly 30 feet
Melee stinger +12 (agile, evil, finesse, magical), 1d4-1 piercing plus 1d4 evil and imp venom
Melee +1 dagger +12 (agile, finesse) 1d4-1 plus 1d4 evil and imp venom
Ranged +1 blowgun +12 (traits) 1 plus 1d4 evil and imp venom
Sneak attack 1d6
Nimble dodge +2
Mobility
Divine Innate Spells DC 21;
4th read omens;
2nd invisibility (at will, self only);1st charm, detect alignment (at will, good only);
Constant (1st) detect magic
Change Shape (concentrate, divine, polymorph, transmutation)
*Boar size Medium; scent (imprecise) 30 feet; 40 feet; tusk +11 (finesse), 1d10–1 piercing
*Giant Spider size Medium; 25 feet, climb 25 feet; fangs +11 (finesse, poison), 1d6–1 piercing plus 1d4 poison
*Rat scent; 20 feet; jaws +11 (agile, finesse), 1 piercing
*Raven scent; 10 feet, fly 40 feet; beak +11 (finesse), 1 piercing
Diabolic Healing (concentrate, divine, healing, necromancy) once per round.
The imp regains 1d6 (3) Hit Points.
Imp Venom (poison) DC 20 Fortitude; 6 rounds; 1d6 poison and clumsy 1 (1 round); 1d6 poison damage, clumsy 1, and slowed 1 (1 round)
Infernal Temptation
(divine, concentrate, enchantment, evil, fortune) once per day. The imp offers a non-fiend within 15 feet a bargain, granting a boon of good luck if the creature accepts. The boon lasts for 1 hour once accepted. If the creature dies while the boon is in place, its soul travels to Hell, where it is bound for eternity and unable to be raised or resurrected except by wish or similar magic. Once during the hour, the creature can roll an attack roll or saving throw twice and use the higher result.
Gear: pipes of the sewers (custom), scroll of summon animal III, scroll of ventriloquism II, scroll of touch of idiocy (2), wand of acid arrow, +1 blowgun, +1 dagger, thieves tools, gold and platinum signet ring (worth 15 gp), silk wrap (worth 4 gp)
18
12
16
10
12
8
Hp: 49
Perception +8
AC 22, Shield +2
Fort +10 Ref +8 Will +8
Heritage +2 vs. shove, trip, prone, 10ft less movement
Bravery
Melee +1 mace +12 (1d6+4)
Ranged composite longbow +8 (1d8+2)
Speed 20 ft
darkvision
Languages: Common, Dwarven
Skills:
Lore: Hell+
Religion+
Athletics+
Deception++
Intimidate+
Stealth+
Skill Feats:
Student of the Canon
Hefty Hauler
Ancestry Feats:
Unburdened Iron
Fighter Feats:
Power Attack
Aggressive Block
General Feats:
Toughness
Shield Block
Gear: +1 mace, chainmail, steel shield, composite longbow, 20 arrows, healing potion (lesser), tanglefoot bag, 28 sp
16
12
14
8
14
10
Hp: 40
Perception +11
AC 21
Fort +10 Ref +7 Will +10
Melee +1 mace +10 (1d8+3)
Melee +1 light mace +10 (1d6+3)
Speed 25 ft
Languages: Common, Infernal, Shadowtongue
Skills:
Lore: Scribing+
Religion+
Society+
Deception++
Intimidate+
Stealth+
Occultism+
Performance+
Skill Feats:
Student of the Canon
Multilingual
Charming Liar
Ancestry Feats:
Natural Skill
Cleric Feats:
Deadly Simplicity
Domain Initiate (Trickery)
Harming Hands (1d10)
Command Undead
General Feats:
Canny Accumen (perception)
Shield Block
0) Detect Magic, Divine Lance, Light, Message, Shield
1) Charm+, Command, Heal
2) Heal, See Invisibility, Spiritual Weapon, Harm*
*divine font, 1d10 harm
Focus 1/1
Sudden Shift
Gear: +1 mace, +1 light mace, breastplate, gold unholy symbol of Asmodeus (worth 10 gp), scroll of dispel magic, unholy water (2), 4 onyx with 25 sp each, 8 sp
12
18
14
10
8
16
Hp: 40
Perception +5 (+2 initiative)
AC 22
Fort +8 Ref +10 Will +7
Melee +1 striking spiked gauntlet +11 (2d4+1)
Ranged dart +10 (1d4+1)
Speed 25 ft, 35 ft fly
darkvision
Bloodline elemental (fire)
Blood Magic
Languages: Common, Strix
Skills: Acrobatics +10, Athletics +7, Deception +9, Intimidation +11, Lore: Warfare +6, Nature +5
Skill Feats:
Intimidating Glare
Hefty Hauler
Cat Fall
Ancestry Feats:
Strong Wings (+10 fly)
Sorcerer Feats:
Dangerous Sorcery
Cantrip Expansion
Bespell Weapon
General Feats:
Improved Initiative
0) Detect Magic, Know Direction, Light, Prestidigitation, Produce Flame, Read Aura, Stabilize
1) Burning Hands*, Heal, Feather Fall, Fear (4/day)
2) Dispel Magic, Flaming Sphere, Resist Energy, Summon Elemental* (4/day)
*Signature Spell
Focus 1/1
Elemental Toss
Gear: +1 striking spiked gauntlet (2), darts (5), healing potion (lesser) x2, healing portion (minor) x2, tanglefoot bag (lesser), bandolier, 45 sp
20
12
18
10
14
8
Hp: 83
Perception +11
AC 23
Fort +13 Ref +10 Will +12
Melee +1 striking glaive +17 (2d8+5) [critical specialization]
Melee hatchet +14 (1d6+5)
Ranged hatchet +10 (1d6+5)
Regeneration 5 (good), resist fire 15, poison resist 2, success vs. poison = crit
Bravery
Contact bound
Greater darkvision
Innate Spells:
3/day dimension door (4th)
3/day darkness (4th)
Ritual: infernal pact (4th, summon lemure devils x3)
Skills:
Lore: Warefare+
Athletics++
Intimidate++ (+1)
Stealth+
Acrobatics+
Medicine+
Deception+
Skill Feats:
Intimating Glare
Hefty Hauler
Intimidating Prowess
Ancestry Feats:
Natural Ambition
Natural Skill
Fighter Feats:
Power attack
Sudden Charge
Intimidating Strike
Knockdown
General Feats:
Toughness
Fleet
Shield block
Gear: +1 striking glaive, hatchet (4), +1 chainmail, cloak of resistance (+1 will), manacles (poor) x2, bandolier, bedroll, waterskin (cheap wine), 4 cp
Allied NPCs:
14
16
12
12
10
14
Perception +7; Keen eyes +2
AC 20;
Fort +6; Ref +10; Will +7;
Hp 33;
Speed 30ft
Melee +1 handwraps unarmed +9 (1d6+2)
Melee dagger +8 (1d4+2)
Ranged dagger +8 (1d4+2)
Lore: underworld+
Lore: Kintargo+
Acrobatics+
Stealth++
Society+
Athletics+
Religion+
Deception++
Intimidate+
Diplomacy+
Perform+
Survival+
Craft+
Ancestry
Unfettered Halfling
Skill Feats:
Experienced Smuggler
Extra Lore
Charming Liar
Assurance (deception)
Class Feats:
Nimble Dodge
Mobility
General Feats:
Fleet
Sneak Attack
Surprise Attack
Deny Advantage
Monk Class DC 17
Rogue Class DC 18
Gear +1 handwraps, oil of mending, potion minor healing (2), potion of flying, studded leather, daggers (4), climber’s kit, disguise kit, keys to the Long Roads Coffeehouse, artisan (baking tools), thieves’ tools, 37 sp
12
14
8
16
10
16
Hp: 18
Perception +4 (+2 initiative)
AC 17
Fort +3, Ref +6, Will +4;
Melee +1 striking rapier +7 (2d6+1)
Speed 25 ft
Bloodline imperial
Blood Magic
Languages: Common, Elven, Celestial, Strix, Draconic, Infernal
Skills: Arcana +7, Deception +7, Diplomacy +7, Lore: Heraldry +7, Occultism +7, Perform +7, Society +7, Stealth +6
Skill Feats:
Courtly Graces
Multilingual
Ancestry Feats:
General Training
Sorcerer Feats:
Widen Spell
Cantrip Expansion
General:
Weapon Proficiency (rapier)
Improved Initiative
0) Acid Splash, Daze, Detect Magic, Light, Mage Hand, Prestidigitation, Read Aura
1) Charm, Color spray, Mage Armor, Magic Missile (4/day)
Focus 1/1
Ancestral Memories
Gear: +1 striking rapier, potion healing minor (3), scroll of glitterdust, fine nobles outfit, Victocora signet ring (worth 10 gp), 4 gp, 3 sp
10
18
12
12
10
16
Perception +8;
AC 22;
Fort +9; Ref +12; Will +8;
Hp 44;
Speed 25ft
Melee +1 striking dagger +11 (2d4)
Melee +1 striking sap +11 (2d6)
Ranged +1 returning dart +11 (1d4)
Skills:
Acrobatics
Athletics
Deception++
Diplomacy
Intimidate
Lore: Alcohol
Lore: Underworld
Medicine
Perform
Society
Stealth++
Survival
Thievery++
Ancestry
Natural Ambition
Skill Feats:
Hobnobbler
Extra Lore
Cat Fall
Lengthy Diversion
Class Feats:
Twin Feint
Nimble Dodge
Mobility
Scout's Warning
General Feats:
+2
Sneak Attack 1d6
Surprise Attack
Deny Advantage
Rogue Class DC 20
Gear potions of healing minot (2), lesser tanglefoot bags (2), studded leather, +1 striking dagger, +1 striking sap, +1 returning dart 112 sp, 5 cp
16
12
14
10
18
16
Hp: 58
Perception +12, darkvision
AC 22; Buckler +1
Fort +11, Ref +8, Will +12;
Resist lightning, fire, cold 3
Melee +1 striking morningstar +11 (2d8+4)
Melee spiked gauntlet +10 (1d4+3)
Ranged dart +8 (1d4+3)
Speed 25 ft
Languages: Common
Skills:
Lore: Tailoring+
Crafting++
Diplomacy+
Religion+
Deception++
Stealth+
Society+
Skill Feats:
Speciality Crafting (Tailoring)
Magic Item Crafting
Skill Training
Ancestry Feats:
Demon Skin (resistances)
Abyssal Magic (shatter)
Cleric Feats:
Deadly Simplicity
Healing Hands
Emblazon Armament
Directed Channel
General Feats:
Canny Accumen (fortitude)
Shield Block
0) detect magic, light, mending, message, stabilize
1) Bless, Protection, Sanctuary
2) Dispel Magic, Remove Paralysis, Spiritual Weapon
3) Blindness, Heroism, Heal* (4)
*divine font, 1d10 heal
Innate Spell:
Shatter (5th)
Gear: +1 striking morningstar, spiked gauntlet (2), darts (5), +1 studded leather, buckler, wooden holy symbol of Milani, scroll of align weapon, scroll of lesser restoration, scroll of remove disease, scroll of remove fear, scroll of resist energy; 111 sp
Korva Fushi: Tengu sneak with kukri instead of rapier
Zea: variant tiefling thug?
Clenchjaw: variant rookie dottari?

Artofregicide |

Update:
I've created Zea and Clenchjaw as NPCs:
Tiefling thief (L1 humanoid)
Perception +6; darkvision
Languages Common, Halfling, Goblin
Skills Acrobatics +4, Athletics +6, Deception +4, Society +3, Stealth +4, Thievery +4
Str +0, Dex +3, Con +1, Int +2, Wis +1, Cha +2
Items +1 hand crossbow, 10 bolts, dagger (3), leather armor, thieves tools, replacement picks (3), climbing kit, 16 sp, 7 cp
AC x,
Fort +x, Ref +x, Will +x
HP 17;
Speed 30 feet
Melee dagger +6 (1d4)
Ranged dagger +6 (1d4)
Ranged +1 handcrossbow +7 (1d6)
Sneak Attack The tiefling deals 1d6 extra precision damage to flat-footed creatures.
Surprise Attacker On the first round of combat, creatures that haven’t acted yet are flat-footed to the tiefling.
Roof Runner: moves at full speed through difficult terrain in urban environments.
Innate Spell: Darkness (1st)
Human bar owner fighter (L2 Humanoid)
Perception +9;
Languages Common, Dwarven
Skills Athletics +10, Intimidate +7, Lore: Alcohol +5, Society +5, Stealth +6
Str +4, Dex +2, Con +3, Int -1, Wis +2, Cha +1
AC 18;
Fort +10, Ref +9, Will +9
HP 31;
Speed 25 feet
Melee +1 unarmed strike +11 (1d6+4)
Ranged +1 striking heavy crossbow +11 (2d10)
Chokehold: on a successful grapple, deal 1d6+4 nonlethal and target cannot breathe or speak
Crossbow master: reloading his heavy crossbow is 1 action, master with weapon.
Bravery: As Fighter
Brawler's Dodge: Reaction +2 AC melee only
Gear +1 striking heavy crossbow, +1 handwraps, sharktooth charm, potion of healing minor (2), key to all doors in tavern, 8 gp, 34 sp, 19 cp

Artofregicide |

Bonus Content: my first pass at the big bad evil boi Barzillai Thrune, built as a Tyrant Champion PC. Unfortunately, lots of gaps are filled with homebrew. They'll be patched as content comes out. This is meant to be a very challenging solo fight even at full strength. No buffs or preperations are included.
I should also point out killing Barzillai is the end of the campaign, as we're only playing to book 4.
But without further ado:
STR 27 +8
DEX 20 +5
CON 22 +6
INT 14 +2
WIS 16 +3
CHA 26 +8
Heartless: Fast healing 10, Resist Physical 5, Resist all energy 10, +2 status bonus on all saves and ac, 32 temporary hp when reduced to 0 1/day, mythic surge 1d6 5/day, auto-stabilize, greater darkvision, immune fear, poison, fire, +4 all ability scores
Heartless Human (Versatile) Thrune Loyalist Champion (Tyrant) 16 (L17)
Cause: Tyrant
Tenenants: Evil, Lawful Evil
Master light, unarmored med, heavy, weapons, fort, will
Expert ref, perception, class, spells
Trained Sorcerer spells
Rock catching 1/day
280 hp
AC 41;
Fort +32 Ref +29 Will +29
Perception +23 (+2 init)
Speed 30ft, Fly 30ft
Carry 15 Max 20
Melee Blackguard: +3 flaming unholy greater striking adamantine mace +33 (3d8+11 plus 1d6 fire - ignores resist, plus 1d6 unholy) [critical specialization, deity's weapon, 2d10 persistent fire on crit, 1/day 1d8 bleed on crit vs. good]
Melee +1 striking gold dagger +31 (2d4+11) [critical specialization]
Melee +1 spiked gauntlet +31 (1d4+11) [critical specialization]
Ranged +1 striking composite longbow +28 (2d8+7) [critical specialization]
Skills:
Hell Lore+
Religion+ (+2)
Deception+++ (+2)
Diplomacy+ (+2)
Athletics++ (+3/+5 to lift, escape, force open)
Intimidate++++ (+2)
Occultism+ (+2)
Society+
Stealth+ (+2)
Arcana+
Acrobatics (+2 fly)
Skill Feats:
Student of Canon
Hefty Hauler
Trick Magic Item
Charming Liar
Intimidating Glare
Intimidating Prowess
Slippery Secrets
Scare to Death
War Cry
Human Feats
Natural ambition
General Training
Natural Skill
Multitalented
General Feats
Incredible Initiative
Hard to Kill
Toughness
Fleet
Diehard
Fast Recovery
Shield Block
Incredible Investiture
Champion Feat:
Chilling Fear [Tyrant cause feat]
Deity's Domain (Asmodeus)
Unholy Resilience [Divine Grace]
Aura of Dread [Aura of Courage]
Attack of Opportunity
Advanced Deity Domain
Radiant Blade Spirit
Blade of Tyranny
Divine Reflexes
Divine Ally - Blade
Archetype
Sorcerer (Diabolic) Devotion.
Sorcerer Spellcasting
Focus 3/3
Devotion Spells:
1 Lay on Hands (heal self only), Touch of Obedience
3 Litany against Weakness
4 Commanding Lash
5 Litany against Cowardice
6 Tyrant's Demand
7 Litany of Slavery
Sorcerer Spells:
0) Produce Flame, Shield
Items:
1/hour: charm (4th)
1/day: dream message (4th)
1/day: domain spell (Asmodeus)
Gear:
+2 glamered greater resistant breastplate
Blackguard: +3 adamantine unholy greater striking greater flaming mace (intelligent LE item, cast detect alignment good or chaos at will; 3/day darkness (4th), flamestrike, 1/day planeshift (Nessus, Hell only)
Circulate of Persuasion
Belt of Giant Strength
Ring of Lies
Ring of Counterspells
Bag of holding III
Black pearl Aeon Stone
Bracers of Missile Deflection
Hat of Disguise Greater
Brooch of Shielding
Cloak of the Bat (Greater)
Boots of Teleportation
Cassock of Devotion (Asmodeus)
Pendant of the Occult (Greater)
+1 striking composite longbow
x16 flaming arrows
x20 common arrows
+1 Spiked Gauntlet (2)
+1 striking gold dagger
Fear Gem
Potion of healing (moderate) x2
Unholy Symbol of Asmodeus
Unholy Symbol of Mestophiles
Investiture:
10/12
I'm fairly confident that in addition to the flagrant homebrew, this is riddled with errors.
I may revisit this, but I gave Barzillai a Nessian Warhound (L15~) instead of an animate dream. It's part of his powerful connection to hell, and it's totally homebrew.
Perception +26; greater darkvision, scent (imprecise) 120 feet
Languages Infernal; (can’t speak any language)
Skills Acrobatics +27, Athletics +28, Stealth +28, Survival +29 (+31 to Track)
Str +6, Dex +5, Con +5, Int +0, Wis +4, Cha +0
AC 37,
Fort +31, Ref +29, Will +26
HP 300;
Immunities fire; Weaknesses cold 10
Hellish Revenge:
Trigger The Nessian warhound is critically hit by any Strike.
Effect The Nessian warhound’s Breath Weapon recharges. It can immediately use it as part of this reaction.
Speed 40 feet
Melee jaws +30 (magical), 3d10+6 piercing plus 1d6 evil and 4d6 fire
Breath Weapon (divine, evocation, fire) The warhound breathes flames that deal 16d6 fire damage to all creatures in a 15-foot cone (DC 37 basic Reflex save.) The warhound can’t use Breath Weapon again for 1d4 rounds. If the Nessian warhound would take fire damage or be targeted by a fire effect, its Breath Weapon recharges

DM Livgin |

Heartless suggestions: Huge disclaimer; I'm only played 2E up to 7th level (plus the playtest)
In PF1 it went from fighting - staggered - stunned and it was a defining component of the fight (my group fought him 3 times). Look at the first bach of temporary hit points giving him slowed 1, the second batch of HP giving him slowed 2, then the lat batch giving him slowed 3 (or 4 if he can get haste).

Artofregicide |
2 people marked this as a favorite. |

So updates:
I am about to finish book 1 in 2e. It's gone marvelously, despite most of my preparations predating a huge amount of material that's now available.
The Find the Path Podcast (I'm an unaffiliated fan) is about to release their own 2e conversion podcast, and is releasing their conversation documents to their Patreons (like me!). Gotta say, really good stuff.