The Eternal Curse of Strahd: Session 0 Prelim Info
GENERAL INFO
- First, we’ll be playing Pathfinder 2nd Edition! I’ll provide pdf versions of the core rules and some associated materials, but don’t hesitate to grab a hardcopy if you are so inclined.
- PF2 gets a lot of grief, from a lot of sources, and a lot of those sources are longtime PF1 players… like myself. Nevertheless, I think it’s a great ruleset, but it has some quirks. We’ll talk about them soon.
- Go ahead and start thinking about – and talking about – your choice of character. I have historically only had two exclusions re character classes: no gunslingers, and no artificers. That stays the same. I will absolutely consider other race/class combos, including 3rd party material from reputable sources. (note: “look what I found on the internet!” might be but isn’t necessarily a reputable source).
NEW FOR THIS GAME
- Once you get a character, pick a theme song or sound! Preferably a downloadable format, preferably instrumental.
- Heightened spells don’t have to be memorized in advance – you can ramp them up the round you cast them. But that doesn’t mean you have extra spell slots! For example, if you heighten a 2nd level spell to 4th level, you use the 4th level slot but keep the second level slot.
- Speaking of spells: You describe their spells and abilities – “flavor is free.” Whenever you cast a spell or use an ability for the first time, I’ll ask you “what does that look like.” Be as creative as you want.
- Also: some spells can be customized to your character: For example, a magic missile is typically force damage but if you as as player are looking to be a sonic mage? You can officially change those to sonic damage. Same dice, etc, just different energy. Use Incendiary Aura but instead it’s made of water? No problem, let’s talk.
- Drinking a healing potion as a full round action grants you its full benefit. While using it as a single action results in a roll.
- This one may be controversial but: damage has consequences:
- At 3/4 damage, you’re “bloodied“. Half speed and you lose an action (from 3 to 2).
- At 0 hp you are unconscious and bleeding out. Unless treated, you will lose 1 hp each round until death. No self-stabilizations.
- At -10 hp, you’re dead. No death saves, dying conditions or con bonuses or any of that nonsense.
- Unconscious creatures and players are vulnerable to a coup de grace:
- If an enemy uses a full round action as a coup de grace on an unconscious victim, they die.
- If you go unconscious, and are subsequently revived to above 0 hp, you wake up, but you are prone and gain the Enfeebled 2 condition. You are also still bloodied as per above. If it happens again, you are now Enfeebled 4. And so on.
- You can effectively reduce a single attack’s damage to 0 by using a reaction to block the attack with your shield. However, this results in your shield being destroyed. You can’t do this with magic shields.
- Since we have SEVEN players, combat is likely to be troublesome so:
- I am thinking of using this fast initiative process:

- Which means: be ready for your turn! Think ahead and have a plan. Keep it moving.

