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SWAY THE RABBIT PRINCE

ADVENTURE ACTIVITY

AUDITORY

CONCENTRATE

MANIPULATE

You present one of the harrow cards discovered in Harrowland to the Rabbit Prince and destroy the card to show the fictitious nature of his delusions. Attempt a DC 36 Deception or Diplomacy check. The result of this check determines the Rabbit Prince’s actions.

Critical Success The Rabbit Prince immediately stands down, conflicted. He drops his sword and harrow deck, declares his name is Othobian Bootblack, and surrenders.

Success For the next round, the Rabbit Prince uses an outcome one degree of success worse than what he rolled for his attacks (critical success becomes success, for example), and you use an outcome one degree of success better than what you rolled for saving throws against his abilities. In addition, add a +1 circumstance bonus to future checks to Sway the Rabbit Prince; this bonus stacks with the bonuses from any previous successful attempts.

Failure The Rabbit Prince is unmoved.

Critical Failure The Rabbit Prince is convinced you’re merely a clever construction trying to trick him; you can’t attempt this activity again.