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About This Game

The adventures of Traxler's Dragoons, an adventuring guild that specializes in the weird and inexplicable.

Game System

Pathfinder 2e

Detailed Description

Every kingdom and fief has soldiers and spies to deal with ordinary problems, and can rely on heroes and adventurers to deal with extraordinary problems. Then there are situations that fall in the gap between the two: not world-ending, but just weird enough to raise eyebrows. For those situations, there are Traxler's Dragoons.

Part X-Files, part Men in Black, Traxler's Dragoons are seen by others as outsiders, not to be trusted, but there is a grudging admiration for their effectiveness. The Dragoons are few in number, but well-funded and relatively well-known among guard captains and town sheriffs - the people most likely to interact with the Dragoons and call on them for help.

You are a recent initiate into Traxler's Dragoons. You'll soon discover that there are as many mysteries within the Dragoons as the ones they are called on to solve...


This will be a PG-13, medium-low-combat campaign.

I was active on MW many years ago and ran a lot of Pathfinder 1e. Due to health and work concerns, I've been away for the community for a long time. I am familiar with 2e, but I haven't run it very much yet.

I live in the eastern US and I work nights, so you'll see most of my activity in the Eastern Time AM.

Be advised, I am a former teacher and a bit of a spelling/grammar snob.

  1. What's new in this game
  2. Satisfied that his concoction should be able to keep the bear from tracking them, Crastug follows along with the others, keeping an eye on their backtrail for signs of pursuit. "As some of us observed earlier, the spell, at least in theory, is far from useless", he observes. "It does seem like it could use some refining though...." "I'd be very interested to see that tattoo later", he tells Nibs. "What more can you tell us about this Fold? How did you become involved with them?" Statblock Crastug Cold (Investigator 2) | NG | Medium | Human | Half-Orc | Humanoid Perception +8; Low-Light Vision Darkvision Languages Common, Dwarven, Elven, Goblin, Granarctian, Taskan, Retulian Skills Acrobatics +2/1, Arcana +8, Athletics +4/3, Crafting +8, Deception +4, Diplomacy +0, Intimidation +4, Lore: Poisons +8, Lore: Underworld +8, Medicine +6, Nature +6, Occultism +8, Performance +0, Religion +6, Society +10, Stealth +6/5, Survival +2, Thievery +6/5 Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Crowbar, Thieves' Tools, Grappling Hook, Extra Lockpicks, Polytool, Playing Cards, Predictable Silver Piece, Simple Manacles, Wooden Shield (Hardness 3, HP 12, BT 6) Infused Items: Tanglefoot Bag (2), Elixir of Life (2), Junk Bomb w. Giant Centipede Venom (2), Bottled Lightning (2), Eagle-Eye Elixir (1) AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8 HP 26 Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Rapier +6/8 (Deadly d8, Disarm, Finesse), Damage 1d6 P Melee Dagger (3) +6/8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P Melee Sap +4/8 (Agile, Nonlethal), Damage 1d6 B Melee Polytool +4, Damage 1d6 S Ranged Crossbow +6/8 (Crossbow), Damage 1d8 P Expeditious Inspection (Investigator) Frequency once per 10 minutes You observe and assess your surroundings with great speed. You Recall Knowledge,Seek, or Sense Motive. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Formula Book ,, , , , , , Additional Feats , , , , , , , , Additional Specials , , , ,
  3. Vega keeps carrying her bear while the others discuss the research. Mechanics Stats: AC16/20/21 HP32/32 F+8 R+6 W+8 Perc+6Darkvision Med& Ath +8 Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18 Notable Effects Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect Default exploration: Search Actions OOC
  4. Eireann Elf Rogue 2 HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 StatisticsStr +1 Dex +4 Con +2 Int +0 Wis +0 Cha +1 Languages: Common, Draconic, Elven Attacks: -Rapier: +8/+3/-2 1d6+4 Piercing • Deadly d8, Disarm, Finesse -Dagger +8/+4/+0 Damage: 1d4+4 Piercing • Agile, Finesse, Thrown 10ft, Versatile S -Shortbow +8/+3/-2 Damage: 1d6 Piercing &Bull Deadly d10 Range 60ft -Unarmed Strike +8/+4/+0 Damage: 1d4+4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Guidance, Mage Hand, Detect Magic | Equipment Consumables: Wooden Shield Thieves' Tools Dragoon Badge Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Climbing Kit Armour: -Leather armour Coins : 5gp 18sp | AbilitiesClass: -Rogue's Racket: Thief -Sneak Attack -Surprise Attack -Tumble Behind -Minor Magic: Occult Ancestry: -Nimble Elf -Seer Elf Skill: -Assurance: Athletics -Pickpocket -Quiet Allies Other: -Acrobat Dedication | SkillsAcrobatics: +10 (E) Arcana: +5 (T) Athletics: +5 (T) Crafting: +1 Deception: +5 (T) Diplomacy: +1 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +0 Nature: +0 Occultism: +5 (T) Performance: +1 Religion: +4 (T) Society: +5 (T) Stealth: +10 (E) Survival: +4 (T) Thievery: +8 (T) Conditions : Eireann walks, keeping the cub on his shoulders and back and tries to keep up with the conversation. He kept his eyes scanning the area, he didn't want to be ambushed by the bear, or anything else, while he had his hands full.
  5. "I don't actually know. I'm just a research assistant; the money stuff is way out of my bailiwick. If I had to guess, it's probably some noble's pet project."
  6. Vega walks along with Granem under her arm. Nothing she heard about The Fold and their research seemed good. "Technically is being used too often to be ethical research." she thinks to herself. Mechanics Stats: AC16/20/21 HP32/32 F+8 R+6 W+8 Perc+6Darkvision Med& Ath +8 Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18 Notable Effects Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect Default exploration: Search Actions OOC
  7. 'Circe the Elf Witch' Current Conditions - Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range) Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage OOC Messages - Circe grins and looks skyward, apparently for the benefit of the 'talking a mile a minute' Nibs as Tethyr gifts the 'cub' with a disapproving look. She hadn't told Tethyr that she'd charmed Nibs so 'how would be know?' Still, she hoped the situation would become more apparent with time. She shrugs, smiling mildly, looking back and forth between Nibs and Tethyr, apparently hoping Nibs will take this as interest in his answer to the question, even though it's not coming from her. Charm Spell in effect Charm Cast [two-actions] , Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour (DC 18) To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see ). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
  8. Tethyr frowns as the cub speaks. "This research sounds complex... and expensive. How does this organization pay for all this? Especially with no practical applications as you stated."
  9. Crastug mixes together some odds and ends from the kitchen cupboards together with some reagents from his own kit to create a vile brown syrup in a saucepan that bubbles and boils with no heat source. The cabin is filled with an acrid stench that should create a dead end to the cubs' scent trail. An intelligent tracker might easily circumvent the ruse, picking up the trail at a later point, but unless she's much smarter than the average bear, it should stymie your pursuer for some time. Granem seems tense in Vega's arms, but points out directions in terse statements. It's fully dark now, though not really that late. The night is clear, and the stars are clearly visible to navigate by. It's also getting much colder, fast. OOC I need a DC 15 Fortitude save from everyone. Your winter cloaks give you a +2 item bonus. On a failure, you gain the Clumsy 1 condition. On a critical failure, you are also Fatigued. Nibs relaxes in Eireann's arms and prattles on to Circe. "The Fold is really cool. They sponsor all sorts of research that everyone else thinks is too theoretical or doesn't have any practical applications. Most of it is technically necromancy, but not 'raise the dead' stuff, more like, 'What exactly are souls made of?' 'Where do new souls come from when people are born?' 'What causes a soul to pass on when you die?' I even got this cool tattoo..." She raises her arm and then pauses. "...which is on my other body. I'll show you later."
  10. Crastug was just asking for the Aid action, but I believe he succeeded regardless.
  11. Sorry to hear of your misfortune. Hope you recover quickly.
  12. 'Circe the Elf Witch' Current Conditions - Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range) Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage OOC Messages - Circe smiles endearingly at Nibs.. "The Fold? How fascinating! Can you tell me more about it?", she says smoothly, sounding intrigued and impressed. She seems a little puzzled at Crastug's request for aid. "Not sure I have anything to help in this regard. I have Peshpine grenades, Energy Mutagen, Serene Mutagen, Elixir of Life, Antiplague, Antidote, Ghost Charge and Cheetah's Elixir, which we might need", she replies. She turns to her familiar, "Peek, go see where Mama bear is." Charm Spell in effect Cast [two-actions] , Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour (DC 18) To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see ). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
  13. Seeing Eirann take the small cub, Vega strides over to the larger cub. She scoops up the larger cub underneath her left arm. "Direct us to the campsite" she tells the cubs. Mechanics Stats: AC16/20/21 HP32/32 F+8 R+6 W+8 Perc+6Darkvision Med& Ath +8 Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18 Notable Effects Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect Default exploration: Search Actions OOC
  14. Crastug comes out from the kitchen with several jars that look to contain things like pitch, varnish and liniment. "I think I can throw something together with these that should make it difficult for the mother bear to follow the cubs' scent...", Crastug says. As he starts to work, he asks, "Circe, as a fellow alchemist, would you help me?" Statblock Crastug Cold (Investigator 2) | NG | Medium | Human | Half-Orc | Humanoid Perception +8; Low-Light Vision Darkvision Languages Common, Dwarven, Elven, Goblin, Granarctian, Taskan, Retulian Skills Acrobatics +2/1, Arcana +8, Athletics +4/3, Crafting +8, Deception +4, Diplomacy +0, Intimidation +4, Lore: Poisons +8, Lore: Underworld +8, Medicine +6, Nature +6, Occultism +8, Performance +0, Religion +6, Society +10, Stealth +6/5, Survival +2, Thievery +6/5 Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Crowbar, Thieves' Tools, Grappling Hook, Extra Lockpicks, Polytool, Playing Cards, Predictable Silver Piece, Simple Manacles, Wooden Shield (Hardness 3, HP 12, BT 6) Infused Items: Tanglefoot Bag (2), Elixir of Life (2), Junk Bomb w. Giant Centipede Venom (2), Bottled Lightning (2), Eagle-Eye Elixir (1) AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8 HP 26 Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Rapier +6/8 (Deadly d8, Disarm, Finesse), Damage 1d6 P Melee Dagger (3) +6/8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P Melee Sap +4/8 (Agile, Nonlethal), Damage 1d6 B Melee Polytool +4, Damage 1d6 S Ranged Crossbow +6/8 (Crossbow), Damage 1d8 P Expeditious Inspection (Investigator) Frequency once per 10 minutes You observe and assess your surroundings with great speed. You Recall Knowledge,Seek, or Sense Motive. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Formula Book ,, , , , , , Additional Feats , , , , , , , , Additional Specials , , , ,
  15. Eireann Elf Rogue 2 HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 StatisticsStr +1 Dex +4 Con +2 Int +0 Wis +0 Cha +1 Languages: Common, Draconic, Elven Attacks: -Rapier: +8/+3/-2 1d6+4 Piercing • Deadly d8, Disarm, Finesse -Dagger +8/+4/+0 Damage: 1d4+4 Piercing • Agile, Finesse, Thrown 10ft, Versatile S -Shortbow +8/+3/-2 Damage: 1d6 Piercing &Bull Deadly d10 Range 60ft -Unarmed Strike +8/+4/+0 Damage: 1d4+4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Guidance, Mage Hand, Detect Magic | Equipment Consumables: Wooden Shield Thieves' Tools Dragoon Badge Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Climbing Kit Armour: -Leather armour Coins : 5gp 18sp | AbilitiesClass: -Rogue's Racket: Thief -Sneak Attack -Surprise Attack -Tumble Behind -Minor Magic: Occult Ancestry: -Nimble Elf -Seer Elf Skill: -Assurance: Athletics -Pickpocket -Quiet Allies Other: -Acrobat Dedication | SkillsAcrobatics: +10 (E) Arcana: +5 (T) Athletics: +5 (T) Crafting: +1 Deception: +5 (T) Diplomacy: +1 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +0 Nature: +0 Occultism: +5 (T) Performance: +1 Religion: +4 (T) Society: +5 (T) Stealth: +10 (E) Survival: +4 (T) Thievery: +8 (T) Conditions : Eireann shrugged. If they had a brain between them they would be dangerous! "I will lift one of you, at least until we get some space between mama and us. I think our best course is to get moving right away!" Eireann moved to the smaller of the two cubs and knelt down, ready for them to climb on his back.
  16. Ouch, that is bad luck! Hope you can get the house repaired quickly!
  17. Sorry about the delay in posting. A tree fell on my house. Had to wait for the library to open.
  18. Nibs gets a dazed expression and sidles over toward the window where Circe is looking in. "I don't see what's so 'dangerous' about it," she replies to Tethyr and Eireann. "It's barely even useful, unless you're really into pranks. The Fold is really just into a better understanding of how souls work in general." Granem somehow manages to look exasperated at Nibs' rambling and tangents. "Anyway, I agree with the big guy. We don't have much time before mama bear is on our trail again, so we should move. We haven't been able to make it back to our camp because we're not very fast in these bodies. If you would be so kind as to carry us we should be able to keep our lead if we leave quickly."
  19. "Let's go retrieve those bodies." . Vega announces. She wasn't thrilled with the situation, but restoring the bear spirits to their bodies would help improve her mood. Mechanics Stats: AC16/20/21 HP32/32 F+8 R+6 W+8 Perc+6Darkvision Med& Ath +8 Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18 Notable Effects Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect Default exploration: Search Actions OOC
  20. Eireann Elf Rogue 2 HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 StatisticsStr +1 Dex +4 Con +2 Int +0 Wis +0 Cha +1 Languages: Common, Draconic, Elven Attacks: -Rapier: +8/+3/-2 1d6+4 Piercing • Deadly d8, Disarm, Finesse -Dagger +8/+4/+0 Damage: 1d4+4 Piercing • Agile, Finesse, Thrown 10ft, Versatile S -Shortbow +8/+3/-2 Damage: 1d6 Piercing &Bull Deadly d10 Range 60ft -Unarmed Strike +8/+4/+0 Damage: 1d4+4 Bludgeon • Agile, Finesse, Non-lethal, Unarmed Cantrips: Guidance, Mage Hand, Detect Magic | Equipment Consumables: Wooden Shield Thieves' Tools Dragoon Badge Adventurer's Pack: -Bedroll -10x Chalk, Flint &Steel, Soap, Waterskin -Rope (50ft) -5x Torch -Climbing Kit Armour: -Leather armour Coins : 5gp 18sp | AbilitiesClass: -Rogue's Racket: Thief -Sneak Attack -Surprise Attack -Tumble Behind -Minor Magic: Occult Ancestry: -Nimble Elf -Seer Elf Skill: -Assurance: Athletics -Pickpocket -Quiet Allies Other: -Acrobat Dedication | SkillsAcrobatics: +10 (E) Arcana: +5 (T) Athletics: +5 (T) Crafting: +1 Deception: +5 (T) Diplomacy: +1 Lore (Farming): +5 (T) Intimidate: +5 (T) Medicine: +0 Nature: +0 Occultism: +5 (T) Performance: +1 Religion: +4 (T) Society: +5 (T) Stealth: +10 (E) Survival: +4 (T) Thievery: +8 (T) Conditions : Eireann wondered if their best option was to kill the pair. The magic was dangerous, but perhaps they had not done it maliciously! It was probably best to try and undo the ritual, to return the cubs to their mother and then see what was to be done with the pair of irresponsible mages. "We should try to get to your camp, check on your bodies and try to undo this spell. Do you think that is possible in your current condition?" Eireann hoped the ghost cubs would be able to return to their bodies.
  21. 'Circe the Elf Witch' Current Conditions - Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range) Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage OOC Messages - Circe looks on to see what effect her charm spell had, if any. Charm Spell in effect Cast [two-actions] , Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour (DC 18) To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see ). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
  22. Crastug nods. The whole thing could be nonsense and, as his companions were observing, if they could actually control such a spell the consequences could be devastating, but it did make sense of how the cubs could be both physical beings and ghosts. "We probably shouldn't still be here when the mother bear breaks free of that barn", he observes. He climbs in through the window and looks around the house, focusing on the kitchen area, to see if there is something he could perhaps use (or combine using his alchemical training) to mask the cubs' scent. Statblock Crastug Cold (Investigator 2) | NG | Medium | Human | Half-Orc | Humanoid Perception +8; Low-Light Vision Darkvision Languages Common, Dwarven, Elven, Goblin, Granarctian, Taskan, Retulian Skills Acrobatics +2/1, Arcana +8, Athletics +4/3, Crafting +8, Deception +4, Diplomacy +0, Intimidation +4, Lore: Poisons +8, Lore: Underworld +8, Medicine +6, Nature +6, Occultism +8, Performance +0, Religion +6, Society +10, Stealth +6/5, Survival +2, Thievery +6/5 Str +0, Dex +2, Con +1, Int +4, Wis +2, Cha +0 Items Studded Leather, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Crowbar, Thieves' Tools, Grappling Hook, Extra Lockpicks, Polytool, Playing Cards, Predictable Silver Piece, Simple Manacles, Wooden Shield (Hardness 3, HP 12, BT 6) Infused Items: Tanglefoot Bag (2), Elixir of Life (2), Junk Bomb w. Giant Centipede Venom (2), Bottled Lightning (2), Eagle-Eye Elixir (1) AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8 HP 26 Clue In Frequency once per 10 minutes Trigger Another creature attempts a check to investigate a lead you're pursuing. You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally. Speed 25 feet Melee Rapier +6/8 (Deadly d8, Disarm, Finesse), Damage 1d6 P Melee Dagger (3) +6/8 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P Melee Sap +4/8 (Agile, Nonlethal), Damage 1d6 B Melee Polytool +4, Damage 1d6 S Ranged Crossbow +6/8 (Crossbow), Damage 1d8 P Expeditious Inspection (Investigator) Frequency once per 10 minutes You observe and assess your surroundings with great speed. You Recall Knowledge,Seek, or Sense Motive. Devise a Stratagem (Concentrate, Fortune, Investigator) Frequency once per round You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks. When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap. If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action. Precision Damage Strategic Strike 1d6 Formula Book ,, , , , , , Additional Feats , , , , , , , , Additional Specials , , , ,
  23. "Yeah, I'm not really sure. We set up a campsite up in the foothills, so I guess our bodies are still there, unless the bear cubs' souls are in our bodies, and then there's no telling where they could be by now. Maybe we were just close enough to the bear's den to get them caught up, or because they were somehow compatible, or the magic takes a 'path of least resistance' in some way."
  24. Suddenly, it made sense why the living cubs could also have ghosts. She felt goosebumps as a cold chill ran down her back. It wasn't from temperature but from the realization that these cubs were gleefully talking about pure evil. Resisting the urge to pound both of them to pulp, Vega coldly asks "What happens to the evicted souls? Can they be recovered or they gone for good" . Mechanics Stats: AC16/20/21 HP32/32 F+8 R+6 W+8 Perc+6Darkvision Med& Ath +8 Hero pt:1 Mv 25'/20' Unarmed +8 d6+4 or d8+4forceful Class DC18 Notable Effects Flurry of blows: Make two unarmed Strikes. If both hit the same creature, combine their damage for the purpose of resistances and weaknesses. Apply your multiple attack penalty to the Strikes normally. As it has the flourish trait, you can use Flurry of Blows only once per turn Stunning Fist DC(18): The focused power of your flurry threatens to overwhelm your opponent. When you target the same creature with two Strikes from your Flurry of Blows, you can try to stun the creature. If either Strike hits and deals damage, the target must succeed at a Fortitude save against your class DC or be stunned 1 (or stunned 3 on a critical failure). This is an incapacitation effect Default exploration: Search Actions OOC
  25. 'Circe the Elf Witch' Current Conditions - Quick Stats: AC 17 Fort +5 Ref +7, Will +7 HP 20 Perception +5 Low Light (4x normal range) Favorite Reactions Phase Familiar Focus Spell 60' range , triggered when familiar would take damage OOC Messages - Circe grins, finding what she believes to be utter hogwash to be at least entertaining utter hogwash. She switches languages and keeps her hands down low, below the level of the window, in order to cast Charm, then regarding Nibs with a broad smile, targets that particularly worthy with the spell. She figures if it works, she'll hook one and drag the other, and it wasn't like it was an obvious thing for her to do. Using a Charm Spell surreptitiously Cast [two-actions] , Range 30 feet; Targets 1 creature Saving Throw Will; Duration 1 hour (DC 18) To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it. You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means. Critical Success The target is unaffected and aware you tried to charm it. Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell (see ). Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you. Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.
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