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Mission 1: The Bear in Winter


foltor

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Vega's eyes widen at the mention of the cubs. She was surprised that no one had been mauled by the she-bear.

"Ghosts?! Did someone kill the cubs and take the pelts? Is she just following the scent of the pelts?" Vega asks. Numerous questions were running through her mind, but she needed to learn more before asking.

 

 

Mechanics

Stats:

Vega  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

Actions

 

 

OOC

 

 

 

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Circe the Witch



Circe Witch 2 (Rune)

Neutral Elf (Ancient Elf) Sacred Circle Worshipper
Perception +5; Low-Light Vision (4x range)

Languages Granartican (native), Elven, Taskan, Draconic, Retulian, Fey

Skills Acrobatics +7, Arcana +8, Athletics +0, Crafting +8, Deception +4, Lore: Regional +8, Medicine +5, Nature +5, Religion +5, Society +8, Stealth +7
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items Dagger, Light Crossbow, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Eye Slash (see 4x further)

Infused Items: Peshpine Grenade (2), Elixir of Life (2), Cheetah's Elixir (2), Ghost Charge (2), Serene Mutagen (2)


AC 17 Fort +5 Ref +7, Will +7 HP 20

Speed 35 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Ranged Crossbow +6 (Crossbow), Damage 1d8 P

Arcane Prepared Spells DC 18, attack 8; 

1st Charm 1 , Sleep 1, Grease 1, Burning Hands 0;

Cantrips Mage Hand, Electric Arc, Shield, Dancing Lights, Ghost Sound
 

Focus Spells (2 points) Discern Secrets action_single_black.pngRange 30 feet; Targets 1 creature 

Duration sustained up to 1 minute You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute. Heightened (5th) You can target two creatures instead of one.
Phase Familiar action_reaction_black.pngRange 60 feet; Targets your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2.
Elemental Betrayal action_single_black.pngRange 30 feet; Targets 1 creature Duration sustained up to 1 minute

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. Heightened (+2) Increase the additional damage by 1.
Formula Book Peshpine Grenade (Lesser), Energy Mutagen (Lesser), Antidote (Lesser), Ghost Charge (Lesser), Antiplague (Lesser), Elixir of Life (Minor), Serene Mutagen (Lesser), Cheetah's Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Basic Lesson, Nimble Elf, Specialty Crafting, Streetwise
Additional Specials Basic Lesson (Lesson of the Elements), Familiar, Hexes, Infused Reagents (Archetype), Patron (Rune), Witch Spellcasting

spacer.pngOwl Familiar "Peek"

Size Tiny HP10 AC17

Fort+4 Ref+2 Will +6

Perception +10 (Low Light Vision/Darkvision) Acrobatics +6 Stealth +10

Flight (25'), Darkvision, Speech

Circe's eyebrows virtually knit together in an angry scowl when it is suggested folk are walking around with coats skinned from bear cubs as a lure.

 'Circe' 

Circe Character Sheet

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 -

 

Edited by Starhawk (see edit history)
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Tethyr, Half-Elf Magus

"Ghosts imply someone did kill cubs. Has this ever happened before?" he asks the tracker.

He pauses to consider what he knows of larger bear species in this country, how old would cubs be this time of year? Was there anything unique about them would have inspired hunters or poachers to go after them?

Nature

Name
Nature
13
1d20+5 8
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"Nah. Cubs is alive. Seen the tracks. Ghosts don't leave tracks. Ain't seen travelers. 'Cept those two a couple weeks back. But not with the bears."

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"There's a bear sniffing around a barn a couple miles west of here. That's what you're looking for, isn't it?"

 

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Circe the Witch



Circe Witch 2 (Rune)

Neutral Elf (Ancient Elf) Sacred Circle Worshipper
Perception +5; Low-Light Vision (4x range)

Languages Granartican (native), Elven, Taskan, Draconic, Retulian, Fey

Skills Acrobatics +7, Arcana +8, Athletics +0, Crafting +8, Deception +4, Lore: Regional +8, Medicine +5, Nature +5, Religion +5, Society +8, Stealth +7
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items Dagger, Light Crossbow, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Eye Slash (see 4x further)

Infused Items: Peshpine Grenade (2), Elixir of Life (2), Cheetah's Elixir (2), Ghost Charge (2), Serene Mutagen (2)


AC 17 Fort +5 Ref +7, Will +7 HP 20

Speed 35 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Ranged Crossbow +6 (Crossbow), Damage 1d8 P

Arcane Prepared Spells DC 18, attack 8; 

1st Charm 1 , Sleep 1, Grease 1, Burning Hands 0;

Cantrips Mage Hand, Electric Arc, Shield, Dancing Lights, Ghost Sound
 

Focus Spells (2 points) Discern Secrets action_single_black.pngRange 30 feet; Targets 1 creature 

Duration sustained up to 1 minute You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute. Heightened (5th) You can target two creatures instead of one.
Phase Familiar action_reaction_black.pngRange 60 feet; Targets your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2.
Elemental Betrayal action_single_black.pngRange 30 feet; Targets 1 creature Duration sustained up to 1 minute

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. Heightened (+2) Increase the additional damage by 1.
Formula Book Peshpine Grenade (Lesser), Energy Mutagen (Lesser), Antidote (Lesser), Ghost Charge (Lesser), Antiplague (Lesser), Elixir of Life (Minor), Serene Mutagen (Lesser), Cheetah's Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Basic Lesson, Nimble Elf, Specialty Crafting, Streetwise
Additional Specials Basic Lesson (Lesson of the Elements), Familiar, Hexes, Infused Reagents (Archetype), Patron (Rune), Witch Spellcasting

spacer.pngOwl Familiar "Peek"

Size Tiny HP10 AC17

Fort+4 Ref+2 Will +6

Perception +10 (Low Light Vision/Darkvision) Acrobatics +6 Stealth +10

Flight (25'), Darkvision, Speech

"There's a bear sniffing around a barn a couple of miles west of here.", announces Circe out of the blue, in common.

 

 'Circe' 

Circe Character Sheet

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 -

 

Edited by Starhawk (see edit history)
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The mention and discussion of cubs seems to confuse the current situation more than anything else, and whether they were real or how the mention of ghosts came into the picture as well. The clear statement that a bear was nearby gave her something to immediately focus on though. "Well then perhaps we should go investigate that immediately then?" Ash says eagerly.

 


OoC

Summary: ???

Reaction: ??
Action 1: ???
Action 2: ???
Action 3: ???


descriptionAsh, the shortened version of her name that she primarily uses, especially with the scaleless, is an empathetic young female lizardfolk. Always concerned with the care of those in need, particularly the wounded, she goes out of her way to assist them, even complete strangers. Its why she became a field medic and followed the Way of the Water, for which she had a marked affinity.


She's quite small for a lizardfolk who are typically about the same size as a larger human. Her tribe, a cliffscale species is instead much smaller, slender and lithe, almost identical in size to that of a typical gnome but with a long slender tail of course. Her scales are a sandy tan and gray with darker mottled spots and her hands, feet, fingers, and toes allow her to scale sheer surfaces with ease. Most of her clothing is tan or a shade of gray-brown, her favorite color, and tends towards being short and non-binding or custom fitted, allowing her a freedom of movement more restrictive clothing simply won't.
| application | pb sheet
Ashara'Rusa Chua'Kaolo, a.k.a. "Ash"
Female, Neutral Good, Small Lizardfolk (Cliffscale), Kineticist 2


AC: 18 | HP: 32/32 | S/D/C/I/W/C: +2/+2/+4/+0/+1/+0 | F/R/W: +10/+8/+5 | Move: 25' | Senses: Perception +5
Expert: Acrobatics +8
Trained: Athletics +6, L:Lizardfolk +4, L:Rope +4, Nature +5, Stealth +6, Society +4, Survival +5
Untrained: 
Arcana -1, Crafting -1, Deception +0, Diplomacy +0, Intimidate +0, Medicine +1, Occult -1, Performance +0, Religion +2, Thievery +2


Offenses:
Lizardfolk Claws (+6; 1d4+2 slashing; Unarmed, Agile, Finesse, Lizardfolk)
Weapon Infusion: Elemental Blast: Water: Melee (+8; 1d8+2 b, p, s, or cold; One of: agile, backswing, forceful, reach, sweep)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8 b, p, s, or cold; ri 100', volley 30')*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+1 b, p, s, or cold; ri 50', propulsive)*
Weapon Infusion: Elemental Blast: Water: Ranged (+8; 1d8+2 b, p, s, or cold; ri 20', thrown)*
* Note: A weapon infusion attack made using two actions instead of a single action adds your Constitution modifier to the damage roll (i.e. +4) as a status modifier in addition to any other modifiers. A critical success with an elemental blast deals double damage. The damage improves every +4 levels by one die.


Impulses (Attack +8, DC 18):
Ocean's Balm action_single_black.pngspacer.png (--; --; touch; --; Single willing target. Heals 1d8 hp and gains resistance 2 to fire for 1 minute. Temporarily immune to this ability for 10 minutes.)
Tidal Hands action_double_black.png (--; 1d8 b; 2 15' cones or 1 30' cone; Ref DC 18; Can push targets 5' on a critical fail.)
Winter's Clutch
action_double_black.png (--; 2d4 cold; 10' burst within 60'; Ref DC 18; Area becomes difficult terrain.)


 

Edited by Ryfte (see edit history)
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image.png.862b784cec3df695cc6b075d4fbaee46.png

Vega gives a hard stares at the man. "Can you explain a few things? First, what did you mean by Cubs' ghost come out at night? Second, You saw the tracks of cubs. Were there boot tracks by the cub tracks as if someone was leading the cubs?

 

 

Mechanics

Stats:

Vega  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

Actions

 

 

OOC

 

 

 

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Circe the Witch



Circe Witch 2 (Rune)

Neutral Elf (Ancient Elf) Sacred Circle Worshipper
Perception +5; Low-Light Vision (4x range)

Languages Granartican (native), Elven, Taskan, Draconic, Retulian, Fey

Skills Acrobatics +7, Arcana +8, Athletics +0, Crafting +8, Deception +4, Lore: Regional +8, Medicine +5, Nature +5, Religion +5, Society +8, Stealth +7
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items Dagger, Light Crossbow, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Eye Slash (see 4x further)

Infused Items: Peshpine Grenade (2), Elixir of Life (2), Cheetah's Elixir (2), Ghost Charge (2), Serene Mutagen (2)


AC 17 Fort +5 Ref +7, Will +7 HP 20

Speed 35 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Ranged Crossbow +6 (Crossbow), Damage 1d8 P

Arcane Prepared Spells DC 18, attack 8; 

1st Charm 1 , Sleep 1, Grease 1, Burning Hands 0;

Cantrips Mage Hand, Electric Arc, Shield, Dancing Lights, Ghost Sound
 

Focus Spells (2 points) Discern Secrets action_single_black.pngRange 30 feet; Targets 1 creature 

Duration sustained up to 1 minute You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute. Heightened (5th) You can target two creatures instead of one.
Phase Familiar action_reaction_black.pngRange 60 feet; Targets your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2.
Elemental Betrayal action_single_black.pngRange 30 feet; Targets 1 creature Duration sustained up to 1 minute

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. Heightened (+2) Increase the additional damage by 1.
Formula Book Peshpine Grenade (Lesser), Energy Mutagen (Lesser), Antidote (Lesser), Ghost Charge (Lesser), Antiplague (Lesser), Elixir of Life (Minor), Serene Mutagen (Lesser), Cheetah's Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Basic Lesson, Nimble Elf, Specialty Crafting, Streetwise
Additional Specials Basic Lesson (Lesson of the Elements), Familiar, Hexes, Infused Reagents (Archetype), Patron (Rune), Witch Spellcasting

spacer.pngOwl Familiar "Peek"

Size Tiny HP10 AC17

Fort+4 Ref+2 Will +6

Perception +10 (Low Light Vision/Darkvision) Acrobatics +6 Stealth +10

Flight (25'), Darkvision, Speech

Circe, continuing to be reserved as is her way, shakes her head at Ash's suggestion. "Mama bear is going nowhere we can't follow. Pertinent questions are still being asked. Let's abide awhile.", she murmurs to Ash, in Elvish.

 

 'Circe' 

Circe Character Sheet

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 -

 

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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpg"Perhaps the questions could be answered on the way?", Crastug suggests. "If we can get the opportunity to observe the creature for ourselves I do think we should take it..."

"Would you accompany us?", he asks Terast.

"Are you saying that the actual cubs come out during the day and the bear follows them, then their ghosts come out at night, but she doesn't follow? How can the cubs both be alive and ghosts? Are you suggesting some sort of spirit walk?", he asks, trying to envision what the man is describing.

Statblock

Crastug Cold (Investigator 2) | Character Sheet


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 (2)


AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8
HP 26
Clue In action_reaction_black.pngFrequency 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 action_free_black.png (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 action_single_black.png (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 Tanglefoot Bag (Lesser),Dread Ampoule (Lesser), Antidote (Lesser), Junk Bomb (Lesser), Giant Centipede Venom, Elixir of Life (Minor), Bottled Lightning (Lesser), Eagle Eye Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Forensic Acumen, Half-Orc, Orc Sight, Red Herring, Streetwise, That's Odd, Underworld Investigator
Additional Specials Infused Reagents (Archetype), Methodology (Empiricism), On the Case, Pursue a Lead, Strategic Strike

 

Edited by The Eyeball Kid (see edit history)
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Eireann

Eireann Nailo Elf Rogue 2


HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 

Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :

 

Eireann looked over the man and hoped he had the ability to walk the distance they needed and wouldn't slow them down.

"Give us the short version now, and then accompany us if you can keep up. If you do, you can explain better on the way, but we don't want to lose track of the bear now."

He turned to the owl, thought better of it and turned to Circe

"Can you get your feathered friend to head back and keep an eye on the bear? Then we won't risk losing him either way."

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Circe the Witch



Circe Witch 2 (Rune)

Neutral Elf (Ancient Elf) Sacred Circle Worshipper
Perception +5; Low-Light Vision (4x range)

Languages Granartican (native), Elven, Taskan, Draconic, Retulian, Fey

Skills Acrobatics +7, Arcana +8, Athletics +0, Crafting +8, Deception +4, Lore: Regional +8, Medicine +5, Nature +5, Religion +5, Society +8, Stealth +7
Str +0, Dex +3, Con +1, Int +4, Wis +1, Cha +0
Items Dagger, Light Crossbow, Backpack, Bedroll, Chalk (10), Flint and Steel, Rope, Rations (2), Torch (5), Waterskin, Soap, Alchemist's Tools, Bolts (20), Formula Book, Eye Slash (see 4x further)

Infused Items: Peshpine Grenade (2), Elixir of Life (2), Cheetah's Elixir (2), Ghost Charge (2), Serene Mutagen (2)


AC 17 Fort +5 Ref +7, Will +7 HP 20

Speed 35 feet

Melee Dagger +6 (Agile, Finesse, Thrown 10 ft., Versatile S), Damage 1d4 P
Ranged Crossbow +6 (Crossbow), Damage 1d8 P

Arcane Prepared Spells DC 18, attack 8; 

1st Charm 1 , Sleep 1, Grease 1, Burning Hands 0;

Cantrips Mage Hand, Electric Arc, Shield, Dancing Lights, Ghost Sound
 

Focus Spells (2 points) Discern Secrets action_single_black.pngRange 30 feet; Targets 1 creature 

Duration sustained up to 1 minute You call upon your patron's power to better uncover secrets. When you Cast the Spell, the target can Recall Knowledge, Seek, or Sense Motive. The target gains a +1 status bonus to the skill or Perception used for the roll, and this bonus remains as long as you Sustain the Spell. The target is temporarily immune to discern secrets for 1 minute. Heightened (5th) You can target two creatures instead of one.
Phase Familiar action_reaction_black.pngRange 60 feet; Targets your familiar

You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. Your familiar gains resistance 5 to all damage and is immune to precision damage. These apply only against the triggering damage. Heightened (+1) Increase the resistance by 2.
Elemental Betrayal action_single_black.pngRange 30 feet; Targets 1 creature Duration sustained up to 1 minute

You call upon the elements to undermine your foe. When you Cast this Spell, choose air, earth, fire, or water. Each time the target takes damage from a spell or effect with the chosen trait, it takes an additional 2 damage of one damage type dealt by the spell or effect. If you chose fire or water, the target also takes this additional damage when taking fire or cold damage, respectively, from effects or spells without the chosen trait. Heightened (+2) Increase the additional damage by 1.
Formula Book Peshpine Grenade (Lesser), Energy Mutagen (Lesser), Antidote (Lesser), Ghost Charge (Lesser), Antiplague (Lesser), Elixir of Life (Minor), Serene Mutagen (Lesser), Cheetah's Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Basic Lesson, Nimble Elf, Specialty Crafting, Streetwise
Additional Specials Basic Lesson (Lesson of the Elements), Familiar, Hexes, Infused Reagents (Archetype), Patron (Rune), Witch Spellcasting

spacer.pngOwl Familiar "Peek"

Size Tiny HP10 AC17

Fort+4 Ref+2 Will +6

Perception +10 (Low Light Vision/Darkvision) Acrobatics +6 Stealth +10

Flight (25'), Darkvision, Speech

Circe doing her 'there's no-one else in the world thing' while listening to Eireann, turns her gaze to her familiar, Peek. She doesn't make the request of Peek however.

Peek looking through Eireann in the fashion of raptors replies in thuggish common worthy of brothel doorman.. "Yeah, boss ah can dae that.", clearly addressing his mistress. Still looking at Eireann, he continues.. "Ah can see ye lot fir miles anyhoo. Yir Eireann, right?"

 'Circe' 

Circe Character Sheet

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 -

 

Edited by Starhawk (see edit history)
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Eireann

Eireann Nailo Elf Rogue 2


HP: 26/26 | AC: 19 | Speed: 30ft | Hero: 1/3 

Perception: +6 | Fort: +6 | Ref: +10 | Will: +6 

Statistics | Equipment | Abilities | Skills

Conditions :

 

Eireann smiled at the owl

"I bet you can, eye sight even an elf can't beat! Colour me impressed. I don't say that to many, be the beast, bird, boy or bunyip. You would make a wonderful look out if someone was up to mischief. But yes, that is right, they call me Eireann."

 

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knecht_ruprecht_1200_oddfeed_sig.jpg

Terast shrugs and grabs a small pack from a peg by the door, ready to follow Peek's lead. He addresses Vega with another shrug.

"Like I said, two bear cub ghosts is out at night. Jus' kinda...rompin' around. Kinda blue and glowy. But, nah, no boot tracks out here, 'cept my own. An' your'n now, I s'pose."

He shrugs at Castrug's questions.

"Unless they're the ghosts of two other bear cubs. There ain't but a dozen bears in the whole valley."

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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpgCrastug shrugs, still unsure what the tracker is actually saying about the cubs, but figures that maybe he'll understand once he sees it for himself and follows along.

Statblock

Crastug Cold (Investigator 2) | Character Sheet


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 (2)


AC 18 (+20 with shield raised); Fort +5, Ref +8, Will +8
HP 26
Clue In action_reaction_black.pngFrequency 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 action_free_black.png (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 action_single_black.png (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 Tanglefoot Bag (Lesser),Dread Ampoule (Lesser), Antidote (Lesser), Junk Bomb (Lesser), Giant Centipede Venom, Elixir of Life (Minor), Bottled Lightning (Lesser), Eagle Eye Elixir (Lesser)
Additional Feats Alchemical Crafting, Alchemist Dedication, Forensic Acumen, Half-Orc, Orc Sight, Red Herring, Streetwise, That's Odd, Underworld Investigator
Additional Specials Infused Reagents (Archetype), Methodology (Empiricism), On the Case, Pursue a Lead, Strategic Strike

 

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