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Mission 1: The Bear in Winter


foltor

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image.png.862b784cec3df695cc6b075d4fbaee46.png

" Should've had more ale" Vega grumbles under breath as she follows the others to the barn.

 

 

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

Peek slowly flaps his wings, white speckled feather, each one an artwork, apparently pleased by the compliments he's recieving from Eireann. Circe, well aware when Peek is preening and posturing, tries hard not to roll her eyes at this and almost succeeds. "Circe'd be lost wi'out me n' no mistake. Ma mistress gets lost on the way tae the outhouse.", jokes Peek, revelling in toilet humor. Circe sucks in her cheeks a little at this, but otherwise seems as unmoved as she is unimpressed.. well except for a ghost of a smile.

Some of this is undoubtedly due to the fact that she's clearly keeping one ear on the conversation between 'homeless brain addled tinker' and Crastug.

And people ask me why I don't talk to people more., she thinks to herself, her lips narrowing to a thin line in irritation upon her realization that they are dealing with someone a few items short of the full tool box.

 '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 winter afternoon is not as bitterly cold as it was when you first arrived. This far from Zybunny, it's relatively wooded. There doesn't *seem* to be anything too odd about.

OOC

I need everyone to choose an Exploration Activity.

Terast is using the Scout activity.

And roll a DC 5 Fortitude save to see how you're dealing with the cold.

 

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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 moves off, away from the group a little and attempts to avoid notice

Use Avoid Notice : Stealth +10

Name
Fort
25
1d20+6 19
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Vega keeps her eyes open for any dangers or strangeness while trudging through the snowy forest.

 

 

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

Default exploration: Search

Actions

searching

 

OOC

 

 

Edited by Rakle (see edit history)
Name
fort
12
1d20+8 4
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Tethyr, Half-Elf Magus

Tethyr moves with the group, trudging slowly through the snow and extending his senses in search of the arcane. Clearly something beyond the normal is happening here whether it is magic or something else, he isn't certain.

ActionsDetect Magic

Edited by Madadh (see edit history)
Name
Fort
21
1d20+7 14
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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'), Independent, Speech

She notes that others seem to be shrugging off the cold, though she is feeling it. She's clearly stealthy though not Eireann stealthy.

 

Circe scouts with her owl familiar Peek, which has independence, so it gets one free action per round, independent of Circe. It's the party's eye in the sky. She uses 1 action to get it to scout continually, then uses her other two actions to sneak and keep an eye out herself, moving at half speed, but her half speed is still pretty quick.

Circe Stealth +7

Circe Perception +5 but 4x range due to item

Peek Perception +10

Peek Sneak +10

 '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)
Name
Fort Save DC5
8
1d20+5 3
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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpgCrastug exhales into his hands to warm them and stamps his feet to keep the blood moving. He's obviously feeling the cold but seems to be handling it well enough. He produces a vial from within his coat and downs the contents.

While following Terast, he allows the trapper to look for bear tracks while he attends to the environment around them, hoping to discover something that will shed light on this mystery.

Mechanics

Using one of his infused Eagle Eye Elixirs (+1 to Perception, +2 to find secret doors and traps)

Crastug will InvestigateYou seek out information about your surroundings while traveling at half speed. You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find. for his exploration activity. Nature and potentially Arcana and Occultism seem like they might be relevant. I suppose Religion as well.

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 (1)


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)
Name
roll
12
1d20+5 7
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There's little to chatter about as they move along and doing so would only spoil their attempts at silence, at least for some of them. Ash remains quiet as she moves along with the group and keeps her eyes open for anything unusual. * I like this weather... I bet this could make for a wonderful slide if it were packed down suitably... like a wave only better support in fact... * She studies the snow, how it falls and shifts, under its own weight and under her feet as she moves, and the natural formations it makes with the environment around them. She finds that it captures much of her attention and she simply doesn't focus nearly as well on remaining quiet as adapting to this new environment.

 


OoC

Summary: 

Exploration Activity : Investigation

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)
Name
Fort DC5
26
1d20+10 16
Stealth
8
1d20+6 2
Investigation (nature)
20
1d20+5 15
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OOC

I'm looking at pictures of bears and wondering, *Why aren't there any pictures of bears in winter?* And then I realize it's because bears aren't out and about in the winter, which is the entire bleeping premise of the adventure I've written and am currently running.

Knowing there's a bear about, your group moves relatively slowly and cautiously. You estimate it should only be mid-afternoon by the clock, but the sun is already low in the sky. The first thing you spot is a silo, but soon you see a shorter barn near it. You can hear crashing sounds and a sort of mournful moaning.

As you get within a stone's throw of the barn, you spot two bear cubs break through a hole in the roof and drop to the ground, then take off toward the north.

 

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Tethyr, Half-Elf Magus

The half-elf frowns, watching the cubs flee. Keeping his voice low he nods in the direction they went.

"Odd. Something is definitely afoot. I sense magic on the cubs," he says to the others as they approach. "We should be on guard and make no assumptions about what we encounter."

 

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Crastug_por.jpg.c45fad6e56bd5523800b8c20aea1e1b4.jpg"It's been suggested several times now, but this seems further evidence. I'm not sure those are cubs. They are far more adept than I would expect for bears of that age. Of course that's not going to matter a great deal if the mother is convinced they are cubs.... Circe, can you make sure Peek keeps an eye on them and, perhaps, gets a good close look before removing himself from danger? Are you capable of seeing through his eyes?"

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 (1)


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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image.png.862b784cec3df695cc6b075d4fbaee46.png

Vega watches in fascination as make their escape. "I'm surprised that the mama bear hasn't mauled anyone out of frustration. She would be totally justified with those cubs". She dryly comments.

Getting focused on the task, she suggests "We should check out the barn to see what the cubs were doing. Also we should be on the lookout for the signs of fey or spirit involvement. That wasn't typical bear behavior - even if they are enchanted with magic"

 

 

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

Default exploration: Search

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OOC

 

 

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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 who had slipped into the shadows, said nothing, instead moving quietly towards the barn and cubs while keeping the element of surprise.

 

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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'), Independent, Speech

 

Circe, her characteristic reserve on display, essayed a nod regarding Ash's assessment of snow, thinking perhaps snow was novelty for the lizardfolk, which would make sense after all, but Circe discovers she has nothing to say about it in reply.

Like the others her eyebrows crease together at the oddness of the fleeing bear cubs, something which Tethyr quietly put into words for all of them. "If the cubs are the criminal twins, I vote we let Mother add them to her winter fat stores.", she remarks, in common, quietly with a shy, self-effacing smile, which does tend to imply she's joking, then again....

She shakes her head when Crastug asks if she can see through the eyes of her familiar. "I wouldn't put up with his mouth, if I could have him as a glorified glove puppet.", she replies somewhat archly, once more in Common. And, speak of the devil, moments later, Peek descends from out of a frozen albino blue sky, settling on falconer glove. He in greeted there by Circe's version of a 'light up the room' smile, which might light up a corner on a good day. He visibly takes note of his mistress' smile and drawls.. "Awright, what'd I miss?", he asks, turning his head in near circles clearly hoping someone will fill him in.

Circe interrupts what was brewing up to be a rant in the making. "Crastug here was asking if you could keep an eye on the cubs for us? He's asking for a close look, the current sentiment being they're not cubs, just look like cubs.", she informs her familiar, her tone matter of fact, rather schoolmistressy.

Peek's bill drops open, he blinks once or twice, then... "Keep tabs... right ye are pal, but a 'close' look at something that's probably magic, on me lonesome, distant fae any help. Outnumbered two to one in a 'freeze your bollocks off' landscape. Yeah, ah'm thinking ah'll gi' that one a pass, you know like a pass so hard ye could cut gems wi' it."

Circe takes all this in and turns her gaze to Crastug. "Welcome to 'my' world.", she says, dripping sarcasm all around.

Peek blinks at this from Circe." Good one. Tell ye what tho'. Next time they go in somewhere I can hang around.. wall between me and them like, and see if they do anything besides shitting in the woods.. you know. Something no ordinary."

When Vega proposes a course of action, Circe asks.. "Isn't mother still at the barn?"

 

 '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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