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17:21, 23rd April 2024 (GMT+0)

EDGEWATCH AGENTS TOOLBOX.

Posted by SmilesFor group 0
Smiles
GM, 32 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:39
  • msg #1

EDGEWATCH AGENTS TOOLBOX

A city guard’s work is very different from an adventurer
or soldier’s. Their opponents are often the very same
citizens they’re charged to protect. As a result, many
guards forego the usual blades in favor of nonlethal
weapons, and rather than hone their capacity to deal
damage, they specialize in intimidation, enchantment,
and other means of deescalating confrontations.
Before an officer can apprehend criminals, they must
be able to identify them, and in a city as cosmopolitan
as Absalom, law enforcement has pioneered many new
techniques and devices for helping agents track down
suspects and ascertain guilt.
The following pages present a variety of new rules
options available to the player characters in their role
as Edgewatch guards, as well as items they’ll discover
over the course of this adventure. New guards should
consider outfitting themselves with classic police officer
tools like the signal whistle, sap, magnifying glass, or
manacles from the Equipment chapter of the Pathfinder
Core Rulebook. As they gain wealth, the agents might
also invest in useful magic items such as sleep arrows
(Core Rulebook 560), truth potions (Core Rulebook
564), and candles of truth (Core Rulebook 570).

Absalom’s guard precincts employ a number of items
designed to help officers track down lawbreakers.
This message was last edited by the GM at 10:41, Thu 21 Jan 2021.
Smiles
GM, 33 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:42
  • msg #2

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 1):

FINGERPRINTING KIT ITEM 3
UNCOMMON
Price 30 gp
Usage held in 2 hands; Bulk L
Rarely found outside of major metropolises, fingerprinting
kits are a state-of-the-art, non-magical means of linking
suspects to the scene of a crime.
The kit consists of two parts. The first, a delicate brush and
a jar of extremely fine dust, is used to reveal fingerprints left
behind by most humanoid creatures. The dust sticks to the
natural oils left behind on smooth surfaces. When you use
the kit to determine whether or not creatures left behind a
fingerprint at a crime scene, the GM rolls a secret Thievery
check against the Thievery DC of every creature capable
of leaving prints that has interacted with the scene. On a
success, you locate a clear print from that creature and
carefully transfer it to a special sheet of sticky paper. (Note
that fingerprints can last for days, and prints collected in
this manner often include those of victims, witnesses, and
unrelated passersby.) At the GM’s discretion, the print-leaving
The second part of the kit is a small sheaf of paper and
a pad soaked in ink. By forcing a humanoid creature with
fingerprints to roll a finger across the pad and then press it
to the paper, you can obtain an image of the unique whorls
in that creature’s fingerprints. These can then be compared
to any prints found at a crime scene. Successfully
determining whether or not two prints match requires a DC
15 Perception check—the GM should roll this check secretly
as well, since a failed check may result in false information.
creature might get a bonus to its Thievery DC for taking
special precautions. In other cases, finding a print might be
impossible (such as if the creature was wearing gloves or if
the location has been significantly compromised).
This message was last edited by the GM at 10:42, Thu 21 Jan 2021.
Smiles
GM, 34 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:43
  • msg #3

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 2):

HANDCUFFS ITEM 3+
UNCOMMON
Usage held in 1 hand; Bulk L
Developed in Absalom and rarely used except by police
forces in major cities due to their significant cost, handcuffs
possess a ratcheting lock system in each cuff that allows
them to be quickly cinched down on a captive’s limbs, even
if they’re actively resisting.
To apply handcuffs, you must first grab or restrain your
opponent, then attempt an Athletics check against the
opponent’s Fortitude DC. On a success, you lock one of the
cuffs around your opponent’s wrist. You can lock the other
cuff to yourself or a stationary object within reach as an
Interact action; to lock it to another creature (either the same
opponent you just cuffed or a separate creature altogether),
you must first grab or restrain that creature, as before, and
then make an Athletics check against its Fortitude DC. The DC
to make the Athletics check against your own wrist is 5, or 10
for an unattended object.
If you bind a creature to itself, it takes the same penalties as
those imposed by manacles (Core Rulebook 290). If you bind
a creature to another creature (including yourself), the two
creatures are locked together and must remain in adjacent
spaces, and both creatures gain the clumsy 1 condition as long
as they are handcuffed. If you lock a creature to an immobile
object, such as a bar or tree, the creature is immobilized. (For
creatures with an unusual physiology such as more or fewer
limbs, the GM determines what effects handcuffs have, if any.)
Handcuffs are unlocked via a key and are easier to slip out
of than ordinary manacles. The chain between handcuffs can
be Broken Open with a single Athletics check.
Type average handcuffs; Level 3; Price 30 gp
Escaping requires two successful DC 27 Thievery checks,
and the Athletics DC to Break Open the chain between
handcuffs is 30.
Type good handcuffs; Level 9; Price 350 gp
Escaping requires three successful DC 30 Thievery checks,
and the Athletics DC to Break Open the chain between
handcuffs is 35.
Type superior handcuffs; Level 17; Price 6,000 gp
Escaping requires four successful DC 40 Thievery checks,
and the Athletics DC to Break Open the chain between
handcuffs is 45.
Smiles
GM, 35 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:44
  • msg #4

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 3):

BLINDPEPPER BOMB ITEM 5
UNCOMMON ALCHEMICAL BOMB CONSUMABLE VISUAL
Price 40 gp
Usage held in 1 hand; Bulk L
Activate [one-action] Strike
Though expensive, these single-use alchemical
bombs are often used by police forces to disperse
unruly crowds and quell riots without risking
permanent physical injury to either officers or
civilians. The bomb can be thrown up to 30
feet, causing it to explode, spraying the
aerosolized pepper dust in a 15-foot-radius
burst. All creatures in the area must succeed at a DC 18
Reflex save to avoid inhaling the dust or getting it in their
eyes. On a failed save, the creature is blinded
for 1 round and then dazzled for 1 round. On a
critical failure, the creature is blinded for 1 round, sickened
1, and dazzled until it removes the sickened condition.
Smiles
GM, 36 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:45
  • msg #5

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 4):

BLINDPEPPER TUBE ITEM 1
UNCOMMON ALCHEMICAL CONSUMABLE VISUAL
Price 3 gp
Usage held in 1 hand; Bulk L
This single-use pacification device consists of finely ground
hot pepper loaded into a sealed, blowgun-style tube with a
one-way valve and a range of 5 feet. To use it, the wielder
must tear open the tube’s seal as an Interact action, then
spend another action to blow the hot pepper into an
adjacent creature’s face. These actions don’t have to be
taken in the same round. The target must attempt a DC
15 Reflex save to avoid inhaling the pepper or getting it
in their eyes. On a failed save, the creature is blinded for
1 round and then dazzled for 1 round. On a critical failure,
the creature is blinded for 1 round, sickened 1, and dazzled
until it removes the sickened condition.
Smiles
GM, 37 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:46
  • msg #6

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 5):

MONKEY’S FIST ITEM 0
Also called a “slungshot,” the monkey’s fist is a short length
of rope ending in a thick knot wrapped around a metal
weight. You can tie the loose end of a monkey’s fist to your
wrist; if you are disarmed, the weapon remains secured to
your wrist rather than falling to the ground, though you
must use an Interact action to grip it before using it again.
A monkey’s fist is a martial melee weapon.
Smiles
GM, 38 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:48
  • msg #7

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 6):

NIGHTSTICK ITEM 0
This collapsible baton consists of several nested,
telescoping metal shafts that can be extended as a free
action by flicking the wrist. Once extended to its full
length (usually around 2 feet), the baton locks
into shape until the wielder uses an Interact
action to collapse it—a collapsed nightstick is
8 inches long, making it easily concealed.
Lighter and more maneuverable than an
ordinary club or truncheon, nightsticks
are designed to subdue foes without
causing permanent injury. A
nightstick is an uncommon simple
melee weapon.
Smiles
GM, 39 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:49
  • msg #8

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 7):

The following weapon property rune is popular
among city guards, as it can potentially deescalate
deadly combat encounters into nonlethal brawls.

PACIFYING RUNE 5
UNCOMMON ENCHANTMENT MAGICAL
Price 150 gp
Usage etched onto a weapon
This rune turns weapons into instruments of peacemaking.
Activate [reaction] command (mental); Trigger You damage a
creature with a pacifying weapon; Effect The damaged
creature must succeed at a DC 20 Will save or be
pacified. A pacified creature takes a –2 penalty to
attack rolls on any attacks that aren’t nonlethal for
1 minute, and the creature also experiences a clear
psychic warning that they should stop dealing lethal
damage.
Smiles
GM, 40 posts
And now for something
completely different!
Thu 21 Jan 2021
at 10:55
  • msg #9

EDGEWATCH AGENTS TOOLBOX

In reply to Smiles (msg # 8):

SEE MAP 1 FOR UNCOMMON WEAPONS!
This message was last edited by the GM at 10:57, Thu 21 Jan 2021.
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