Base Class: Rogue
The Helbrann League is a confederation of proud cantons, each maintaining its own laws, courts, Wardens, and procedures. This autonomy protects the League from centralized tyranny, but it also creates opportunities for criminals. A thief may cross a bridge into another jurisdiction. A kidnapper may move captives through three cantons before the first warrant is approved. A fraudulent merchant may maintain separate identities in every major settlement.
The Twelve-Seal Pursuit Office exists to close those gaps. Its agents are investigators, trackers, legal clerks, forensic artificers, and pursuit specialists authorized to assemble cases that remain coherent when evidence, witnesses, and suspects cross canton borders. The Rogues trained in its most demanding field methods are known as Twelve-Seal Pursuers.
A Pursuer does not simply select an enemy and hunt them. They build a case. They examine tracks, damaged locks, witness statements, altered ledgers, discarded weapons, magical residue, and inconsistencies in a suspect’s behavior. Once a quarry has been properly identified, the Pursuer becomes exceptionally difficult to deceive or escape.
Although most Twelve-Seal Pursuers serve the Office, the tradition is also practiced by canton investigators, licensed bounty agents, caravan examiners, insurance recovery specialists, and adventurers entrusted with finding people who do not wish to be found. Some former Grey Key operatives become remarkably capable Pursuers, though neither organization is comfortable admitting how often this occurs.
Origins in Aetheris
The Twelve-Seal Pursuit Office was established after a series of jurisdictional failures allowed an organized network of kidnappers, fraudulent merchants, and stolen-property brokers to operate across the League. Each canton possessed evidence sufficient to suspect a crime, but no individual authority could see the entire pattern.
The resulting charter created an investigative body that could assemble evidence across canton boundaries. Its name comes from the original twelve seals required to recognize the Office’s founding authority. Modern warrants don’t always require twelve literal seals, but the name remains a reminder that the Office’s powers exist through shared consent rather than unrestricted central authority.
Early Pursuers were drawn from:
- Canton Warden services.
- Military reconnaissance units.
- Customs and harbor offices.
- Stonechain auditors.
- Insurance investigators.
- Greypeak tracking companies.
- High Tribunal clerks.
- Reformed smugglers and forgers.
- Private recovery agents.
- Families experienced in searching for missing travelers.
The discipline became increasingly important as magical disguises, teleportation, false records, and cross-border financial schemes grew more sophisticated. Modern Pursuers combine traditional tracking with forensic reasoning, document analysis, legal procedure, and limited magical countermeasures.
Philosophy and Doctrine
Twelve-Seal Pursuers are taught that an accusation is not evidence and evidence is not yet proof.
Their doctrine is summarized in the Six Obligations of Pursuit.
Name the Correct Quarry
Pursuing the wrong person allows the guilty to escape and transforms lawful authority into persecution.
Preserve the Chain
Evidence must be documented, protected, and capable of surviving scrutiny. A correct conclusion supported by contaminated evidence may still fail in court.
Follow the Pattern
A crime scene is not a collection of isolated clues. It is the surviving shape of decisions, movements, pressures, and mistakes.
Respect the Border, Continue the Case
Cantonal law must be respected, but jurisdiction must never become an excuse to abandon victims or permit habitual offenders to escape accountability.
Recover Before Punishing
When a case involves captives, stolen property, dangerous relics, or missing persons, recovery takes priority over arrest.
Authority Must Answer for Itself
A warrant grants specific powers for a specific purpose. It does not make every act committed during a pursuit lawful.
The central tension of the Pursuer tradition lies between results and procedure. Waiting for authorization may allow a quarry to escape. Ignoring procedure may compromise the case, violate cantonal autonomy, or endanger innocent people. Experienced Pursuers know that “I was certain” is among the most dangerous statements an investigator can make.
Visual Identity
Twelve-Seal Pursuers commonly wear durable travel coats in charcoal grey, dark blue, brown, or muted burgundy. Their clothing combines the practical features of a tracker with the restrained formality of a court officer.
Typical equipment includes:
- Weatherproof evidence satchels.
- Numbered wax tablets.
- Seal cases and warrant tubes.
- Magnifying lenses.
- Measuring cord and folding rules.
- Chalk, plaster, and impression compounds.
- Evidence envelopes treated against contamination.
- Manacles with individually recorded keys.
- Compact crossbows, pistols, or carbines.
- Short swords, sabres, and defensive batons.
- Disguise references and registry sketches.
- Alchemical lamps that reveal disturbed surfaces.
- Coded notebooks with detachable report pages.
Their authority badge consists of twelve small silver seal studs arranged around a dark central lens or footprint. Field agents frequently keep the badge concealed until formal identification becomes necessary.
Pursuers do not generally wear full uniforms. A conspicuous investigator is easily avoided, and many cases require extended travel through settlements where the Office possesses limited authority.
Role in Aetheris
Twelve-Seal Pursuers serve as:
- Cross-canton investigators.
- Fugitive trackers.
- Bounty agents.
- Missing-person specialists.
- Hostage-recovery scouts.
- Forensic examiners.
- Stolen-property recoverers.
- Harbor and customs investigators.
- Insurance fraud examiners.
- Counter-forgery specialists.
- Relic-trafficking investigators.
- Witness escorts.
- Warrant officers.
- Investigators of organized criminal networks.
Within an adventuring party, the Pursuer functions as a Scout, Striker, and Controller. The subclass locates hidden evidence, selects a specific quarry, and makes escape increasingly difficult as the investigation develops.
Its abilities are strongest when the Pursuer has evidence or an opportunity to observe the quarry. An unidentified enemy can be fought normally, but a documented quarry becomes vulnerable to the Pursuer’s specialized techniques.
Subclass Integration
Twelve-Seal Pursuit Office
Most Pursuers receive their training through the Office. They generally operate in bonded teams containing an investigator, legal clerk, tracker, forensic specialist, and one or more armed pursuit agents.
The Office doesn’t possess unrestricted arrest authority. Its agents must secure appropriate canton warrants or transfer a detained quarry to local Wardens. This limitation is central to the League’s political balance.
Canton Wardens
Local Wardens sometimes welcome Twelve-Seal assistance, particularly when a quarry has crossed several jurisdictions. Others view the Office as an intrusion by outsiders who don’t understand local law.
A skilled Pursuer learns which Warden captains value cooperation, which insist upon strict procedure, and which may be protecting the person under investigation.
High Tribunal
The High Tribunal reviews cases involving serious jurisdictional disputes, official corruption, magical coercion, or threats extending across the League. Pursuers assigned to Tribunal cases receive considerable authority but face intense scrutiny.
The Grey Key
The Grey Key is both an adversary and a recurring source of intelligence. Grey Key members understand false documents, smuggling routes, compromised clerks, and hidden markets better than most lawful investigators.
Temporary cooperation is common when a case involves slavers, kidnappers, hostile agents, or corruptive relics. Neither side considers these arrangements evidence of trust.
Stonechain Exchange House
Stonechain employs its own auditors but regularly refers cross-canton fraud, stolen bonds, false inheritance claims, and compromised transfers to the Twelve-Seal Office.
Pursuers who investigate financial crimes often form close working relationships with Stonechain casekeepers. They also learn how easily legitimate financial privacy can conceal criminal wealth.
Greypeak Sentinel Division
Greypeak Sentinels provide long-distance tracking, route analysis, overwatch, and reconnaissance. A Pursuer identifies who must be found; a Sentinel determines where they are going.
Twelve-Seal Pursuer Features
Pursuer Features
|
Rogue Level |
Feature |
|
3rd |
Office Training, Open a Case, Evidence Dice |
|
9th |
The Record Contradicts You, Read the Flight |
|
13th |
Interdict Escape, Bound Witness |
|
17th |
Reconstruction of the Deed, Final Warrant |
Pursuer Save DC
Some features require a saving throw. Your Pursuer save DC equals:
8 + your Proficiency Bonus + your Intelligence modifier
Office Training
Your training in forensic investigation and cross-canton procedure grants the following benefits.
Investigative Expertise
You gain proficiency in Investigation. If you are already proficient in Investigation, you gain proficiency in Insight, Perception, or Survival instead.
Choose one of those four skills in which you are proficient. You gain Expertise in the chosen skill.
Casekeeper’s Tools
You gain proficiency with Calligrapher’s Supplies or a Forgery Kit. You can use either of those tools to authenticate warrants, identify altered records, preserve written evidence, or compare seals and handwriting.
Procedural Knowledge
You have Advantage on Intelligence checks made to recall laws, warrant procedures, registry practices, official insignia, or jurisdictional boundaries within a region where you have spent at least 24 hours.
This knowledge doesn’t grant legal authority, but it allows you to recognize who possesses that authority and what procedure they are expected to follow.
Action Type: Passive
Uses: At will
Duration: Continuous
Casekeeper's Tools - Calligrapher's Supplies
You gain proficiency with Calligrapher’s Supplies or a Forgery Kit. You can use either of those tools to authenticate warrants, identify altered records, preserve written evidence, or compare seals and handwriting.
Casekeeper's Tools - Forgery Kit
You gain proficiency with Calligrapher’s Supplies or a Forgery Kit. You can use either of those tools to authenticate warrants, identify altered records, preserve written evidence, or compare seals and handwriting.
Open a Case
You can designate a creature, missing person, stolen object, or connected criminal activity as an Active Case.
You can open a case in one of the following ways:
Observed Quarry. As a Bonus Action, designate one creature you can see within 60 feet.
Physical Evidence. Spend 1 minute examining evidence connected to a creature or event. The evidence might include tracks, a weapon, correspondence, magical residue, a damaged lock, a witness statement, discarded equipment, or a stolen object.
Formal Briefing. Spend 10 minutes studying a credible warrant, case file, missing-person report, or collection of authenticated records.
You can maintain one Active Case at a time. Opening another case closes the previous one. Your Active Case remains open until you close it, complete it, or finish a Long Rest and choose not to renew it.
When a case concerns an organization or conspiracy, the benefits apply only to a specific creature you have identified as directly involved. You can change the designated creature when you complete a Short or Long Rest after examining evidence connecting the new creature to the case.
A creature properly designated through your Active Case is your Quarry.
While pursuing your Quarry, you gain the following benefits:
- You have Advantage on Wisdom (Survival) checks made to track it.
- You have Advantage on Intelligence (Investigation) checks made to locate evidence it concealed or determine whether it disturbed a scene.
- You have Advantage on Wisdom (Insight) checks made to recognize its deliberate evasions, rehearsed statements, or attempts to redirect suspicion.
- You always know whether an observable track, item, or physical trace could plausibly have been left by your Quarry. This doesn’t automatically reveal planted evidence.
- You can deal Sneak Attack damage to your Quarry if you don’t have Disadvantage on the attack roll and you examined evidence connected to it since your last Long Rest. All other Sneak Attack rules apply.
Once you use the final benefit to deal Sneak Attack without otherwise qualifying for it, you can’t do so again until the start of your next turn.
Action Type: Bonus Action or investigation activity
Uses: One Active Case at a time
Duration: Until closed, completed, or not renewed after a Long Rest
Evidence Dice
You possess a pool of Evidence Dice representing observations, documented inconsistencies, witness details, and physical clues.
You have a number of Evidence Dice equal to your Proficiency Bonus. These dice are d6s. They become d8s at 9th level, d10s at 13th level, and d12s at 17th level.
You regain all expended Evidence Dice when you finish a Long Rest. If you roll Initiative with no Evidence Dice remaining and your Quarry is present, you regain one die.
You can expend one Evidence Die for one of the following benefits:
Confirm the Detail
When you make an Investigation, Insight, Perception, or Survival check connected to your Active Case, add the Evidence Die to the roll after rolling the d20 but before the result is declared.
Anticipate Resistance
When your Quarry makes a saving throw against one of your Pursuer features, roll the Evidence Die and subtract the result from its saving throw.
You must expend the die before knowing whether the saving throw succeeds.
Exploit the Finding
When you deal Sneak Attack damage to your Quarry, add the Evidence Die to the attack’s damage. The die deals the same damage type as the weapon.
You can expend only one Evidence Die on a given roll or attack.
Action Type: Part of a check, attack, or saving throw
Uses: Proficiency Bonus per Long Rest
Scaling: d8 at 9th level, d10 at 13th level, and d12 at 17th level
The Record Contradicts You
You have learned to recognize the inconsistencies created by false identities and rehearsed explanations.
After observing a creature for at least 1 minute, you can make an Intelligence (Investigation) check contested by its Charisma (Deception) check.
On a success, you learn two of the following facts of your choice:
- Whether it is deliberately using a false name.
- Whether it is disguised by mundane means.
- Whether it carries a concealed weapon.
- Whether an insignia, credential, uniform, or seal it displays is false.
- Whether its account of its recent movements contains a deliberate material omission.
- Whether it appears to recognize someone or something it claims not to know.
- Whether it has been coached to provide a particular statement.
- Whether its apparent emotional state is deliberately performed.
This feature doesn’t reveal the truth behind the contradiction. For example, you may determine that a name is false without learning the creature’s true name.
If the creature is your Quarry, you can perform this assessment as an Action rather than observing it for 1 minute. Once you do so, you can’t assess that creature again until you finish a Long Rest.
You can expend an Evidence Die to gain Advantage on the contested check.
Action Type: Investigation activity; Action against your Quarry
Uses: At will after observation; once per Quarry per Long Rest as an Action
Duration: Immediate
Read the Flight
When you examine a scene where your Quarry spent at least 1 minute, you can determine the general method by which it departed and its approximate direction of travel.
You learn:
- Whether it left willingly, under restraint, or while injured.
- Whether it traveled alone.
- Whether it departed by ordinary movement, vehicle, flight, teleportation, or another clearly distinguishable method.
- Its general direction of travel when physically traceable.
- Whether obvious evidence of its departure was deliberately concealed.
- Approximately how long ago it departed, expressed as minutes, hours, or days.
If the Quarry used teleportation, planar travel, or similar magic, you don’t learn its destination. You do learn the direction of the effect’s destination if that effect normally has a range rather than transporting the creature to an unlimited or planar destination.
You also have Advantage on saving throws against Illusion spells and effects created by your Quarry.
Action Type: 1-minute investigation
Uses: At will
Duration: Immediate; defensive benefit is continuous
Interdict Escape
You can react immediately when your Quarry attempts to flee.
When your Quarry that you can see within 60 feet takes the Dash or Disengage action, teleports, becomes Invisible, or willingly moves more than 15 feet during its turn, you can use your Reaction and choose one of the following responses.
Cut Off the Route
Move up to your Speed toward the Quarry. This movement doesn’t provoke Opportunity Attacks from the Quarry.
If you end this movement within 5 feet of it, its Speed becomes 0 for the remainder of the current turn.
Pursuit Shot
Make one weapon attack against the Quarry, provided it is within the weapon’s range.
On a hit, the attack can deal Sneak Attack damage even if you have already dealt Sneak Attack damage during the current round. Once you deal Sneak Attack with this feature, you can’t do so again until the start of your next turn.
Seal the Threshold
When the triggering movement is teleportation, the Quarry must make a Charisma saving throw against your Pursuer save DC.
On a failed save, the teleportation fails, but any action, Bonus Action, Reaction, or spell slot used to attempt it is still expended.
On a successful save, the teleportation occurs, but you learn the Quarry’s direction and distance from you if it arrives within 1 mile.
You can use Interdict Escape a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Action Type: Reaction
Uses: Proficiency Bonus per Long Rest
Duration: Immediate
Bound Witness
Your discipline protects witnesses, captives, and recovered persons during dangerous extractions.
When a creature you can see within 30 feet is targeted by an attack, you can use your Reaction to move up to half your Speed toward it without provoking Opportunity Attacks.
If you end this movement within 5 feet of the creature, choose one of the following:
- The triggering attack has Disadvantage.
- You become the target of the triggering attack.
- The protected creature moves up to 10 feet without provoking Opportunity Attacks.
You can use this feature a number of times equal to your Intelligence modifier, with a minimum of once. You regain all expended uses when you finish a Long Rest.
If the protected creature is a witness, captive, missing person, or victim connected to your Active Case, you can use Bound Witness without expending a use once per Short or Long Rest.
Action Type: Reaction
Uses: Intelligence modifier per Long Rest, plus one case-related use per Short or Long Rest
Duration: Immediate
Reconstruction of the Deed
You can reconstruct a past event from surviving physical evidence.
By spending 10 minutes examining a location no larger than a 60-foot Cube, you form an exceptionally accurate reconstruction of one event that occurred there within the previous 30 days.
The event can last no longer than 10 minutes.
The DM describes the event as a sequence of sensory and physical deductions. You can determine:
- The approximate number and relative positions of creatures involved.
- The routes by which they entered and departed.
- The order of significant physical actions.
- The weapons, tools, or spells that left identifiable evidence.
- Which creatures were injured, restrained, carried, or moved.
- The location of concealed, altered, or removed physical evidence.
- Whether part of the scene was deliberately staged.
- Which observed actions are consistent with evidence already linked to your Quarry.
You don’t perceive private thoughts, conversations that left no evidence, exact facial details, or events wholly erased by magic. Creatures concealed by flawless magical means may appear only as unexplained disturbances in the reconstruction.
After completing the reconstruction, you can ask the DM three questions about observable details of the event. The DM answers truthfully according to the surviving evidence. “The evidence is insufficient” is a valid answer and doesn’t expend an additional question.
Once you use Reconstruction of the Deed, you can’t use it again until you finish a Long Rest.
Action Type: 10-minute investigation
Uses: Once per Long Rest
Duration: Reconstructs an event of up to 10 minutes
Final Warrant
You can bring the full weight of a completed investigation against your Quarry.
As a Bonus Action, present, invoke, or symbolically declare your Final Warrant against your current Quarry. The warrant remains active for 1 minute and ends early if you become Incapacitated.
For the duration, you gain the following benefits against the Quarry:
Identity Fixed
You always know its location while it is within 1 mile of you and on the same plane of existence. You know the direction and approximate distance, but not the exact route to reach it.
The Quarry gains no benefit against you from being Invisible, disguised, or transformed, although Total Cover can still prevent you from targeting it.
No Procedural Escape
The Quarry can’t take the Disengage action. Difficult Terrain doesn’t slow your movement when you move toward it.
Evidence Converges
Once on each of your turns when you hit the Quarry and deal Sneak Attack damage, it takes an additional 2d6 Psychic damage as your attack exploits a weakness established during the investigation.
Compelled Halt
When the Quarry begins its turn more than 30 feet from you, it must make a Wisdom saving throw against your Pursuer save DC.
On a failed save, its Speed is halved until the start of its next turn, and it can’t teleport or become Invisible during that time.
Lawful Seizure
When you reduce the Quarry to 0 Hit Points with a melee attack, you can render it Unconscious and Stable rather than killing it. The Quarry remains Unconscious for 1 hour, until it regains Hit Points, or until a creature uses an Action to awaken it.
Once you use Final Warrant, you can’t do so again until you finish a Long Rest.
Action Type: Bonus Action
Uses: Once per Long Rest
Duration: 1 minute
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