GM The Clockwork Regent's Zeitgeist Campaign

Game Master Divinitus


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Hello everyone and welcome to my final campaign recruitment for a while (Assuming none of my other campaigns disintegrate!). Now for those who are lured by the semi-private recruitment and not by an invitation from my previous thread, Zeitgeist is a steampunk, magitek-style campaign with lots of urban adventuring, intrigue, and some truly epic battles set in a world on the cusp of world-shattering changes... and the heroes actions ultimate influence this fate in a major way.

The free Expanded Player's Guide is HERE!

Character Creation
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EDIT: Gestalt and eventually Mythic!

Race: Any official or 3PP, subject to my approval on the latter

Class: Any official or 3PP, subject to my approval on the latter

Max HP per HD

Max Starting Gold

25 Point Buy from a baseline of 10, with the buys being on a 1-1 scale rather than an exponential one, and you can reduce a particular score by up to 2 points to gain a like amount to purchase others with. Obviously, no score should, before racial modifiers, be higher than 18 or lower than 08.

2 Traits, with a 3rd allowed if a Drawback is taken

Players also pick a theme from the Expanded PG for Zeitgeist, gaining that for free and gaining free levels in the associated 3-level prestige class within the same book as they reach certain points in the story.

CHEAPER FIREARMS! Ask for availability and prices!

If you have any questions or comments about this campaign, feel free to ask!

I'm logging off in a few minutes because I only had a few hours sleep last night, so I will reply to you all in about... 10-12 hours!


Think I'm going to submit a Machinesmith/mechamage or wizard. Need to see the mechamage first. I'm considering Half Giant as the race. But I did have some interest in half dragons as well, just need to see more info about them. Theme will be Technologist. My role with the RHC is a technical specialist in magic and technology called in whenever technical back up is needed.


dotting in. we discussed my concept earlier. will re-post it here and begin the crunch part.

I may not have the background done in a good story format but it should have the important info. in it.

I may re-write it to be in a more story format.

also I will definitely need those firearm prices.


Because I am significantly lacking in good sense (and do have a bit of free time)... why not? XD Unless you'd rather me just bow out, anyway, since I am in another of your games.

If not, here's the brief overview of my character:

Plot-wise, I plan to create someone who's something of an on-call troubleshooter, helping to resolve problems that the authorities might be having. Mechanically, I plan to build them as an Eldritch Binder (think of a hybrid Alchemist/Summoner, with no extracts or Eidolon, and special guns that can fire spells instead of bombs), gestalting with some sort of arcane class - probably a Sorcerer, but I'm considering a Witch or an Arcanist as other options. I think they'll be pretty versatile, with a mix of straight damage-dealing and general utility to get the party out of sticky situations. XD I'm not sure if I should bother building them up further for a serious submission, though. That's up to you!


Dotting because I always wanted to make a Gestalt.


Dotted for interest, thinking of playing an inquisitor with duel pistols. Btw, are there advanced guns and what level should I make my character?


Do psionics exist in this world. Would knowledge psionics be a skill to pick up then?


I do have a question. if I have one class of the gestalt that gives all martial weapons,

and the other one says gain martial weapon prof. as a bonus feat.

do I loose that bonus feat or can I replace it with something else.


What are the firearms prices?

Also, will likely have something up tomorrow.


Woke up for a few minutes, about to go back to bed. First, answers for you all.

EVERYONE STARTS AT LEVEL 1! Didn't think it needed to be specified, but there it is lol.

Trawets71, will get that info to you! Psionics DO exist, but the only NPCs that have them are the ones I made or altered.

Rednal, it's fine!

Sacraz, advanced firearms are an option, including ones not officially released by Paizo. Example: sniper rifle!

Ed, I would say that you get a bonus feat, BUT it should be related to combat in some way, like from the fighter bonus feat list!

Firearms prices: BE SPECIFIC! Give me a general idea about what type of firearm you want to use, because I have around 100 from Paizo and 3PP sources. It would make it MUCH easier for me not to list them all!


Definite interest here.

Half-elf Alchemist(Grenadier)/Artisan with the Technologist Theme. Why yes, explosions, poisons, potions, power-armor, and more from a slightly insane crafter!

Taking a nap, then drafting the Gestalt up.


thinking a blue/tiefling psion (telepath) with a fondness for "getting his way"...

Also thinking of a dwarven or duergar marksman (canoneer) witha culverin...

so many choices...


Free is excellent! I am downloading the players guide and will know more on a concept soon.

Edit: Turns out this was in my Paizo downloads already. Cool!


TSP: If we have two concepts can we submit both? Or would you prefer only one submission?

Also, is it 25 points or 28 points for the stats? I think you revised to 28 in the WotR thread, so I wanted to double check.


My first idea was a staff magus complete with tophat and monocle, but I think that might be a bit much.

My second idea is a gestalt rogue summoner street urchin type where his eidolon is his accomplice/comrade-in-arms. He's a good-hearted type, he just does what he needs to do to survive.


Forgot to add: Would you be ok with Synthesist Reborn instead of the default Synthesist summoner? It ditches the temp HP and makes the stats function more like a polymorph spell, adding an enhancement bonus to stats instead of replacing them outright. It makes the synthesist a lot simpler and less of a pain to keep track of.


Hmmmm... Count me interested. I've been wanting to try a Golemoid from Thunderscape, as well as a Tinker, so... Maybe. But then again... I can't be bothered to create another complex backstory!!! So... maybe. Maaaaybe.


Posting for Interest!

My idea is a Half-Elf Witch/Mind Chemist(Spirit Medium Theme).
I'm wondering if there is a way for the magitech to be used with my bombs (or maybe just crafting) creating all sorts of cool 'alchemagical' bomb effect gadgets. Also could there be a way I could do 'nonlethal' damage with my bombs? For apprehending suspects and what not without killing and splattering blood and guts everywhere heh.


TSP sent a PM with specific firearms.

basic concept

Character is Rosealita Englasias ("Rose", AKA "Black Rose")

she was raised an orphan and ended up enlisting in Risur's military. her natural ability with technology got her noticed by a noble that was forming an elite fighting force of guerrilla commandos. She fought in the 4th Yerasol War. where she ended up a prisoner of war.

she was tortured and beaten and raped in the prison camp. and she was abandoned by her fellow comrades.

Eventually she found her freedom she was sent to recover on the R.N.S. Impossible, where she ended up befriending Captain Rutger Smith.

after the war, she took on the role of Captain Smith's personal house servant, where she tended to his family. she also took it upon herself to be his personal bodyguard as needed.

during her imprisonment Rose had a Daughter (Fabiola) but the child was taken at birth and Rose always assumed the child died or possibly killed.

she discovered old records from the prison in Capt. Smith's study giving clues that she may still be alive.

her tattoo on her lower back

her calling card

character is Human gunslinger (pistolero)/alchemist (grenadier) also the theme feat will be Gunsmith.


True Repentance wrote:

Posting for Interest!

My idea is a Half-Elf Witch/Mind Chemist(Spirit Medium Theme).
I'm wondering if there is a way for the magitech to be used with my bombs (or maybe just crafting) creating all sorts of cool 'alchemagical' bomb effect gadgets. Also could there be a way I could do 'nonlethal' damage with my bombs? For apprehending suspects and what not without killing and splattering blood and guts everywhere heh.

splattering guts is fun...

.....click.....click..... Boom


On third or fourth thought, I have a better idea... Now, how to build this properly?


Ok folks, back online!

*REVISION 26 POINT BUY, USING THE SAME GUIDELINES!*

ALSO, REMEMBER THE BASIC PARTS OF FIREARMS AND EXPLOSIVES! THEY'RE BOTH LOUD, SO IF YOU WANT TO TAKE A STEALTHY APPROACH, BRING A BACKUP WEAPON! ALSO, BE AS CAUTIOUS WITH EXPLOSIVES AS YOU WOULD A FIREBALL SPELL, SINCE THESE ADVENTURES HAVE A GOOD BIT MORE URBAN ADVENTURING THAN OTHERS! BOTH ARE STILL VERY USEFUL AND HAVE A DEFINITE PLACE IN THE CAMPAIGN, BUT BEAR IN MIND THESE THINGS AS YOU PLAN YOUR CHARACTER! JUST USE BASIC COMMON SENSE WHEN THINKING THINGS THROUGH, JUST AS YOU WOULD WITH ANY CHARACTER!

EDIT: You can buy silencers for a gun, but they decrease damage and range increments. Bombs, alas, have no silencer, unless a Silence spell is cast on it or something lol.

Xentik, you may submit up to 3! And yes, the archetype is allowed. Did you design it yourself? It actually looks good!

Sixteenbitcon, there's nothing wrong with the first idea at all! A true gentleman fights with his cane, yes? :P Bear in mind, tophats and monocles are a thing some of the wealthier members of these nations are fond of, as are bowler hats!

Tsiron, heroes don't sit on the sidelines! *Shakes fist* :P

True Repentence, I don't have the Spirit Medium. Can you link it so I can check it out? Also, I have a LOT of books with new Alchemist Discoveries regarding bombs, so if the Mind Chemist gives you those, you have a great deal of options! Otherwise I have a lot of item books, so you can find some interested grenade/bomb weapons there. I would be amenable to creating a new feat, if need be, so you can custom craft bombs/grenades with certain spell effects (If I do, it would require either Craft: Alchemy or Craft: Engineering, Knowledge: Arcana, and Spellcraft as prereqs,).

Ed, nice! Love the calling card! Reminds me of one of a very cool character I played once who left midnight orchids clutched in victim's hand. My character was a Lawful Evil Ninja/Assassin, but still, calling cards are cool!

Rednal, build what properly?


based on my concept as well, I would be interested in seeing these alchemist resources.

Also was thinking an idea, but not sure how it would wrk in the game.

she sends a white rose to those that are safe
a red rose means your a target.
Black rose means...."got ya." sometimes sent before she kills you. so when you see it you have just enough time to say "oh crap" then Bang.

not really to feasible at level 1 but something to work toward.


Building this character idea. XD Here's Selene, my first submission.

Fluff (Selene):

Appearance

They say that wars produce heroes, but most of those heroes wouldn't always agree with the title. For the "Blood-soaked Witch of Yerasol", war is simply another clash of will, and she was actually quite happy to leave that behind her... especially since the Royal Homeland Constabulary offered her a much better place to showcase her talents. In fact, she was one of the individuals under the command of Viscount Inspector Price-Hill during the war, and it was partially due to his leadership that she earned the status as a hero of the war.

Selene has an abnormally high affinity for darkness and blood, and hints of a much greater lineage lie within her... and with enough experience and training, this may well manifest into much greater power that she can use against the enemies of Risur.

While her popular image is that of an attractive young woman dripping in the blood of her enemies, Selene does believe in the ideals of the RHC - namely, that subjects should be taken alive when possible, and that the abuse of their authority is not acceptable. On the other hand, she has what she prefers to call a realistic view of things, and keeps her skills sharp enough to kill in case it's ever needed. As one of the more capable agents of the RHC, Selene usually finds herself involved with the more dangerous assignments, but she doesn't seem to mind very much.

In her day-to-day life, she is friendly and approachable, but rarely shows powerful emotions. What most people (except the leaders of the RHC) don't realize is that beyond her innate magical talents, Selene possesses incredible mental power... and her emotions can strongly affect that. It may be just as well that she's worked so hard to control herself, because she'd be truly frightening if her blood-lust got out of control...

Crunch (Selene):

Selene
Human Sorcerer (Wildblooded) 1 / Wilder 1
CG Medium humanoid (human)
Init +10; Senses Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 8 (1d8)
Fort +0, Ref +4, Will +3
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Offense
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Speed 30 ft.
Sorcerer (Wildblooded) Spells Known (CL 1st; concentration +6):
. . 1st (5/day)—obscuring mist, shadow hands (DC 16)
. . 0 (at will)—askew balance (DC 15), dark baubles, detect magic, shadow snag (DC 15), ultrasonic ray
Wilder Powers Known (power points 4, ML 1st; concentration +6):
. . 1st—attraction (DC 16)
. . 0 (at will)—far hand
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Statistics
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Str 12, Dex 18, Con 10, Int 16, Wis 12, Cha 20
Base Atk +0; CMB +1; CMD 15
Feats Armor Proficiency (Light), Display of Heroism, Eschew Materials, Improved Initiative, Latent Vampire, Shield Proficiency, Simple Weapon Proficiency (All), Surging Aura
Traits perceptive talent, strike first
Skills Bluff +9, Diplomacy +9, Intimidate +9, Knowledge (arcana) +7, Perception +5, Sense Motive +5, Spellcraft +7, Stealth +8
Languages Common, Dwarven, Elven, Undercommon
SQ cloak of shadows, mutated bloodlines (umbral), psychic enervation, surge blast, surge bond, surge type (leader's surge), wild surge
Other Gear 150 gp
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Special Abilities
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Cloak of Shadows +1 (8/day) At 1st level, as a standard action, you can grant one target a cloak of shadows. This cloak gives the target a bonus on Stealth checks made in areas of dim or no light equal to 1/2 your sorcerer level for 1 round per 2 sorcerer levels you possess (minimum +1 bonus for 1 round). You may use this ability a number of times per day equal to 3 + your Charisma modifier.

Display of Heroism Seeing an ally in peril, you rush into harm’s way and cover his escape. Benefit: Once per combat you may assist an ally who is imperiled. As a move action, you may move your speed to an ally. This movement doesn’t provoke attacks of opportunity. You can lift the ally to his feet if he is prone. If he was dying, your presence stabilizes him and allows him to become disabled instead of unconscious. You and that ally gain a +2 circumstance bonus to AC and saves until the end of your next turn. If you choose Yerasol Veteran as your character’s theme, the party’s Prestige with Risur starts at 2 instead of 1.

Eschew Materials Cast spells without materials, if component cost is 1 gp or less.

Latent Vampire: You aren't undead just yet, but you're getting there. This feat must be taken at 1st level. At 5th Level, you gain the Vampire template, with the following modifications - you lose the Vampire Weaknesses, but you also lose the ability to Create Spawn and the Vampire's bonus feats. You lose the DR and Fast Healing of the Vampire Template as long as you are in bright light. You cannot change other creatures into vampires.

Leader's Surge Wild Surge and Psychic Enervation: For the leader wilder, the rush of emotions is at its highest when amongst allies and friends. From their camaraderie, she draws renewed strength and in combat, their danger drives her emotions to almost paralyzing heights, sometimes spilling over into her aura. A leader wilder overcome by psychic enervation is shaken for a number of rounds equal to the level of wild surge used and loses a number of power points equal to her normal manifester level (the increase in manifester level from her wild surge does not increase the number of power points lost), and each ally inside her aura (see Bond Benefit, below) must make a Will save (DC 10 + ½ wilder level + wilder’s Charisma modifier) or be shaken until the end of their next turn. If the leader wilder suffers psychic enervation again while still suffering from a previous psychic enervation, the penalties do not stack, but the duration resets. Surge Bond: The leader wilder gains the Surging Aura feat as a bonus feat. Improved Surge Bond: A leader wilder’s ability to share her surging power with her allies reaches a new and profound level of understanding and as she surges, so do her allies. Beginning at 5th level, the wilder increases her surging aura radius by 5’ and whenever she gains the benefits of her surging euphoria, all allies within her surging aura radius also gain the benefits of surging euphoria. Every four levels beyond 5th (9th, 13th, and 17th level), the range of her surging aura radius increases by 5’ (to 20’ at 9th level, etc.).

Perceptive Talent While maintaining psionic focus you are more aware on a subliminal level of the thoughts and intentions of those around you. You gain a +1 trait bonus on initiative and on Sense Motive checks while you are psionically focused. This talent grants no benefit if you do not have the ability to gain psionic focus.

Psychic Enervation (Ex) 15% to suffer a psychic enervation after using Wild Surge.

Strike First +2 Trait Bonus to Initiative.

Surge Blast 1d6 (Su) A wilder can channel her wild surge into a blast of uncontrolled phrenic energy. As a standard action and by expending psionic focus, the wilder can make a ranged touch attack (range 30’) that deals 1d6 points of force damage for every +1 to her wild surge.

Surge Bond You gain a unique benefit depending on the type of surge selected. (Leader's Surge)

Surging Aura - 1 ally; 10ft You gain a 10’ surging aura. When you use your wild surge class feature, you can designate one ally for every +1 of your wild surge within the surging aura to gain an insight bonus to attack rolls equal to your wild surge until the end of their next turn.

Umbral Your nature is to gather the darkness into yourself.

Wild Surge +1 (Su) A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see psychic enervation). A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge. Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge. This improvement in manifester level does not grant her any other benefits outside of the manifestation (she gains no higher-level class abilities, for instance). She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.

At 3rd level, a wilder boosts her manifester level by two instead of one. At 7th level, she boosts her manifester level by three; at 11th level, by four; at 15th level, by five; and at 19th level, by six. The wilder always wild surges for the maximum amount possible, for unleashing emotions in the fashion of a wild surge does not lend itself to using finesse.

In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power by this additional amount; only the standard power point cost is subtracted from the wilder’s power point reserve. For example, if Alrik the 8th level wilder were to invoke his wild surge when manifesting a power, he would spend between 1 and 8 power points as normal, but the power would manifest at 11th manifester level and behave as if he had spent 3 more on it than normal.

The wilder can expend her psionic focus to manifest a psionic power without expending any power points, powering the manifestation with only her wild surge. She manifests this power as if all power points were paid by her wild surge ability. This results in the power being manifested as if the base power point cost of the power was paid, along with augmentation equal to her wild surge amount, but she may not augment the power beyond the amount of her wild surge, and when checking for psychic enervation, the chance to be overcome doubles to 30%. A wilder must wait 10 minutes after wild surging in this fashion before she can do so again. If the wilder suffers psychic enervation and loses more power points than she has available, she instead loses 3 hit points for every power point lost.


TSP: I wish I'd come up with it. It was put together by Avianfoo here on the boards with the help of some others. I was really impressed by it and have been wanting to try it out for a while.

Ok, here's the second of my two concepts, figured I'd post this one first since I'm leaning towards it at the moment. This one is definitely more fantastic than the Professor I pitched in the other thread.

Auraelia "Ash Cat" Blackthorn a Half-Elf Vekeshi Mystic Synthesist/Soulknife(Deadly Fist)

Background and Appearance:

Appearance and Personality
The first thing you would notice about Auraelia, or her twin sister Aurora for that matter, are her eyes. Auraelia was born with mismatched eyes, her left blue and her right green, while her sister was born with the opposite configuration. Her light skin and otherwise facial human features are contrasted against her obviously elven ears and copper colored hair. While her new position in the RHC requires her to wear more formal gear, it's clear she's not comfortable in them. In fact, when she can get away with it, her appearance borders on disheveled, with her uniform shirt untucked, her pants rolled up at the bottom, and a stylish but decidedly non-regulation jacket. The jacket itself is odd in that the right sleeve is slit down the side with laces to keep it closed. Despite her slovenly appearance, she carries herself with an air of confidence.

In the not uncommon instances that she gets in trouble the jacket sleeve can be undone causing it to fall open and exposing her right arm which bears the branded sigil of the Ash Wolf on the inside of her arm at the wrist. An elaborate Tattoo of a two tailed cat whose maw encompases the Sigil decorates the rest of her arm, with the cat's tails snaking up her arm in a twin-spiral and ending at her shoulder. This tattoo earned her the nickname "Ash Cat" back when she was working the docks in Flint, and her friends still commonly refer to her as Ash.

Having worked in the low places in Flint for a while, Auraelia is most at ease when she can walk among the back allies and poorer places of the city. She has little care for wealth beyond what she needs to live comfortably, and has a poor opinion of the upper classes and aristocracy. While physically attractive, she can be boorish at times, and is quite aggressive if she feels she or her friends are being threatened. When not working she keeps a close eye on her sister and parents, all of whom live in Flint.

The Ash Cat

When Auraelia chooses to manifest the Ash Wolf's powers, she can do so in two ways. The first draws upon the power of the sigil on her wrist to wreath her hands in burning cinders, with which she can fight quite effectively and avoid drawing attention to herself. The second draws upon the sigil and tattoo, calling forth a cloud of ash and cinders in the form of a large two-tailed cat with glowing coals for eyes. Due to the fearsome visage of the Ash Cat, however, Auraelia has so far refrained from using it during the day when it might be easily spotted.

Story
Among the Elfvair, any child born with mismatched is said to be 'Fey-Marked', and it is expected for their parents leave offerings to the Unseen Court lest they come to claim the child. Most of the time the offerings are sufficient to appease the Fey, and the child goes on to live a normal life. Once in a few generations, however, the child will disappear despite all the precautions taken, and a silver token will be left in their place. This token represents a pledge on the part of the Fey that the child will be returned in a year. These children, known as "The Borrowed" in elven, are returned a year later branded with the sigil of one of the Fey Titans on their body, forever binding them to the essence of the slumbering titan. Properly trained and initiated, these elves are able to manifest an aspect of that titan, calling upon its powers in combat. While many may draw power from the same titan, the form it takes when manifested is unique to each elf and is reflected in the tattoo which forms around the brand upon completion of the activation ritual. As one would expect, the Unseen Court's motivations for empowering them in this way remain inscrutable even to the wisest of the elves.

When Auraelia and Aurora were born with mismatched eyes, one of the first instances of Fey-Marked twins in over a thousand years, their parents were almost in a panic. Calling in favors from friends and relatives, they went out of their way to offer everything they could to save them, leaving the family nearly destitute. Despite this, on the night of their first birthday both girls disappeared from their beds. In each of their places, however, was left a small silver token of a wolf. Though distraught, Auraelia's mother and father were consoled by the fact that their children would be returned eventually, and stood watch over their beds every night for a year waiting expectantly. The Fey, while capricious and often beyond mortal understanding, are true to their word though, and on the night of the children's third birthday they were returned. Auraelia and Aurora were, apart from the brand of the Ash Wolf they now had on their Right and Left wrists respectively, unharmed and quite oblivious to anything odd having happened.

Despite this fantastic beginning, the majority of Auraelia's life was fairly normal. The family moved to Flint so her father could work the docks, labor she took up herself when she came of age, and her sister went off to study history at the university. More comfortable in the docks district, Auraelia soon became involved with a group of Vekeshi mystics, and eventually was inducted into the order. As part of the induction ceremony they offered to perform the ritual to activate her brand, resulting in the tattoo of the two-tailed cat upon her arm. With her new-found abilities, and the aid of the Vekeshi Mystics, Auraelia managed to make a place for herself as an erstwhile vigilante and informant/tracker/bounty hunter for the local constabulary.

Life was good for Auraelia for many years. She earned a decent stipend aiding the local constabulary, and with her job on the docks she made more than enough to help her parents live comfortably. She visited Aurora regularly in the upper-class portion of Flint, where her sister had gotten a position as a bookkeeper for a profitable trading company. Things stayed this way until last year, when her sister just vanished. Auraelia was unable to find any trace of her, her employer said she just stopped coming in one day, and neither their parents nor any of Aurora's friends had heard a word out of her. Her apartment also contained not a single clue to her whereabouts, much to Auraelia's dismay. It was then that she turned to Inspector Clemens at the local constabulary for aid. His queries attracted the attention of the RHC, which had been keeping an eye on Auraelia for some time. The RHC then stepped in and offered her a deal: Accept a position in the RHC and they would allow her to use their resources to track down Aurora. Needless to say, she accepted.

Plot Hooks

- What happened to Aurora?

- Why does the Unseen Court tie infants to the Fey Titans? What is their goal?

Statistics:

Auraelia "Ash Cat" Blackthorn
Female Half-Elf Summoner(Synthesist) | Soulknife (Deadly Fist) 1
CG Medium Humanoid (human, elf)

Init +3; Senses low-light vision, (darkvision 60 ft., scent); Perception +11

Defense
AC 17 (18), Touch 13, Flat-footed 14 (15) [4 armor + 3 dex + 0 (1) nat armor]
HP 14/14 (15)
Fort +3 (+4), Ref +5, Will +3

Offense
Speed 30 ft. (40 ft.)

Melee Unarmed +3/+3 (1d6 + 5, 20/x2)
Melee (Ash Cat) Bite +6 (1d6 + 6, 20/x2)

Ranged Psychokinetic Discharge +5 (1d6 + 5, 10' increment, 20/x2)

Special Attacks Psychokinetic Discharge
Space 5 ft.; Reach 5 ft.

Spells Known
1st (2/day) - mage armor, rejuvenate eidolon, lesser
0th (at will) - guidance, mending, mage hand, light

Statistics
Str 18 (19), Dex 16 (17), Con 16 (18), Int 10, Wis 12, Cha 16
Base Atk +1; CMB +4; CMD 14

Feats (class) Improved Unarmed Strike, (class) Wild Talent, (class) Flurry of Fists, Weapon Focus(Bite), (race) Skill Focus(Perception), (theme) Vekeshi Mystic: Hand of Retribution
Race Traits Elven Immunities, Adaptability, Keen Senses, Elf Blood, Arcane Training
Traits Finding your Kin, Mizu Ki Hikari Rebel, Inspired
Drawback Fey-Taken
Skills Acrobatics +3, Climb +4, Diplomacy +3, Intimidate +7, Know(Nature) +7, Perception +11, Stealth +7 (+15), Survival +6, Swim +4
Languages Primordial, Elven
SQ
Limited Use Summon Monster I (6/6), Psi Pool (2/2)

Combat Gear Uniform
Other Gear Silver Wolf Pendant, Small Pack, Fighter's Kit
Treasure None

Special Abilities (Race)
Arcane Training (Ex): Use Spell-trigger and completion items for favored class as if one level higher.

Special Abilities (Synthesist)
Evolutions: (3/3.25) Bite, Scent, Skilled(Stealth)
Fused Eidolon:
Parting Gift (Su): (No Act., 1/day) When Eidolon is dismissed for any reason, may heal 1d8 + 4 HP (1d8 + eidolon's con mod), even if asleep or unconscious.
Summon Monster I (Sp) (std. act., 6/day, 1 min.) As summon monster I with duration of 1 min/lvl.

Special Abilities (Deadly Fist)
Empowered Strikes (Su): (move act., at-will) Wreath body in energy. Unarmed strikes deal 1d6 and are considered magic. Maintain in null psionics zone with Will save DC 20.
Enhanced Strikes: Enhancement bonus from Empowered Strikes applies to Unarmed Attacks.
Unarmed Assault: Gain Improved Unarmed Strike Feat and Flurry of Fists Blade Skill.
Psychokinetic Discharge (Su): Launch energy as ranged attack. Increment 10', but as projectile. Need to re-empower after attack.

Gear Abilities

Mythic (Tier 0 Champion)

Ability Score Calcs:

Str: 18 = 16 point buy + 2 racial
Dex: 16 = 16 point buy
Con: 16 = 16 point buy
Int: 10 = 10 point buy
Wis: 12 = 12 point buy
Cha: 16 = 16 point buy

Attack Calcs:

Melee Unarmed [+3/+3 (1 BAB + 4 str - 2 flurry; 1d6 + 5 (4 str + 1 trait), 20/x2]
Melee (Ash Cat) Bite [+6 (1 BAB + 4 str + 1 Weap Focus; 1d6 + 6 (4 str * 1.5), 20/x2]

Favored Class Choices:

1: +0.25 evolution points, +1 skill, +1 HP (from Finding your Kin trait)


Spirit Medium is on page 11 of the free PDF, one of the free theme's we are meant to choose.


Still building the character, but a question popped up.

Can my character start off with any crafted items he can make, or must simply buy them outright?

Further, is there any Craft favoring the Technology in the setting that exists? I've set aside a Craft(Tech) for things not involving Firearms directly, but is there a specific Craft to take not including Knowledge(Engineering)? Nevermind, found the Clockwork and Mechanics crafts.

Yes, new to Zeitgeist here, hence why I'm taking some time crafting the character and background reading through it slowly.


is Armored Engineer allowed?


Rednal wrote:

Building this character idea. XD Here's Selene, my first submission.

** spoiler omitted **

** spoiler omitted **...

I am already wondering the interesting interactions of Selene and Rose


I suppose that depends on how their personalities actually play out. XD I'm currently thinking of Selene as a kind of channeled sociopath - she prefers positive solutions (the carrot), but she has absolutely no problems with negative solutions (the stick) if the circumstances call for it. She's the sort who considers the ideas of the law to be more important than the text, though she does respect them enough to insist on justification for her actions when she steps beyond them. In other words, doing what's right is more important - and because she thinks it is right, she's not going to lose any sleep over her actions.

(Unless she finds out that she was wrong, of course, in which case she'd make amends however she could. Personal responsibility is important to her.)

But yes, character interactions can be a lot of fun. ^^ What do you think would happen between the two of them?


3rd party with permission? scholar?


Jasper Varmine submission Initial Draft. Just the initial taste, as I am still working on this one.

Fluff (Initial Draft):

Personality:
Those who know Jasper Varmine always seem to wonder, "Oh by the gods, what is it?" The inflection of emotion though may range from exasperation of another question all the way to sheer utter fear at the item in question held up to them.
Further, Jasper is a glutton for comforts. It may be his method of trying to make up for his past, but all of life's comforts is what keeps him going from day to day. If you ever asked him, Jasper would say during those moments is the only time his mind truly rests. Even during his sleep, ideas and thoughts run abound through his head on what should be tried or built.
Jasper may be a Researcher in the mind, but his heart is always driven more towards action. Its never about making an item, but rather USING them for all sorts of reasons. Its also why he transferred from being a Researcher for RHC to being a Constable, as he wanted to do more to help then just craft the gear for others to use.

Appearance:
To Elves, Jasper looks human with his blue uniform decked with gadgets and alchemical goods, the hardier face, and shorter ears seems to be all they notice about him. To humans and every other race, Jasper looks like an elf with his Bow instead of a Gun, the ears, and the lithe build covered in a brown cloak.
With long black hair tied back and brown eyes constantly wandering about, there doesn't seem to be much at first that stands out about him. Just another face in the crowd, as long as one doesn't look too close at least. The left side of his face is covered in faint long-healed scars from exploded glassware, burns, and acid from an accident in his past. In fact, its the reason why he keeps his face clean shaven, as hair facial hair can no longer grow on the left side of his face.

Background:
From birth and into his youth, Jasper Varmine was a slave in Danor, offspring of two other slaves long since captured from Risur and was set about to craft goods to feed the armies of Danor. Jasper has never met them, as slaves don't have family, only work, in Danor's factories. Literally, it was a sink or swim approach to "training" as either you succeeded or got injured or died in the attempt to making some of the items in questions. In fact, one of his first attempts literally blew up in his face, where only a premonition something was about to go wrong gave Jasper enough time to move his hands and turn away his face. He left the incident with the left side of his face covered in scars from the glass, heat, and acids involved but could still work and was alive.
Time ran on, until a RHC espionage and saboteur by the name of Molly Carpenter stumbled across him toiling away. In exchange for helping her with info of the places in the facility, what little knowledge of techniques he knew, and anything else that he could, Molly in turn helped Jasper escape Danor in her own extraction.
Once in Risur, culture shock set in. People helped heal his wounds so the scars slowly disappeared until they were barely noticeable. He could join the university to LEARN more about the crafts he toiled on, and about magic. He could earn MONEY and spend it on pleasures for himself!
From the University it was a small jump to join the RHC to help out his saviors against Danor, even if the questioning was brutal and literally drove him to tears, and help out as a laboratory technician. While working in their labs was fun, it just wasn't enough. The siren's call of all the stories that came back from the constables just kept drawing his interest, even when he sometimes got called out to the field to help inspect a scene or an item. Thus he transferred to a Constable team in order to be a part of that action, as well as being on site for investigations to help make sure nothing is over-looked.
While guns are growing in popularity, Jasper prefers to use the Longbow still as its easier to subdue a target with some blunt arrows, then to non-fatally shoot a suspect. Further, Tanglefoot Bags and the like are great devices when assisting a capture. Though once things become potentially lethal to Jasper or his allies, he will immediately switch to regular arrows, fire, acid, and even explosions can and will join the fray until the enemies are subdued or dead.
While guns make an explosion happen on the user, Jasper will always prefer the explosion ON the target instead.

Crunch Minus Gear:

Jasper Varmine
Half-elf Alchemist(Grenadier) 1 / Artisan 1
Technologist Theme
NG Medium humanoid (human,elf)
Init +4; Senses Low-light; Perception +8
--------------------
Defense
--------------------
AC 16, touch 14, flat-footed 12 (+4 Dex)
hp 11 (1d8+3)
Fort +5, Ref +6, Will +4
+2 vs Poison and Disease
(Mutagen - Dex)
AC 20, touch 16, flat-footed 14 (+6 Dex)
Fort +5, Ref +8, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Longbow +4 (1d8/x3/100ft)
Bomb +4 (1d6+5 Fire/x2/20ft and +6 Fire splash with DC 15 Ref for half)
(Mutagen - Dex)
Longbow +6 (1d8/x3/100ft)
Bomb +6 (1d6+5 Fire/x2/20ft and +6 Fire splash with DC 15 Ref for half)

Alchemist Extracts (1 minute to craft)
1st(3/day) Cure Light Wounds x1, Blend x1
--------------------
Statistics
--------------------
Str 10, Dex 18, Con 16, Int 20, Wis 14, Cha 10
(Mutagen - Dex)
Str 10, Dex 22, Con 16, Int 20, Wis 12, Cha 10
Base Atk +0; CMB +0; CMD 14
Feats Master Craftsman(Alchemy), Skill Focus(Alchemy), Brew Potion, Disposable Simulacrum, Point-Blank Shot
Traits Hedonistic, Slippery, Pragmatic Activator, Alchemist's Apprentice
Skills Acrobatics +5, Craft(Alchemy) +14, Craft(Clockwork)+9, Craft(Mechanics) +9, Disable Device +8, Heal +6, Knowledge(Arcana) +9, Knowledge(Engineering) +9, Knowledge(Nature) +9, Perception +8, Sense Motive +6, Spellcraft +9, Stealth +9, Use Magic Device +10
Languages Common, Elven, Sylvan, Gnome, Dwarven, Abyssal, Primordial
SQ(Artisan) Master Craftsman, Magical Affinity, Enhancement Pool, Creation Feat, Magical Essence, Crafter's Art (Consumables),
SQ(Alchemist) Martial Weapon Proficiency (Longbow), Alchemy, Bomb, Mutagen, Throw Anything
Spells Known: Polypurpose Panacea, Crafter's Fortune, Shield, True Strike, Blend, Cure Light Wounds, Illusion of Calm
Gear: Leather Armor, Longbow, ... (In Progress)
Wealth: 155 GP
--------------------
Special Abilities
--------------------
Alternate Racial Traits:
Thinblood Resilience: +2 Racial bonus on Fort Saves vs Poison and Disease. Poison Use Ability. Replaces Elven Immunities.
(Replacing Drow with Danor in this situation, as Drow don't exist in Zeitgeist)

Theme Technologist:
Disposable Simulacrum

Artisan:
Master Craftsman (Ex)
Magical Affinity (Ex)
Enhancement Pool (Su) (5/day)
Creation Feat (Brew Potion)
Magical Essence (Su)
Crafter's Art (Ex) (Consumables)

Artificer (Grenadier):
Martial Weapon Proficiency (Longbow)
Alchemy (Su)
Bomb
Mutagen
Throw Anything

There, he isn't ALL about explosions and setting people on fire, which the RHC would probably frown upon. ... Just when he needs to, things will get LOUD. Just waiting on details about crafting items, before filling out Jasper's gear and still trying to polish and flesh out the background. Not to mention later the Alchemical Weapon + Hybridization Funnel will make things fun along with Explosive Missiles discovery.


Here is my Inquisitor/Vekeshi Mystic for submission, all the info is on his profile. Let me know what you think.


Alder: The characters for the game are Gestalt, so you'll want to pick a second class. You might consider gunslinger given that you'll be using pistols. Here are the Gestalt Rules if you need them.


I am waiting to hear back on firearm prices that I requested. (if those weapons are available that is.

but other than that I am nearly done the crunch. then just re-work the story into something a little better to read and a touch more detailed.


True Repentance, that was a durp on my part! I thought the Mindchemist was an archetype for a Spirit Medium class because it was in brackets next to it... I was like 'wait, TWO Mindchemist archetypes are out? That's confusing!'. I feel dumb lol.

WOLead, feel free to take your time!

Alder, Xentik is correct.

Ed, I'm trying to pick weapons that are similar. Given that I was at a surprise party thrown for me yesterday, I haven't really had the chance to look it over in-depth.


Thanks for the info Xentik, will be updating my character ASAP.


Working on some backstory at the moment but also had a few questions.

Is Leadership feat allowed? What I want it for is to have a sort of Watson to go along with my Holmes (generalization here, I will not be purposefully basing my character off of Sherlock Holmes) as well as an information network of contacts that I could build up in various cities around the world. Like my own little information/spy network to keep up on things that are going on everywhere.

The idea for my character here is a half-elf(they seem quite rare in this world) that has Human Deva and Elf Eladrin parents (i'm sure stranger things have happened) who no longer are together and went their separate ways to go live among their own kind at the time their son was just old enough to decide for himself what he wanted to do and where he wanted to live. He didn't like how chaotic his life had been so far and wanted things to make sense. Lot's of things don't make sense. He enrolled into the RHC to try and put some order back into the world.

He will get improved familiar for a Arbiter Inevitable and Eldritch Heritage Impossible Bloodline which go together rather nicely. He will be LN obviously.


Gm,, it all good, i just thought you were busy.

I could just stick with normal paizo stuff to if it will be easier


True Repentance, Leadership is allowed, but only ONE character in the party can have it, the cohort must be of an NPC class, and the spy network (Followers,) would function mostly to help advance the story if everyone is stuck.

Doublegold, sorry I missed your post! Yes, that class is allowed.

Ed, still comparing weapons to see what is comparable to those you described to me.


I'm still working on a character concept. I hope to have one up in a couple of days.


Sweet thanks, my character now has a 21 AC unarmored. 18 dex then racial brings it to 20. 18 int, then racial brings it to 20. +1 natural armor bonus as a tiefling alt racial trait.

Smart Defense (Ex)

A scholar adds her Intelligence bonus to her armor class. Any time she would lose her Dexterity bonus to AC, she loses her Int bonus, as well.

Making a scholar/fighter.

Sovereign Court

All done with one exception.

Players also pick a theme from the Expanded PG for Zeitgeist, gaining that for free and gaining free levels in the associated 3-level prestige class within the same book as they reach certain points in the story.

I don't have an account with DriveThruRPG and am not sure if it will cost anything to sign up, meaning I don't have the players guide yet. I made the character based upon the description of Zeitgeist you gave.


Interest!


Zeitgeist Extended Player's Guide

Here's a download URL that doesn't involve DriveThruRPG. Much easier than messing with their sign-up stuff.


Ok here is more on Rose:
including a re-post of basic backstory from earlier.

also need equipment and 2 more languages. (need to know about what are the common languages in the setting.

Rosealita Englasias:

Female Human Gunslinger (Pistolero) 1 / Alchemist (Grenadier) 1
CG Medium humanoid (human)
Init +5; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 16, flat-footed 12 (+2 armor, +5 Dex, +1 dodge)
hp 12 (1d10+2)
Fort +4, Ref +7, Will +2 (-2 vs. Charm or Compulsion effects if there's a promise of wealth or power)
--------------------
Offense
--------------------
Speed 30 ft.

Melee
. . handaxe +2 (1d6+1/×3) and
. . unarmed strike +2 (1d3+1 nonlethal)

Ranged
. . "pistol" +6 (*/×4)
. . bomb +7 (1d6+4 Fire / range: 20'/ x2)

Special Attacks grit 4/day, bomb 5/day (1d6+4 fire, DC 14)

Alchemist (Grenadier) Spells Prepared (CL 1st; concentration +5):
. . 1st—cure light wounds, longshot[UC]

--------------------
Statistics
--------------------
Str 12, Dex 20, Con 14, Int 18, Wis 14, Cha 10
Base Atk +1; CMB +2; CMD 18

Feats Dodge, Extra Grit[UC], Gunsmithing[UC], Point-Blank Shot, The Man with Two Guns Is God, Throw Anything

Traits firebug, hard to kill, strong arm, supple wrist

Skills

  • Acrobatics +9
  • Craft (alchemy) +8
  • Craft (firearms) +8
  • Knowledge (arcana) +8
  • Knowledge (local) +8
  • Perception +6
  • Profession (gardener) +6
  • Spellcraft +8
  • Stealth +6
  • Survival +6

Languages Common, Elven, Undercommon, *+2 more*
SQ deeds (gunslinger's dodge, quick clear, up close and deadly), power-hungry

Gear mutagen, leather armor, handaxe (x2), "starting pistol", alchemy crafting kit, artisan's tools {firearms), gunsmith's kit, 426 gp, 5 sp

--------------------
TRACKED RESOURCES
--------------------
Grit (4/day) - 0/4
Mutagen: +4 DEX, -2 WIS, +2 Nat AC - 0/1
Strong Arm, Supple Wrist (1/round) - 0/1
Bomb 1d6+4 (5/day, DC 14) (Su) - 0/5

--------------------
Special Abilities
--------------------
Firebug +1 to attack rolls with thrown splash weapons.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Hard to Kill When dying, your penalty to stabilize is only 1/2 your negative Hp.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power-Hungry -2 vs. Will saves if the effect's creator promises wealth or power
Strong Arm, Supple Wrist (1/round) When move 10 ft before attack, add +10 ft to rng increment of thrown wep.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
The Man with Two Guns Is God (Theme Feat) You have discovered the coolest-looking fighting style in the world.
Benefit: You can draw and attack with firearms as if you had the Quick Draw and Two-Weapon Fighting feats. If you attack with a firearm in the same turn you draw it,
the attack doesn’t provoke attacks of opportunity. Additionally, you can requisition advanced Drakran weapons like grenades and rifles without increasing the Favor level of the request.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bomb 1d6+4 (5/day, DC 14) (Su) Thrown Splash Weapon deals 1d6+4 fire damage.
Mutagen (DC 14) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 10 min.

Deeds

Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Up Close and Deadly (Ex) At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. This is precision damage and is not multiplied if the attack is a critical hit. This precision damage increases to 2d6 at 5th level, to 3d6 at 10th level, to 4d6 at 15th level, and to 5d6 at 20th level. This precision damage stacks with sneak attack and other forms of precision damage.


-----------------------------------------------

Rosealita Englasias ("Rose", AKA "Black Rose")

she was raised an orphan and ended up enlisting in Risur's military. her natural ability with technology got her noticed by a noble that was forming an elite fighting force of guerrilla commandos. She fought in the 4th Yerasol War. where she ended up a prisoner of war.

she was tortured and beaten and raped in the prison camp. and she was abandoned by her fellow comrades.

Eventually she found her freedom she was sent to recover on the R.N.S. Impossible, where she ended up befriending Captain Rutger Smith.

after the war, she took on the role of Captain Smith's personal house servant, where she tended to his family. she also took it upon herself to be his personal bodyguard as needed.

during her imprisonment Rose had a Daughter (Fabiola) but the child was taken at birth and Rose always assumed the child died or possibly killed.

she discovered old records from the prison in Capt. Smith's study giving clues that she may still be alive.

her tattoo on her lower back

her calling card


Edward: Here are the common languages and their countries. Risur is where the RHC is located.

Risur - Primordial
Ber - Common, Draconic, Giant, Goblin
Danor - Common
Drakr - Dwarven
Crisillyir - Common, Dwarven
Elfvair - Elven, Common
Fey/The Dreaming - Sylvan
Sub-oceanic Races - Aquan
Unknown - Celestial (not spoken anymore)
Fallen Demonocracy - Abyssal (not spoken anymore)


Xentik wrote:

Edward: Here are the common languages and their countries. Risur is where the RHC is located.

Risur - Primordial
Ber - Common, Draconic, Giant, Goblin
Danor - Common
Drakr - Dwarven
Crisillyir - Common, Dwarven
Elfvair - Elven, Common
Fey/The Dreaming - Sylvan
Sub-oceanic Races - Aquan
Unknown - Celestial (not spoken anymore)
Fallen Demonocracy - Abyssal (not spoken anymore)

I was looking for that list, is that in the player's guide?

EDIT, found it:

also: it says all PC's gain Primordial as a bonus language.


Nice, I missed that bit. I'll need to make note of that on Auraelia.

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