DM Vord's Zeitgeist Act I - Portents of a Starry Sky

Game Master Vorduvai

"Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist."

Current Date: 6 Summer, 500 A.O.V. (towards early Hunter's Moon on 10 Summer)
Current Location: Cloudwood District, Flint City, Risur
Prestige Favors Used: Risur 0 / Flint 0 / Unseen 0 / Family 0
Summary of Clues HERE


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Greetings PbP enthusiasts! I am running an active Zeitgeist campaign, currently in its first AP module with the third of three chapters about to begin. I am seeking two-to-three quality players to add to an existing group of four players to maximize the potential of this campaign.

What is Zeitgeist? Zeitgeist: The Gears of Revolution is a full-fledged AP by EN Publishing, representing a unique world where magic, technology and industry meld together to create a mixture of classic fantasy and Renaissance-to-Victorian age elements. The setting provides a backdrop of mystery, conspiracy and skullduggery, with the characters acting as loyal agent “constables” with special authority for their home nation, working to protect their country and their king from threats both foreign and domestic. For a fuller description of Zeitgeist and the campaign “world” of Lanjyr, you can find a free download of the Zeitgeist Extended Player’s Guide here on the Paizo site, which is a must-read for any applicants for my campaign.

Who is Vorduvai? I am a long time RP enthusiast and Pathfinder GM/player, coming to Paizo’s PbP boards in 2011. As a PbP player I have been involved in a long-running Kingmaker campaign by DM Barcas, and applied to/joined a fledgling Zeitgeist PbP campaign by Celeador in 2013. Though that campaign did not last, there were several of us who loved the Zeitgeist campaign style and story, and in late 2014 I initiated a new campaign that paid homage to the original one, using some of the original characters as NPC’s but with my own take on the Zeitgeist campaign world. Zeitgeist is my only PbP campaign as a GM.

Are You Interested in an In-Depth Zeitgeist PbP Campaign? If so, please take the time to read my requirements and recommendations below, and put forth a character that can join my Zeitgeist campaign as a somewhat experienced constable of the Royal Homeland Constabulary! Due to the current progress of the current storyline I am attempting to give newly arrived characters their own mini-arc and backstory context, looking to time a merging of all characters at a particular point where it makes sense in the storyline.

Recruiting Timeframe:I am looking to keep recruitment open for about a week – closing submissions after Friday, December 11th and making final selections that weekend of the 12th-13th. This should give enough time to work with selected players to fit their characters into the campaign and give them proper context before joining a dire mission already in progress!

Expectations for Zeitgeist Character Creation:

* Read the Zeitgeist Extended Player’s Guide, as you cannot make a proper Zeitgeist character without it.
* Refer to the Campaign Info Tab for additional information not found in the guide, as well as references to the existing active characters (their classes and theme feats).
* Create a character using the guidelines on my DM Vord Profile Tab – it covers all essential elements: attribute point buy, extra skill points, extra Zeitgeist character theme feat, alignment restrictions, race preferences, hero points, modified automatic bonus progression and guidance on the required ‘Ten-Minute Background.’ Wealth and gear selection is not necessary for character submission.
* Special Note: As a standing constable of Risur’s R.H.C. with unquestioned loyalty to king and country, you have to have a character concept that fits that mold, or else he/she would never have been admitted to the R.H.C. in the first place. While I can work with you on fitting the story to some degree, this is not an “anything goes” character concept game.
* Paizo-published classes and feats please. Refer to pg. 4 of the guide on limitations to certain classes in order to fit the Zeitgeist world. Some classes such as Barbarian or Summoner don’t make sense in the campaign. Cleric, Inquisitor and Paladin classes are possible but difficult as there is no clear pantheon of deities to serve. Please take the time to ensure your class fits thematically with the campaign.
* Character submissions should complement the team and not exactly duplicate the classes and character themes already chosen. Example: There are already two Gunslingers with the ‘Gunsmith’ character theme. With respect to Zeitgeist character themes (pg. 6-14 of the guide), I do not want more than two characters with the same character theme.
* Characters can either be 1st or 2nd Level for submission, whatever is easier for you, your preference. Note that selected characters joining the game will be advanced to 2nd Level, to be consistent with the rest of the group as well as to reflect the constable’s prior experience in the R.H.C.
* Characters should have a proper alias and be in a standard Pathfinder format – refer to the campaign’s Character Tab for examples on stat blocks and stat header lines.

Expectations for Player Consideration:
Forward: I am very serious about this Zeitgeist PbP game having a very high degree of quality and immersion, and the pursuits of writing and role-playing are very important to me. This is my only PbP game as a GM, with only one other PbP as a player. I have players with similar dedication, and am looking for more. Unfortunately, this game has suffered twice now (at the outset and more recently) with players that disappeared without proper communication and false commitment. I am looking to rectify that in recruitment, and bring the campaign to its full potential for all involved.
* Player Primer: My original expectations for this game can be reviewed on the very first post of the Discussion Tab. Please review this post, and if you disagree with what is outlined there, please do not apply to this game.
* Posting Frequency: Three times per week on average, or roughly every other day. Sometimes the frequency is higher (when working through a combat for example, or characters are having shorter dialogue posts). Sometimes it can be less (in an interlude when characters are doing lengthy exposition or narrative of time passing). I do not require weekends, though posting on the weekends is certainly fine. Proactive communications on being out for vacations or RL disruptions is highly desired. This is not a multiple-post-per-day game, nor is it a once-per-week game – while those styles are valid in PbP, it is not this game’s frequency.
* Posting Depth: Players will need to write a combination of third-person present-tense narrative, first-person “inner-thought” insight text, spoken dialogue and even past-tense flashback narrative. This is not an expression of one-liner posts. Paragraph-type posting is the norm.
* Time Involvement: Following/reading the campaign posts should be at least every other day. It takes more than five minutes to follow and post to this game. There is a lot to read with a focus on immersion, characters, storylines, description, etc. While every player absorbs and writes material at different speeds, this game requires a quality approach. If you only have a few minutes each week to add another PbP game to your repertoire, please do not apply to this one.
* Team-Play and Inclusion: This game has a team-based approach and needs harmony with its players to work well. While in-game character differences/disputes can make for exciting drama, the players must all be on the same page with that beforehand, and must play inclusively with one another. Though there is spycraft in this game, the characters are not solo agents. Player rifts and open criticism of player actions will not be tolerated. If you often find in your games that everything other players do is stupid and you need to correct them or constantly dole out “advice” in discussion tab, please do not apply to this game.
* Briefly Review Campaign Before Submitting: I encourage you to review not only the Zeitgeist Extended Player’s Guide, but also read both the first and last full page of the Gameplay Tab to see if you dig the narrative and feel of the game. Do you like what you see and want to participate with a developed character in a full-fledged story? If not, why are you submitting for this game then?
* PbP History and/or Writing Samples: As part of the selection process, I will be not only reviewing your submitted characters with their Ten-Minute background, but also taking a look at your history with other PbP games here on the Paizo boards. If you have little history here I may ask you for a writing sample.

Requirements if Selected to Join:
If selected to join this campaign, I will need you to:
* Thoroughly familiarize yourself with the Zeitgeist Extended Players Guide, as well as the game’s Campaign Info tab.
* Read the Gameplay posts from beginning to current. Yes, all of them. Your character will (mostly) know the events that have occurred in the game to the point they join the story.
* Tailor your Ten-Minute Background to match your character’s story placement as a R.H.C. Slate or possibly R.H.C. Bole constable, with roughly 3-5 years in the R.H.C. at that position.
* Get your PC to 2nd Level and gear up accordingly, using the specifics of wealth and stipend allowances that R.H.C. constables are provided.
* Familiarize yourself with how combats are run in this game – you’ll need to post actions with a round-by-round statblock, and I place more emphasis on players being able to post their successes/failures in combat (as opposed to doing a GM round summary of all actions).

If you have any questions, concerns, items that need clarifying, etc. – please post them to me or PM if you prefer. I will be checking daily in the evening time (Eastern Standard Time), and should have time during the weekend as well. Cheers!

Dark Archive

So it will take over a year to complete the first module of a 13 module AP, is that correct?


I would love to get a shot at this. Zeitgeist is such an amazing campaign experience and the level of role-play with your group is top notch. I'm not sure what I'm going to make yet, but I hope that it's up to snuff.


This is an extemely high quality game, filled with high quality players.


This has engaged my interest. The high-quality of it is practically a challenge to me. Going to be interesting to see what character I will make for this... been on a bit of an Hunter-binge recently...


Our current characters are an arcanist, an oracle/gunslinger, a fighter, and a slayer/gunslinger. FYI


Plenty of firearms already then.

Not much in terms of skill-monkey's...


Nebten wrote:
So it will take over a year to complete the first module of a 13 module AP, is that correct?

Hi Nebten. It has, which is unfortunate as I expected it to be farther along. Much of that is related to slowdowns due to player loss, which I am seeking to rectify.

The AP is massive, so I tend to look at it in terms of advancement per module. We are close to wrapping up the first one, with the second module covering two level increases along with two instances of wealth/stipend increase. Each module covers an in-game season, or roughly three in-game months of time.

Fury of the Tempest wrote:

Plenty of firearms already then.

Not much in terms of skill-monkey's...

Hi Fury! Firearms are a part of the Zeitgeist world and with their increased availability (martial not exotic), reduced cost and load times, characters that want to employ a pistol or musket as part of their gear may certainly do so - it's part of the style after all! You are correct that we already do have two gunslingers who aim to focus on ranged attacks (the oracle/gunslinger has splashed oracle for his backstory and to provide some early healing power for the party).

Every character should have a good blend of skills as well as combat, as the constables often have to deal with areas of negotiation, investigation and subterfuge. This game incorporates "skill encounter challenges" as well as combat challenges, which are just as essential to succeed on in the story - here is an example of one that the players had to cooperatively succeed on to illustrate its importance.

Obviously with six to seven characters in a party there can be some overlap (and with skill challenges that's not a bad thing), but I would ask that character class submissions are not completely redundant, and that you find your niche to be a bit different.


R0B0GEISHA wrote:
I would love to get a shot at this. Zeitgeist is such an amazing campaign experience and the level of role-play with your group is top notch. I'm not sure what I'm going to make yet, but I hope that it's up to snuff.

Hi R0B0GEISHA! That's awesome and I greatly appreciate it. If there are any questions I can answer for you, please don't hesitate to post here or PM me and I will do my best to answer promptly.


Well, my current thought is playing a Hunter. A bit of a switch-hitter actually, using a firearm for medium ranges, then swapping to a sword and fighting with his animal companion when the enemy gets close. Admittedly, whilst they do have that sweet 6 skills points of a skill-monkey character, they don't really have the best selection of skills and skill-buffing abilities.

I did toy with the idea of playing an Investigator, but the level 2 start kills it. The Invesigator only really turns on at level's 3-4 with their first talent and Studied Combat/Strike, not to mention another power spike at level 5 with Quick Study. Considering how long it seems to take to level up... I'll rather start with a better class at low levels.

Admittedly, kind of curious why we don't have Background Skills.


Fury of the Tempest wrote:

Well, my current thought is playing a Hunter. A bit of a switch-hitter actually, using a firearm for medium ranges, then swapping to a sword and fighting with his animal companion when the enemy gets close. Admittedly, whilst they do have that sweet 6 skills points of a skill-monkey character, they don't really have the best selection of skills and skill-buffing abilities.

I did toy with the idea of playing an Investigator, but the level 2 start kills it. The Invesigator only really turns on at level's 3-4 with their first talent and Studied Combat/Strike, not to mention another power spike at level 5 with Quick Study. Considering how long it seems to take to level up... I'll rather start with a better class at low levels.

Admittedly, kind of curious why we don't have Background Skills.

Both a hunter and an investigator would make fine additions to the game in my opinion. Though the AP has stretches of a Victorian-era-like urban setting such as Flint, there are also stretches of going into the wildlands of Risur and other locales, as well as sea travel.

The Background Skills system from Pathfinder Unchained is neat from what I've reviewed of it, but it basically predated the launch of my campaign. I put in a modified version of the Automatic Bonus Progression system in later as it didn't conflict with the PC's at their current level. However, characters do get an additional five skill points at character creation to broaden their skill base.


Oh yeah. This started a year ago didn't it? Hence why the characters don't have Background Skills, its a bit too late to actually add it in. That makes sense.

As for the class I'll go with. Well... that depends, would you be willing to make the changes suggested here? Its simply to give the Investigator decent capabilities at the lowest levels of play, and has little effect to the overall balance of the class. Like I said, I've been on a Hunter streak currently, and I think I'm going a bit overboard with it.


I'm leaning towards a bard (sandman), but I'm wondering how the changes you've added to character origin might affect the campaign feats.

For instance, I like the idea of being a Docker, but if my character is from Slate or Bole, I probably have no connection to the Flint docks.

Is it possible that my character could be from Flint originally but was assigned to a different R.H.C. office?


I'm definitely interested. I have had some medical and relationship issues that have, until the last few months, made my consistency in posting a little sporadic from time to time, but I always clarify this, if possible, with the groups I am in. I am throwing this out there so that, if my character is reviewed, you could see the reason for gaps in posting.

As I said, things have improved, and if something does happen, I will forewarn. Do you think that would be a problem, Vord?


Sadly, I know too much. I'm in module 10 in a 4e game. But I wish you the best. And to potential players, please keep with it - there is an amazing story ahead of you! So many jaw-dropping moments. This AP is stuffed with awesome.


Hello all! I am very excited about this game, it's a brilliant AP that I've been wanting to try for a while and it looks like you already have some very good posters on board. I'm definitely going to be bringing my A-game to this one!

So I know Anneca Summers posted what classes are already in the party and I've looked over the builds, but I have a question: What roles (in combat and out of combat) are already covered and what roles need to be covered? Does the oracle heal enough that you don't need another healer? Does the fighter need another frontliner to back them up? I have so many ideas bouncing around in my head right now that it would be good to know this so I can start narrowing it down.


Well I've taken some time looking in-depth at the options I had, and I came together with the idea for a human paladin with the disposable simulacrum feat who is going towards the steamsuit pilot prestige class. Something about a holy champion in a huge metal suit just sounds awesome to me. He will rid the world of evil with divine might and technology!

Working up the character now!


Fury of the Tempest wrote:

Oh yeah. This started a year ago didn't it? Hence why the characters don't have Background Skills, its a bit too late to actually add it in. That makes sense.

As for the class I'll go with. Well... that depends, would you be willing to make the changes suggested here? Its simply to give the Investigator decent capabilities at the lowest levels of play, and has little effect to the overall balance of the class. Like I said, I've been on a Hunter streak currently, and I think I'm going a bit overboard with it.

That's pretty interesting there Fury. I can definitely go with most of those changes if the Investigator is the primary class and not merely a splash...maybe I'm not so keen on an extra talent AND infusion talent at 1st Lvl (how about an OR to that one), but the changes to Studied Combat and Strike are decent. Bottom line is that I can certainly work with that.

R0B0GEISHA wrote:

I'm leaning towards a bard (sandman), but I'm wondering how the changes you've added to character origin might affect the campaign feats.

For instance, I like the idea of being a Docker, but if my character is from Slate or Bole, I probably have no connection to the Flint docks.

Is it possible that my character could be from Flint originally but was assigned to a different R.H.C. office?

Oh that's certainly fine and a great way to do it. Without going into it too much, for story reasons I have to have the new characters start out in R.H.C. Slate Branch. Being originally from Flint though would be more than fine...and my GM machinations would find a plausible way to get you all transferred back to R.H.C. Flint for the second module, so the character theme would be fully viable.


CampinCarl9127 wrote:

Well I've taken some time looking in-depth at the options I had, and I came together with the idea for a human paladin with the disposable simulacrum feat who is going towards the steamsuit pilot prestige class. Something about a holy champion in a huge metal suit just sounds awesome to me. He will rid the world of evil with divine might and technology!

Working up the character now!

Ahh nice! Technologist character theme eh? Well I can still cover my impressions on existing character niches and such if anyone needs me to, but it sounds like you are well on your way. The trick with the paladin would perhaps be in how you'd have to ground your faith in Risuri 'Old Faith' practices that do not have a hierarchical church structure, or perhaps go with 'The Clergy' aspect even though its a (slowly growing) minority faith in Risur. Pg. 43 of the guide has some overview, and I'm certainly willing to flesh out more aspects of the faiths for characters needing that.


Yes, I noticed that gods and churches are not a big theme in this campaign from reading through the handbook and this thread. However I think Abadar will do nicely as a god that promotes the advancement of civilization. I thought that would go perfectly with the advancing technology theme going on.

Edit: Gonna roll lv 2 HP.

HP: 1d10 ⇒ 51d10 ⇒ 9


For those of you playing this campaign, what do you guys think you need the most? I have a couple of ideas for this game and I'd like some help narrowing them down ;)


ShadowyFox wrote:

I'm definitely interested. I have had some medical and relationship issues that have, until the last few months, made my consistency in posting a little sporadic from time to time, but I always clarify this, if possible, with the groups I am in. I am throwing this out there so that, if my character is reviewed, you could see the reason for gaps in posting.

As I said, things have improved, and if something does happen, I will forewarn. Do you think that would be a problem, Vord?

Hi ShadowyFox! I appreciate your candor and being proactive on this point. I will say it's not a deal-breaker for me for consideration. I'm willing to work with folks who respect the game and the players they play with, and to simply do their best to communicate when RL comes along, with intentions on their PbP RP well-stated. I've found a little communication goes a long way for the players and GM to know the interest is still there, even if there's a RL snarl that crops up.

The problem I've experienced after PbP for four years is both in commitment and communication. I've seen very talented writers just blow out with no communication whatsoever, leaving the GM, players and the storylines hanging. At that point it doesn't matter how talented a writer or role-player they are. Now this has happened to me with three former players in this Zeitgeist campaign (two at the outset, one recently), which causes a lot of headache and wasted creativity/effort - it really saps morale for everyone else to keep the story going. So I'm looking for players that, despite the fact that it is a hobby pursuit and a form of creative entertainment, will treat the game with more respect and care than other PbP games I've seen. Of course part of this has to do with trust, and so I in turn need to prove I'm in this campaign as a GM for the long haul. Please feel free to review my own posting frequency in this Zeitgeist game as well as my two other player aliases (Verik and Devinn).


Feth wrote:
For those of you playing this campaign, what do you guys think you need the most? I have a couple of ideas for this game and I'd like some help narrowing them down ;)

Hi Feth! Since I'm not sure all the active players are following the recruitment here, what I'm going to do is to post this over on the campaign's Discussion tab as well and encourage them to offer their responses here on Recruitment for you.

Not speaking for the players of course, my take on the active characters and their niches are roughly as follows:

* Anneca Summers (Arcanist w/ Technologist theme): A blasty-evocation caster with a knack for firearms, engineering and arcanotechnology. Not the soft-side enchantment or crowd-control type, though she is tactical. Best skills are INT based of course.

* Emerson Hill (Gunslinger/Oracle w/ Gunsmith theme): Has some deva-inspired healing powers, but fancies himself a ranged (double pistols) gun expert with a "jack of all trades" approach. Currently the "face" of the group with badly needed CHA skills, but isn't trying to monopolize that aspect (it's just the rest are so bad at it).

* Gemma Atherton (Fighter w/ Martial Scientist theme): A swordswoman (one-handed sabre) melee fighter and army cadet-turned-constable. A tactician-type fighter, neither a bruiser (though the R.H.C. does not recruit bruisers as constables) nor veteran war-hero. Skills are also INT based with some needed physical (Dex/Str) skills to boot.

* Willem Muhnee (Slayer/Gunslinger w/ Gunsmith theme): A ranged (musket or pistol) gun wielder with a rural "cowboy" flair and standard skills that rely more on the physical.

Former PC's included a grenadier-type alchemist saboteur, a pistol-wielding investigator, a maul-wielding ranger war-veteran and a unique psionic blade-and-armor melee type. These former PC's have or will be relegated to other assignments in the R.H.C. and will not be part of the PC's missions going forward.


I am returned with the crunch complete. Logan Golhearth, paladin of Abadar, at your service.

He is definitely a slugger on the frontline but also knows a fair amount of languages and some other skills like craft (mechanical), knowledges, and linguistics. He will be good for the party face whenever diplomatic ends are wanted.

I'm really excited about writing his backstory soon. I'm going to tie in the fey foundling feat with the spooked drawback to have a story that began as a child taken by fey (probably fey of the Dreaming). He is a diplomat to the different nations with his languages known, a dabbler in the world of mechanics and engineering, and the vengeful arm of the law.

I hope that gives a decent preview of what I'm going for here. I will have a fleshed out background for you in a couple days at the latest!


I don't believe the normal Golarion pantheon is available.


Anneca Summers wrote:
I don't believe the normal Golarion pantheon is available.

I think you may be incorrect. I found this thread on religion in Zeitgeist where Ryan Nock (direction of the saga) commented on how religious stuff is vague and that normal Golarious deities can fit in nicely.


Would a shaman be more appropriate for a divine class? It seems to better represent the Old Faith of Risur. It also seems to fit the Skyseer or Spirit Medium themes pretty well.

Also, would you allow a character to begin middle-aged?


DM Vord wrote:
That's pretty interesting there Fury. I can definitely go with most of those changes if the Investigator is the primary class and not merely a splash...maybe I'm not so keen on an extra talent AND infusion talent at 1st Lvl (how about an OR to that one), but the changes to Studied Combat and Strike are decent. Bottom line is that I can certainly work with that.

Great! I'll take Infusion at 1st level, means I'll be able to hand around my potions to other people. With that allowed, I'll definitely be playing as an Investigator then, thank you very much, and I'll hope to get a solid character down soon.


CampinCarl9127 wrote:
Anneca Summers wrote:
I don't believe the normal Golarion pantheon is available.
I think you may be incorrect. I found this thread on religion in Zeitgeist where Ryan Nock (direction of the saga) commented on how religious stuff is vague and that normal Golarious deities can fit in nicely.

Hi Carl!

I had to think about this one for a bit (and I appreciate the thread link there as I hadn't seen some of that before from Ryan Nock). I've come to the conclusion that I wouldn't want to use the Golarion-based (or Greyhawk, or Forgotten Realms, etc.) deity names for the Zeitgeist setting. It would just throw me off every time I see them, as I associate it with Golarion and all the context of that world. I can understand why Ryan suggested this for AP compatibility. That being said (and without spoiler'ing a cornerstone element of the entire Zeitgeist campaign arc), there's a very specific reason why the Zeitgeist world is the way it is with no reference to the Inner or Outer Planes (no Abyss, Seven Heavens, Nine Hells, Arcadia, etc.) of classic AD&D/Pathfinder fantasy lore. It's why teleportation is limited and planar travel/planar summoning is not present in the game. The Dreaming and the Bleak Gate are the only "planes" and the "Heavens" are in the sky with the planetary spheres visible at times. I think references to Abadar and other deities that have "real" power in a Golarion setting would be jarring to reference...at least I'd have a hard time with it.

Since it's really just a name, I'd prefer you come up with a unique name and legend or history for The Clergy or Old Faith that achieves the same purpose. I have a couple sample ideas I'll PM you shortly.


Hey everyone! In response to the earlier question about what type of characters would be needed for the game, here's my thoughts. I would say any character with healing abilities is always a good call. The character of Emerson provides that to the group now, but you can never have too much healing. Also, another idea would be for an additional Arcane character. Anneca is currently our main Arcane, but most everyone else is martial. Something more directed at crowd control would be cool. The bombardier that we started with mostly filled that role and it was a cool concept.


R0B0GEISHA wrote:

Would a shaman be more appropriate for a divine class? It seems to better represent the Old Faith of Risur. It also seems to fit the Skyseer or Spirit Medium themes pretty well.

Also, would you allow a character to begin middle-aged?

A shaman class would certainly be a fine concept in the backdrop of Risur and the Old Faith. Most certainly! The only wrinkle is to develop the character so that they would still be tied in enough to the current world of Risuri cities and populations that they would want to join (and be accepted to) the R.H.C. in the first place. They certainly don't have to like the metropolitan "abomination" that is Flint, but they'd have to somehow work within the society and R.H.C. organization, and not be one that would flock to fey-loving terrorists at the first opportunity! Of course that wrinkle to overcome is not unique to a shaman class but also the druid, witch, hunter, possibly ranger and certain types of oracle classes as well.

Middle-age in story and flavor? Sure! Nothing says the R.H.C. recruits only at a certain age. In terms of the middle-age rules mechanics? Yeah...I suppose...but I would want to see that it's not applied in a min-max sort of way (like the point-buy for the PC is set for all mental stats to be purchased on the odds, with the middle-age adjustment throwing them all to the next even-score bump).


I will leave it up to the other party members because I don't want to take away their specialty or thunder, but my suggestions are,

1. A second healer, maybe a Warpriest - a decent healer and can fight at the front with Gemma. And the warpriest can make his firearm sacred so then he will be doing sacred firearm damage. And to Add, Emerson does a fine job healing but it does not hurt to have another healer type that can also fight especially since we do at times split into smaller teams because we have to like on the Coaltongue.

2. If permitted, a Soulknife with both the Armored and Warsoul (Path of War - if permitted) Archetypes. One NPC became a player character that became an Armored Soulknife then departed and she became an NPC once again.

3. A Shaman as proposed above or maybe a Wizard Spellslinger?

4. And we can always use another , or rather, replacement Alchemist or maybe a Wizard Arcane Bomber since our PC Alchemist became a NPC.

5. Of course and obviously, an investigator will work too.


Sounds good DM, that will probably work better in the long run anyways!

Dark Archive

HP rolls: 2d8 ⇒ (5, 7) = 12

For a submission I should have ready sometime tomorrow.


I have a Warpriest idea I've been sitting on. Would you take one with the Sacred Fist archetype? Thematically she'd be a brawler type fighter instead of a monk.


Xynen wrote:

HP rolls: 2d8

For a submission I should have ready sometime tomorrow.

Hello Xynen. Sounds good - let me know if there are any questions I can answer.


Hey Feth,

The Warpriest Sacred Fist sounds like a wonderful idea!

As far as other classes needed I would agree with Gemma in regards to an arcane class and an investigator. It's always great having a little redundancy in abilities in this game.


Feth wrote:
I have a Warpriest idea I've been sitting on. Would you take one with the Sacred Fist archetype? Thematically she'd be a brawler type fighter instead of a monk.

That sounds like a solid choice to me, both as a contributing class type as well as from a story standpoint. Zeitgeist meshes well with that I think - you'd just have to ground the divine aspects into the Zeitgeist notions of religion in the guide.


Making some good progress on the backstory. I'm tying in the Spooked drawback and the Fey Foundling feat to work in with the theme of fey creatures in this setting, and I'm very excited about how it's turning out.

In response to your PM, I decided go with worshiping the Old Faith of Risur and holding the past kings in reverence, most likely with a focus on king Kelland and king Dukain.


Xynen here, submitting Tobias Utegg for review. We can consider this a 'rough draft' as I'm still familiarizing myself with the campaign setting, and his gear is still unpurchased as you will see in the profile. Tobias was underway before the party made their recommendations on classes they felt they needed, and I was already too invested to turn back.

That being said, I believe he could fit well into the party as an element of battle field control, debilitating enemies, redirecting damage or preventing enemy actions and assisting in melee combat, while also providing a dedicated diplomat since you stated the Oracle is not as focused on being the party face.

In Regards to Post History:
Since you said you will be reviewing post history, I'm in a number of games on these boards that have varying degrees of dedication from me. I think you'll find that this is largely dependent on invested the rest of my party is as well. I am more of a 'rise to the occasion' type of poster, so you may find a number of alias' that do not contain posts of much substance, but I did not want that to be representative of my caliber as a roleplayer.

So I'd like to direct you to a particular post and alias. Sample writing post. Ederin is an aggressive cockney street rat from a criminal run town, which often requires me to write in a blunt and factual manner, but in this particular post he is discovering for the first time his relationship with divine magic which let me take him into the abstract, so I believe it's a decent showcase of my writing potential. You will also find that this particular game uses a combat block similar to the one you use, so that's something I'm already familiar with as well.

The ten-minute background is written as though Tobias has not yet been accepted into the RHC, and that's intentional. If selected to play I will update to reflect a few years of service as mentioned in your initial post. If there are any alterations or outright changes that you would recommend or like to see before the submission deadline, please PM me or post here, thanks for the consideration.


If approved, I know who our interrogator will be. Although, doesn't all RHC Constables receive Early Firearms Feat and Amateur Gunslinger for quick clear due to the RHC Academy unless of course there is some other character background stipulation?


Willem Muhnee wrote:
Although, doesn't all RHC Constables receive Early Firearms Feat and Amateur Gunslinger for quick clear due to the RHC Academy unless of course there is some other character background stipulation?

Heh, well no I'm not that generous of a GM - I have a reputation to uphold!

To clarify for interested folks making submissions to my game, the specialized benefits for Early Firearms in the Zeitgeist game is in the second post of the campaign's Discussion Tab, but I'll include it here for ease of reference:

Zeitgeist & Firearms:
As noted in the Zeitgeist Player's Guide, firearms are "commonplace" in the world. This translates to the following assumptions if you're thinking about firearms with your character:

1) Early Firearms are 25% of price given in the Pathfinder Ultimate Combat and Ultimate Equipment books. So is ammunition for Early Firearms. Advanced Firearms are not cheaper and also not available for purchase.

2) Early Firearms are considered 'Martial Weapons' in terms of proficiency with them (not Exotic weapons). As part of this concept, IF a character class is proficient with a shortbow or longbow or hand crossbow, a single early firearm (pistol or musket) can be substituted in place of them. So can a pistol be substituted for a hand crossbow if listed as a class-allowed weapon.

3) Prepared paper cartridge packets with Firedust and Bullets replaces Black Powder and standard bullet ammunition for the equivalent cost. This reduces the "reload" time for an early firearm by one step (full-round to standard, standard to move), but does not increase the "misfire" chance from the firearm's listed entry. In short, early firearms are slightly faster with the same reliability in the Zeitgeist world than in Golarion.

Because the Zeitgeist guide sort of muddies the waters on what "exactly" is a firedust paper cartridge in Zeitgeist when compared to alchemical paper cartridges in UC - especially in how a PC with the Gunsmithing feat (which is not the same as the 'Gunsmith' character theme - thanks Mr. Nock) can craft them up, I came up with this reference to ammunition in the Campaign Info Tab:

Ammo:
Ammunition: Below are the standard Lanjyrian prices for the most common ammunition type - the firedust paper cartridge. The firedust paper cartridge is similar to 'alchemical paper cartridge' rules in that it does decrease reloading a firearm by one step, BUT does not incur an increased misfire chance. All ammo is considered "standard" in terms of tracking and use for early firearms (pistols, muskets, etc.), aside from direct (bullet) vs. scatter (pellet) firearm differences.

Note the first price is the normal purchasing/requisitioning price, while the price in (parentheses) is the cost in materials for a Gunsmithing feated character to craft their own.

* firedust paper cartridge (steel bullet or pellets): 2gp (2sp)
* firedust paper cartridge (silver bullet or pellets): 4gp (2gp)
* firedust paper cartridge (cold iron bullet or pellets): 4gp (2gp)
* firedust paper cartridge (salt pellet shot): 2gp (2sp)
* alchemical cartridge (dragon's breath): 10gp (5gp)**
* alchemical cartridge (entangling shot): 10gp (5gp)**
* alchemical cartridge (flare round): 3gp (1gp)**

(** Need 1 Rank in Craft: Alchemy to make most alchemical cartridges)
(Zeitgeist Players Extended Guide, pg. 16)
(Ultimate Combat Book, pg. 135)

The net effect to all of this is that early firearms are more prevalent, cheaper and easier to use in the game - to the point that most non-gunslinger characters can use pistols, muskets and other early firearms effectively in combat, making for a preference for those ranged weapons over crossbows, longbows and slings.


DM Vord wrote:
Willem Muhnee wrote:
Although, doesn't all RHC Constables receive Early Firearms Feat and Amateur Gunslinger for quick clear due to the RHC Academy unless of course there is some other character background stipulation?
Heh, well no I'm not that generous of a GM - I have a reputation to uphold!

Oops, sorry to tarnish your reputation ... LOL What can I say, it's been a while since I generated Willem ... :-)


Tobias Utegg wrote:
Xynen here, submitting Tobias Utegg for review...

A class from the new Occult Adventures eh? Fascinating! I'm eager to take a look at Tobias and update myself on the OA classes in the process.

I appreciate the other info - PM'ing you on it with my thoughts.


Tobias reminded me about looking at post history.

I'm in a large number of games right now with varying levels of activity based upon the rest of the party and the GM. I think a good example to look at for a well-paced and dedicated game would be the Carrion Crown game where I am playing Zed Ulmin.


Every game is a team effort and it seems that real life gets in the way far too often.


DM Vord wrote:
Tobias Utegg wrote:
Xynen here, submitting Tobias Utegg for review...

A class from the new Occult Adventures eh? Fascinating! I'm eager to take a look at Tobias and update myself on the OA classes in the process.

I appreciate the other info - PM'ing you on it with my thoughts.

It will be interesting, I look at it with uncertainty since it is Paizo's version of Psionics.


Hp rolls

1d8 ⇒ 2 1d8 ⇒ 8

Well there's an obvious choice there :D


Feth wrote:

Hp rolls

1d8 1d8

Well there's an obvious choice there :D

Gotta have a little random to make it interesting...though at times I wonder if the RNG isn't a bit streaky.


You think? I absolutely revile the RNG on this site. I've never rolled more sub 5 results for combat in my life....And rolled more natural 20's on skill checks either. Maddening!

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