1. GM Edwin's Zeitgeist Campaign

Game Master Insnare

When the people and King of Risur have internal or external enemies but won't or can't call in the military... They Call in the RHC(Royal Homeland Constabulary)

Act 1: The Investigation Begins!
Chapter 1: The Island at the Axis of the World
Chapter 2: The Dying Skyseer
Chapter 3: Digging for Lies
Chapter 4: Always on Time
Chapter 5: Cauldron Born
Zeigeist World Map
Avery Coast Train

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

251 to 300 of 356 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>

GMEDWIN wrote:
We could use an Oracle or divine type for healing. Storywise I would like a Skyseer character in the fold for theme feats or a Vekeshi Mystic.

Meh, I was going with this:

GMEDWIN wrote:
Key skills for characters are stealth, knowledges, diplomacy and decent combat skills. The world is unique and a whole lot of fun to play.

Though... I guess it can all be combined :D

Honestly, I am cool. The most important thing is your character be social and willing to talk. Silent types are ok but this is not a standard Adventuring AP.

Posting interest as one of there options:

1. Evangelist Cleric Vekeshi Mystic
Hotheaded. Brash. She's been called many of these things when she was young. It's probably true, even now, that she doesn't think as clearly as she should.
She was born in the Northern Shores. A beutiful daughter of a relatively minor noble family, she found herself a candidate aftering being kidnapped by another nobleman and killing him to free herself and his harem. This brought her to the attention of the Vekeshi Mystics.

2. Vatic Priest, for a divination-focused social character, who swaps out the Knowledge domain for the Conversation inquisition.
She died once. Ages ago, in her homeland of Danor. When she was a 12 year old orphan, she was stabbed in the back by a thief after the gold she had pickpocketed and left to die. But it was through the kindness of a skyseer of old, something she thought a mere superstition. He raised her as one of her own, before he traveled to Flint to learn from "Gale," where differences in styles and beliefs (She has developed an idea based around community between planets, bearing a closer resemblence to the Clergy rather than the Skyseer, plus Gales behavior to industralists). So she joined the Constabulary to help her find a place with the magical talents she'd garner over the last 10 years.

Aipaca presenting Zophar for your consideration. If you have any questions feel free to PM or post here.


Zophar is one of the few High Elves born after the catastrophe. As a male child, his birth was not of great import. His mother knew that the life he would lead in the savage struggle of Elfaivar would be a terrible one. So she organised with one of her few allies for the child to be sent far away, to Risur. Therefore, Zophar has no memory of his homeland, and in fact considers Risur to be his home.
Raised in Risur by Braek, his mother's friend and ally, Zophar quickly took to the new mechanical arts that were rising in Risur. He has spent his life studying these arts, crafting his mechanical marvels. Recently however, he has felt something lacking. In looking for a greater meaning to his life, he looked to his adopted home, Risur. The nation could use his help, and he had a unique set of skills.
He joined the RHC in hope of helping his nation to remain free of outside influence, and to avoid it from suffereing a fate at all like that of Elfaivar.
While he will always try diplomacy first, Zophar is ready and willing to fight for his nation, donning his Mechanical Suit to better serve the needs of his nation.


Zophar is a blond elf who dresses well and is quite well presented when in civilian clothes. However, he is most often clad in his Mechanical Suit. Increasing his height and width, the suit covers his legs, chest and left arm in impervious metal, protecting him and providing him with a strength and power he himself lacks. Holding his trusty pistol in his right hand, Zophar is a force to be reckoned with when riled.

I'm very interested and will try to work up a character tomorrow.

I'm working on a Vekeshi mystic life oracle concept, character should be finished within 24 hours.

Dice for hit points: 6d8 ⇒ (6, 6, 3, 2, 7, 7) = 31


In both cases what would be your character's faith; in the setting there is Seedism, the Panoply, Millerism, Eschatology, The Clergy, and the Demonocracy.

With the Vatic Priest idea, would you be multiclassing a cleric and priest?

Harems do not exist in Risur because slavery is illegal as is polygamy.

Some quick notes... Gale is not a Skyseer but a Vekeshi, your "Father" may have come to Flint to be apprenticed to Nevard who died in Adventure 2... (incidentally, he was the most famous skyseer in the whole planet, living to an age of 130 years old as a human). I am interested.

@Aipaca, what would your theme feat be?

@GMEDWIN my theme feat is The Man with Two Guns is God

Ok, so you are going to be a theme of GUnsmith. ok

That's correct. The fluff of both Martial Scientist and Technologist are fitting for the character, but I'm not a fan of either feat. I could change if that would suit you better however.

Yes it is less about the feat but the theme. Being a particular theme has different story bonuses and options.

I need some guidance on character background.

My basic character concept is a human stolen by the fey as a babe as payment for an ignored tribute. After spending his first few years living in the Green Land, he was returned to the mortal world and left with patriotic Risuri who are sympathetic to the Vekeshi cause. He was then raised for the express purpose of being initiated into the Vekeshi Mystics. I thought that perhaps the isolated elves of the High Bayou might work for his adoptive family, but I can't find any mention of how elves and eladrin interact.

If there's a better people/place for him to have been left with Vekeshi sympathizers please let me know and I'll go with it. The Player's Guide alludes to a secret Vekeshi society but (understandably) doesn't go into detail.

Ok, I started the campaign before they switched High Elves to Eladrin. I personally prefer High Elves anyway. Do you mean they were living in the Dreaming.

If you want to keep it in Flint you can have him given to a family in the Cloudwood or even have grown up in Shale, where the King's sister was governor before she betrayed him. The High Bayou is a bit secluded.

How High Elves treat Wood Elves... before the Goddess was killed, definitely in a very condescending manner. The Malice wiped out almost every female elf but High elves due to their immense cruelty when in power are now considered trophies especially females. Wood Elves look up to High Elves because they are closer to the fey and high elves look at the wood elves as kin.

Feel free to ask more questions. Just a side note, if someone wanted to play a gnoll or something like that it is also possible.

Apologies, I should have clarified my Vatic/Priest request-
The Priest is basically a 1/2 BaB Cleric that gains the Knowledge Domain and more skill points a level, Akin to 3.5's Cloistered Cleric. I like it quite a bit.
This means that, since I don't trade away anything that the Vatic doesn't have, then applying the Vatic archetype to the Priest with minimal problems.

For Faiths, I feel like it thematically makes sense for it to merely be a Vekesh who masks their philosophy by acting like a member of the Clergy, though I need to read more about it.
For the Skyseer, I'm thinking about a small, relatively unknown sect of the Old Faith, one that is tinged with Panoply.

However, being able to tie myself into the adventure would prove nice for the Skyseer. Can you tell me anything about him? I can't seem to find anything about it in the player's guide.

As for the Vekeshi, the idea that the whole thing going on was highly illegal would be noted, and would be the primary reason and cover she would have for joining the Royal Homeland Constabulary. She's been faced with such terrible things in the past, and has proven herself willing to face terrible things.

First about Priests and Clerics...the only sects that have "Clerics or Priests" would be the Clergy or Demonocracy (they are anti). I am kind of surprised they have not come up with a druid/cleric mix class. I really like your Skyseer idea. But your priest class and Vatic might work could work. I would like to see the crunch.

Here is info about Nevard:
For decades Nevard was one of the most prescient
and respected skyseers in Risur. Then with the rise
of industry and the fading power of the skyseer’s
visions, his star waned, and he withdrew into the
Cloudwood east of Flint to focus on keeping his
order alive. Now nearing one hundred and twenty
years old, Nevard cannot see the path forward—for
the world or for his order.
The old man walks feebly and leans on a plain
staff which carries the banner of his family line. His
deep voice warbles frailly, but somehow when he
speaks the wind hushes so everyone nearby can hear
him. He possesses no overt magical power, certainly nothing of use in a fight, but
the land and sky respect him and make his passage easy.
He has foreseen that he’ll die within the year, but he is conserving his strength,
hoping to make one last journey, before he dies, to the peak of Cauldron Hill.

He went to Cauldron Hill with the Party and then died in one of the climatic scenes in Adventure 2. He is also the great uncle of the owner of a chemical factory.

@GMEDWIN I'll change to Technologist then, as that is the theme that suits the character the best. Did you have any other questions about the character?

Apologies for my delay, but I've had some difficulties in working out a character that I have a good feeling about. I believe I've got it figured out, and should post my submission here within the next 2 hours. Thank you very much for your patience!

Please make the full characters with backstory,

@GMEDWIN, did you want more backstory for Zophar? I'm happy to adjust as desired if you would like to give me some direction.

Please see Jack Ward (link) for my submission. I left out "mission" specifics of his history as a law officer and RHC agent as I didn't want to involve published NPCs without knowing their current in-game status.

I also included two different options for traits and skills, one marked as "long game". I noticed that at the time of your original campaign start there were only 6 modules in this AP, and now there are 13. If you're only intending on playing through the 6th module, then I will take the first set of options, as I believe these make him more effective in the short term. If you're intending to run all 13, I'll take the "long game" options with an eye to eventually picking up the Vekeshi prestige class.

Any feedback is much appreciated, even (especially!) if you decide against including my character. I'm always looking to get better at PbP, and constructive criticism helps me do that :)

As a general point, this mission is extremely important, so I would like each backstory to describe what your character had been doing with the RHC before now. The King would not entrust something of this magnitude to a guy just finished with training plus the characters are 7th level... how did you get there?

I plan on finishing the AP if possible... The average is 9 months per module. Luckily there is no magical flight generally until much later in the campaign at least by PCs.

Understood. My thought is that Jack does bodyguard work for high priority assets such as diplomats, dignitaries, and defectors, as well as combat support for forces discreetly deployed in high risk environments. Given his abilities are focused on redirecting damage and afflictions from other people onto himself, I'm thinking of his role as "professional martyr". I'll write up an example later this evening :)

Also, I've adjusted the character profile to reflect only the long game version.

Also also, while I like the surname Ward, I'm not 100% sold on 'Jack". I find I spend (waste?) a lot of time agonizing over names.

Added on some RHC backstory for you, let me know what you think/if you would like more.

Extended Biography/Background:

Zophar is one of the few High Elves born after the catastrophe. As a male child, his birth was not of great import. His mother knew that the life he would lead in the savage struggle of Elfaivar would be a terrible one. So she organised with one of her few allies for the child to be sent far away, to Risur. Therefore, Zophar has no memory of his homeland, and in fact considers Risur to be his home.
Raised in Risur by Braek, his mother's friend and ally, Zophar quickly took to the new mechanical arts that were rising in Risur. He has spent his life studying these arts, crafting his mechanical marvels. Recently however, he has felt something lacking. In looking for a greater meaning to his life, he looked to his adopted home, Risur. The nation could use his help, and he had a unique set of skills.
He joined the RHC in hope of helping his nation to remain free of outside influence, and to avoid it from suffereing a fate at all like that of Elfaivar.
While he will always try diplomacy first, Zophar is ready and willing to fight for his nation, donning his Mechanical Suit to better serve the needs of his nation.
Since joining the RHC, Zophar has had a storied career. His first mission saw him firing the shot that knocked the infamous Peretto the Quack into the arms of Justice - Justice being the name of his first team's strongman. After several years with team, and dozens of daring missions, Command saw fit to give Zophar a small team of his own. He loved these officers like brothers and sisters, and no matter how FUBAR the mission was, he always got them out. Until he didn't.
The mission should have been a simple one. Go into the sewers, root out the crazy bastard Aramous the Splint, and bring his to justice. What they couldn't have known was that Aramous had set a kill-switch, triggering buried explosives and collapsing the sewers around their heads. The only reason Zophar survived was his suit, and the fact that he was near a manhole when the explosions went off.
Nearly overcome with grief, Zophar nearly turned in his badge. But he still owed something to his nation, and the rest of the RHC who had given him a family that he had let slip through his fingers. He vowed never to lead a team again, and did take some time off to get his head straight.
Now he is back and ready to defend Risur once again, jaded but ready to meet his new team.

Can I see the crunch too?

I'm sorry, I'm going to withdraw my submission :( I've had some past obligations thought dead come back to life, and don't have enough time to do proper justice to those and this game.

Thanks for the consideration and good luck saving Risur! In the unfortunate event that you need to re-recruit in the future, I hope I have more free time again and can submit.

It's all in this profile if you just click into it, sorry I didn't make that clear!

Vagabond? can I see your character?

Apologies for the delay, last week or so has been incredibly busy-

I ended up taking a prestige class, because it seemed much more thematically appropriate to a starseer- Because it was literally called Skyseer. Less divination focused than the regular skyseers, but unfortunately divination focused prestige classes are few and far between.

The sheet is still heavily under construction, as I still need to finish the Spells and magic items, but it shouldn't take too long to get it done.
Sheet on Mythweavers

Background is taking awhile to actually coalesce, but it's quite clear she's a competent starseer. I'm going to work on that in a while, but it'll take time.

Any further thoughts GMEDWIN?

I like what you have done here.

I am waiting on Vagabond? I think I will introduce you two to the group over the weekend but please wait until I give you the ok.

Most likely, I think the two of you were working out of the city of Shale for the last six months and in the main office before that and you were specifically requested by Delft since Asrabey showed up asking for help for the Unseen Court.

Fantastic! Did you want me to read over any of the campaign so far?

If you have time read starting with Chapter 5.

But this list of dossiers which will/would have been given to you by Delft is a must:


Thanks, finally how much money should I equip him with (and do you have any equipment restrictions?), and did you have any suggestions on languages that would be useful/flavourful?

Standard per level... Do not spend more than a 1/3 of your cash on one item. Everyone gets Primordial... dwarven, abyssal, eklo... it depends on you.

Interesting. I see that the Zeitgeist Player's Guide PDF is free. I think I'll give it a read to see if this AP is something I'd like to try.

Assuming that you are still recruiting. If nay, then I wish you good cheer and fun mayhem.

Sure go for it.

This indeed looks fun. If you still need the people I'd love to make a Martial Scientist.

Would you be ok with Path of War classes for one of those?


Good morning! Hi my name is GMEdwin and I am looking for a couple of 9 level PF characters in an interesting Steampunk AP called Zeitgeist.

Character should 9th level with a 20pt buy.
Starting gold is 40,000 and no more than one third can be spent on one item.

Current cast is a Steamwright, Arcanist, Slayer and an Oracle.

Also you may want to look at the character themes in the Zeitgeist Players Guide.

dot for interest

Dotting for interest, considering an eladrin or half-elf Barbarian7/Vekeshi Excoriant2

Cool, we just call them High elves, mostly because I started the campaign before they switched the name for Pathfinder.

How would you make a tinkering rogue?

I am not sure if I understand your question.

Maybe it's a bad question. I'll figure it out.

Alexio Casara: war veteran

Alexio Casara 
Human Brawler 9

Alexio was a bright eyed recruit when he joined the ranks of the army. He was a gifted athlete which was spotted immediately in basic training. Upon graduating from the basics (a sorry two weeks of inadequate training), Alexio was selected as a recruit for a special operations group known as the Hounds of hell. This training was a grueling four months that tested his endurance, strength, agility, and intelligence. When it was over he joined his first unit under Sergeant Hungerford.

Sergeant Hungerford took no lip, tolerated no slacking, but was fair. Better yet, Sergeant Hungerford knew how to fight, survive, and train. Additionally training had to be on the job as the Hounds were dispatched to the Yerasol islands. The fighting was brutal. The Hounds excelled at guerilla warfare and made the enemy pay for slack guards in their rear or whenever they took new territory.

Alexio is now a hardened veteran of the Yerasol wars. He returned home but a standard job did not suit him. Soon he applied for and was accepted into the Royal Homeland Constabulary.


Initiative +3 

AC: 26, touch 16, Flat Footed 21 (+3 Dex, +6 Armor, +4 shield, +2 dodge, +1 deflection) 
HP 85 (9d10+18con+9fcb) 
Fort +9 Ref +10 Will +4 


Speed 30ft 

Unarmed Strike +16 (1d10+7/20x2) 
Unarmed Strike TWF +14/+14/+9/+9 (1d10+7/20x2)
Unarmed Strike TWF & PA +11/+11/+6/+6 (1d10+13/20 x2)
Waveblade +16 (1d8+8/15-20 x2)
Trip +20 (BAB+9, STR +4, DEX +3, feats +4)

Wushu Darts +12 (1d3+4/x2, range 10') 


Str 19* Dex 16 Con 14 Int 12 Wis 11 Cha 10 
BAB +9 CMB +13, CMD 26
Magically enhanced: Belt of giant strength +2

Stat Purchase
Base: S15 D14 C14 I12 W11 C10
Race: D+2
Level: S+2


H: Combat Expertise: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

1: Improved Trip: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.

3: Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.

2. Brawler's Flurry: Two Wpn Fighting

2. BF. WF: Wave blade

3. Fury's Fall: add Dex to trip attempts

5. BF. Combat Reflexes

5. Wpn Specialization: Wave blade

7. Greater Trip: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.

8. BF. Improved Critical: wave blade

8. Brawler's Flurry: Improved Two Weapon Fighting

9. Tripping Strike: free trip attempt with a critical hit.


Guerilla: You have spent much time in the rainforests and know its secrets. You gain a +1 trait bonus on Knowledge (nature) checks as well as Survival checks made in the rainforest. One of these skills becomes a class skill for you. (K: Nature)

Student Survivalist: You gain a +2 trait bonus on all Survival checks, and Survival is a class skill for you. In addition, you gain a +1 trait bonus on all attack rolls against foes that threaten your mentor (SGT Hungerford).


Skill Ranks 54 = (36 class + 9 human +9 Int)

Acrobatics* 14 (8 rank, 3 class, 3 Dex)
Climb* 10 (4 rank, 3 class, 3 Str)
Escape Artist* 8 (2 rank, 3 class, 3 Dex)
Handle Animal* 0 (0 rank, 0 class, 0 Wis)
Intimidate* 12 (9 ranks, 3 class, 0 Cha)
Knowledge (Dungeoneering) 5 (1 rank, 3 class, 1 Int)
Knowledge (Local) 5 (1 rank, 3 class, 1 Int)
Knowledge (Nature) 6 (1 rank, 3 class, 1 Int, 1 trait)
Perception 12 (9 rank, 3 class, 0 Wis)
Profession* (Soldier) 4 (1 rank, 3 class, 0 Wis)
Ride* 7 (1 rank, 3 class, 3 Dex)
Sense Motive 12 (9 rank, 3 class, Wis 0)
Stealth 10 (4 rank, 3 class, 3 Dex)
Survival 8 (3 rank, 3 class, 0 Wis, 2 trait)
Swim 7 (1 rank, 3 class, 3 Str)


Common, Primordial

Class Abilities:
Brawlers cunning: If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility: A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).
The brawler can use this ability again before the duration expires in order to replace the previous combat featwith another choice.
If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit.

Martial Training: At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.
Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

Brawler's Flurry: Starting at 2nd level, a brawler can make a brawler’s flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the “monk” special feature. She does not need to use two different weapons to use this ability.

Maneuver Training: At 3rd level, a brawler can select one combat maneuver to receive additional training. She gains a +1 bonus on combat maneuver checks when performing that combat maneuver and a +1 bonus to her CMD when defending against that maneuver. At 7th level and every 4 levels thereafter, the brawler becomes further trained in another combat maneuver, gaining the above +1 bonus combat maneuver checks and to CMD. In addition, the bonuses granted by all previous maneuver training increase by 1 each.

AC Bonus: At 4th level, when a brawler wears light or no armor, she gains a +1 dodge bonus to AC and CMD. This bonus increases by 1 at 9th, 13th, and 18th levels. These bonuses to AC apply against touch attacks. She loses these bonuses while immobilized or helpless, wearing medium or heavy armor, or carrying a medium or heavy load.

Knockout: At 4th level, once per day a brawler can unleash a devastating attack that can instantly knock a target unconscious. She must announce this intent before making her attack roll. If the brawler hits and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 10 + 1/2 the brawler’s level + the higher of the brawler’s Strength or Dexterity modifier) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability. At 10th level, the brawler may use this ability twice per day; at 16th level, she may use it three times per day.

Brawler's Strike: At 5th level, a brawler’s unarmed strikes are treated as magic weapons for the purpose of overcoming damage reduction. At 9th level, her unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. At 12th level, she chooses one alignment component: chaotic, evil, good, or lawful; her unarmed strikes also count as this alignment for the purpose of overcoming damage reduction. (This alignment component cannot be the opposite of the brawler’s actual alignment, such as a good brawler choosing evil strikes.) At 17th level, her unarmed attacks are also treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

Close weapon mastery: At 5th level, a brawler’s damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon’s normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon’s base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made.

Human Racial Traits:

Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature. 
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. 
Normal Speed: Humans have a base speed of 30 feet. 
Bonus Feat: Humans select one extra feat at 1st level
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level


Belt Pouch (Caltrops, chalk x10, small steel mirror, whetstone, flint and steel) 3.25#
Backpack (candles x5, rations x3, silk rope 50', pitons x3, 5 fish hooks, torch, string 50', sewing kit) 11.6#
Water skin 2#
Waveblade +2 2#
Mithral Shadowed Chain Shirt +2 12.5#
Wushu Darts x5 1#
Heavy shadowed mithral shield +2 7.5#
Belt of giant strength +2
Ring of Protection +1
Cloak of resistance +1
Water purification sponge
Liquid ice x2
Alchemist's fire x5

Potions (in haversack):
Expeditious retreat x2
Cure light wounds x10
Cure moderate wounds x2
Divine favor x2
Protection from evil x2

Greater Magic Fang (+3 enchancement) permanency (caster level 12) 8250 gp

Light Load 76, Medium Load 153, Heavy Load 230 

Total Gear Weight: 429.25 pounds, Light Load (plus the fraction that coin weighs is still well under a light load) 

PP 53 GP 29 SP

I’m interested, potentially.

Any idea if there's a way to get Zeitgeist content in HeroLab? That's generally where I build, and it'd be much easier to do so if I'm not having to fudge in the theme feat and the like.

You can go on to the enworld.org site and ask the administrator for them. I am not sure if they ever did the prestige classes but you can ask.

I want to say this game is a lot of fun and there is a good amount of epic combat and epic roleplay.

251 to 300 of 356 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | next > last >>
Community / Forums / Online Campaigns / Recruitment / Zeitgeist Adventure Path All Messageboards

Want to post a reply? Sign in.