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
RHC HQ
FLINT CITY
Zeigeist World Map
Avery Coast Train
Lantern

Act 2: The Grand Design

Chapter 6: Revelations From the Mouth of a Mad Man

Ber


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Definite maybe...


You should


I would apply with a Tiefling Investigator.
I think that would fit nicely.


Sounds good to me.


I’m thinking a gun-wielder. Probably not an actual Gunslinger, but a magical class that works with guns, like an Eldritch archer Magus or a Gun Chemist Alchemist. Ideas I’ve been meaning to try that fit this setting better than they do most of Pathfinder.


I had a look at the Zeitgeist adventure path and I think I found my inspiration.
A dual wielding revolvers Siege gun empyrist.
Loads of skills and with two weapons, double the fun!
Meet Sir Mycroft of Reichenbach
Inspiration is of course Sherlokc Holmes


Just a side note... Tieflings in this setting have a French feel to them.

@Everyone please write up a backstory about how you are involved with the RHC.

Just a sidenote... It is also at this point you are allowed to make characters of a more monstrous heritage. The adventure will take place in Ber and the country has all kinds of creatures.

If you want to make something like a minotaur please tell me so I can tell you what level they should be.


Changed to Pascal de Poirot.
An expat from the beautiful country of Danor.
Lover of all kind of guns and riddles.


Cool.


HP: 8d8 ⇒ (8, 1, 5, 7, 4, 7, 7, 8) = 47

Are y'all using background skills?


Not really because the characters work for the RHC


Don't forget to roll HP.


Okay, this is Ouachitonian. I've never played in the setting before, so my background still feels kind of sketchy, but this is my submission. Reynard is a gun-toting Magus (Eldritch Archer)/Mad Shootist, ready and able to lay down supporting fire for the rest of the Constabulary. I do have some questions regarding particular rules interactions, as detailed below:

Eldritch Archer was written with two-handed ranged weapons like bows in mind, and says:

Quote:


Ranged Weapon Bond (Ex): At 1st level, an eldritch archer gains a bonded object as per the wizard’s arcane bonded object; it must be a ranged weapon, and it can’t be used to cast a spell once per day. Holding her bonded item does not prevent the eldritch archer from providing somatic components for her spells.

Ranged Spell Combat (Ex): Instead of a light or one-handed melee weapon, an eldritch archer must use a ranged weapon for spell combat. She doesn’t need a free hand for ranged spell combat. The eldritch archer cannot accept an attack penalty to gain a bonus on concentration checks to cast a spell defensively. This ability modifies spell combat.

I'm using a pistol, which does leave me a free hand. As of now I'm carrying a mithral shield for a bit of extra AC, but I want to be sure you're reading the rules the same way I am.

The first level of the Mad Shootist PrC has the following ability:

Quote:


Inventive Gunnery (Ex) A mad shootist chooses one type of firearm (e.g., pistol, carbine, musket, shotgun, etc.). He has invented a modular arcano-scientific version of that weapon, colloquially known as a blaster. The shootist can load the blaster with normal ammunition, or he can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. The blaster keeps its normal misfire chance. It being very volatile, a mad shootist can only have one blaster active at a time. If anyone else touches it, it begins to pulse, and then if the shootist does not regain possession within three rounds, it explodes, dealing 6d8 damage in a 15-foot-radius burst (Reflex DC 15 for half). If his blaster is destroyed, the mad shootist can spend 1 hour to upgrade another firearm of any type into a new blaster

Which leads to 2 questions:

1) Since I don't need to reload, I can fire as many times as I have attacks in a round, make use of Rapid Shot, and all that, right? AFAICT I shouldn't need a feat like Rapid Reload for that, since I'm not actually reloading.

2) Given that I'm doing energy (force) damage with my attacks now, am I shooting at Touch AC? That would be my understanding, I'm honestly not sure how shooting force damage at regular AC would work (besides "It's Magic! Don't think too hard."), but I can see how you might find that an overpowered combination.


1) The prerequisites for Rapid Shot are a DX of 13 and Point Blank Shot. Both of which you would need.

2) I think the key here is you can still still fire normal rounds if you choose. I can actually come up with a reason why force damage is against AC as opposed to Touch because of velocity using either gunpowder or firedust (typical ZG higher quality powder) the bullets break the sound barrier and hit the mail with greater force. I would say it is a trade off between speed and likelihood to hit. If I were playing the character, my first shot would be a regular bullet and then the subsequent ones would be force blasts.


I’ve got the PBS and a pretty high Dex, no problem. Even without Rapid Shot specifically, a BAB Of 7 already gives me an iterative attack. “Do I get iteratives without needing to spend a feat on Rapid Reolad?” might have been a better way to phrase the question.

I’ll probably stick to force shots, if only for the convenience of not needing to buy ammo or spend actions reloading. I’m ok with that tradeoff even against regular AC. Though it might change how often I actually use Rapid Shot, since those -2s can add up. I’ll think about switching that feat out, actually.


I just want guys to know that this is pretty RP heavy and being able to sus out clues and the like is also important. The upcoming mission is a more of a spy mission as well.

@Reynard... you should check out the deities in Zeitgeist... Nethys is not one of them.


I was looking at the original recruitment post, where you say:

Quote:


To keep things simpler, the pantheon of gods will be that of Golarion although this setting is not on Golarion. All Paizo accepted and interesting 3pp will be allowed if I can get my hands on the information. I am looking for 5 gumshoes...

I can change it though, no problem.


Sorry about not rolling. I assumed half hit die +1 since you did not state. Is it a straight roll or reroll 1s or any other rules? If we can go with half+1 I will do that instead of taking the roll, regardless of how good or poor it is.

Initial Rolls: 8d10 ⇒ (4, 1, 6, 8, 2, 1, 7, 2) = 31


ranger hp: 8d10 ⇒ (3, 10, 1, 7, 9, 10, 6, 7) = 53

dog hp: 8d8 ⇒ (6, 5, 3, 2, 4, 8, 3, 6) = 37


Fair enough, I did change the deities thing probably by Adventure 2(mostly to keep things easier for me) and the rolling came with level 2. Straight rolls, please.


I am having difficulty coming up with a backstory, I'll be withdrawing from consideration


Oh, I was really interested in what an Excorant could do.


Too much going on. I’ll bow out also


Reading up on the players guide to get an idea of the background.

I am building an urban ranger for submission.

Any hints as to good choices for favored enemies and favored communities?

I was penciling in Slate and the capital of Ber for favored communities.

My ranger will be a mix of ranged and close combat ability with a good mix of skills.

His animal companion is a dog with the augmented archetype, figuring that a bionic dog outfitted with doggles fits in well in a steampunk setting.


Well the capitol of Ber if Seobriga. You may want to play a monstrous race like a Kobold or centaur or something.


Slate is good as well. The campaign is moving away from Flint anyways.


Any other questions?


Definitely looking for 3.


Come on this is a really fun AP with lots of fun adventures and compelling campaign styles.


okay, let me take a look at the source material and character creation rules and see if I can't come up with something.


HP Rolls: 7d8 + 1d6 ⇒ (8, 4, 6, 4, 4, 8, 1) + (5) = 40

Okay, here is my submission:

John Lang
TN Human Mesmerist 8/Enchanting Courtesan 1
Theme: Spirit Medium

str 8
dex 14/16
con 12
int 14
wis 10
cha 20/22

HP 57
AC 20 (+7 armor, +3 dex) T 13 FF 17
BAB 6
Init +3

Fort +6
Ref +11
Will +15

Speed 30'

Skills:
Appraise r2 +7
Bluff r9 +26
Disable Device r9 +17
Diplomacy r3 +15
Disguise r9 +21
Intimidate r0 +10
Knowledge (Arcana) r2 +7
Knowledge (History) r5 +10
Knowledge (Religion) r2 +7
Linguistics r9 +14
Perform (Act) r2 +14
Sense Motive r9 +12
Sleight of Hand r9 +14
Spellcraft r2 +7
Stealth r9 +14
UMD r9 +21

Languages: Abyssal, Aquan, Celestial, Common, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Primordial, Sylvan

Traits:
Armored Expert
Convincing Liar

Feats:
Greater Spell Focus (Enchantment)
Intense Pain
Manifold Stare (can trigger painful stare twice/rnd)
Mental Stare
Skill Focus (Bluff)
Spell Focus (Enchantment)
Unfinished Business

Spells:
Concentration: +18
*Spells/Day: -/6/6/3
*DC: 16 +Spell Level; +2 for Enchantment

*Cantrips: Detect Magic, Detect Poison, Message, Read Magic, Touch of Fatigue, Unwitting Ally

*1st: Demand Offering, Detect Secret Doors, Forbid Action, Mental Block, Murderous Command

*2nd: Anticipate Thoughts, Detect Thoughts, Hold Person, Inflict Pain

*3rd: Bestow Curse, Crushing Despair, See Invisibility

Class Features:
Bold Stare (Disorientation, Psychic Inception)
Consumate Liar
Covert Spells
Enchanting Touch
Hypnotic Stare (-3)*
Knacks
Manifold Tricks (2)
Mental Potency
Mesmerist Tricks (11/day; Astounding Avoidance, Life Revier, Psychosomatic Surge, Reflect Fear)
Painful Stare 6/3d6+6
Seducer's Leverage
Touch Treatment (10/day; Confused, Dazed, Fascinated, Frightened, Shaken, Sickened)
Towering Ego

Equipment:
Headband of Alluring Charisma +2 4,000
Mesmerizing Tattoo* 10,800
+1 Mithral Mountain Pattern Armor 5400
+2 Cloak of Resistance 4000
+2 Belt of Dex 4000
Staff of Entwined Serpents 5050
Handy Haversack 2000
Circlet of Persuasion 4500
Masterwork Thieve's Tools 100
150 gp of jewelry

Backstory:

John Lang was born in Crisillyir, but he fled with his parents to Risur when he was a little over a year old.

It was only a few short years after arriving in Flint that John first manifested his power when he touched his dead next door neighbor, who began talking through her body.

His parents were terrified.

That evening, they bundled up John and gave him a gold piece and left him at the train station. A constable found him and took him to an orphanage, where he stayed until he reached majority.

As he grew, so did his powers: he discovered that he could easily get anyone to do anything he asked, people just naturally seemed to want to listen to what he had to say, and the spirits of the deceased flocked to him in droves.

When he finally left the orphanage, he got a job working in a warehouse but quickly lost interest in the work. He floated to a few other similar jobs, but he was recruited and trainted by a member of the RHS to engage in espionage.

John, ironically enough, spent the last 6 years posted to Alais Primos, where he infiltrated the church as a scribe to track the movements of the clergy.

John recently returned to the city, prepared to take on his next mission...


Interested and I really like zeitgeist however I am out of town on vacation until Friday would it be fine to submit a character next weekend? Or would it be too late? Any role you think would be useful to the party?


I am looking for a total of 3 pcs. The party needs active players who take initiative in RP. Since you won't be able to get anything together before the weekend, I would suggest a Risuri agent working in Ber... maybe a kobold, gnoll or something like that.


I have read the player's guide a while ago (but I am going to re-read it as soon as I am back) and I was thinking about a deva medium, with the fluff of the channeled spirits being his past lives. He could still be an agent stationed in Ber though, maybe using some shapeshifting magic for example to blend in. Do you think it could work?


Camris here.
Here is the basics of my character here attached. I still have to advance him properly.
He is an Alchemist (Chiurgeon) forensic patholgist/medical examiner/healer.


Shapeshifting magic for deep cover.. I am not so sure. I would be cool with you being an Agent in place but to depend on magic to make you fit in as a gnoll or kobold or Lizardman or even a minotaur would be strange. I will have to think on it.


If you're looking at making a shapeshifter of some kind, you might wanna take a look a either urban druid (which gets at will alter self) or the shifter class.


Here is Dr. Runemace, fully advanced to L9.

I am going to Alaska for a couple of weeks on vacation. Probably going to be out of net contact. I'll be back Sep 5-6.


Who is still with me?


yo. Did you want me to post in the discussion thread?


Just another couple of days and I am here


Finally back home, time to think about a character proper, I'm struggling a bit with the jet lag, I'll do my best to write the character as soon as possible though. Btw is stuff from spheres of powers allowed? I kinda got another idea of building a wraith, or hedgewhitch.


We need more of a face person, I think.


Could work on that too, but I was thinking more about an infiltrator\roguish type as Vrog Skyreaver's character would much likely work very well as a face and I didn't want to overlap too much.

Btw if Spheres of powers are fine I can definitely work on a wraith with illusions as his main trick that can help with both. Otherwise I'll think on a new concept.


Or you know even a fey adept illusionist, that I think might also work a bit with risur fey theme, maybe an elf/eladrin valeki mystic. Do you think it would work?


This adventure really needs less elves and fey and more monstrous humanoids. Campaignwise your ideas are fine but with the upcoming adventure the party needs a believable imbedded operative.


Ok, what about this an half-orc, docker troubadour pretty much an actor and impersonator, who works as a spy for the throne and plays different roles if needed be?


How about that but a gnoll?


I like gnolls and it can work with one if you prefer, however wouldn't an human-ish race be more appropriate and effective as a spy\infiltrator?

Especially for future adventures, when we move out of that country an half orc with some trickery can probably pass as human, a gnoll would struggle with that.

If you would rather prefer to have a gnoll character in general I can work with that, just with a different concept perhaps, acting as a spy, but with another role in the party for the future (I dunno I like shapeshifters so I might go for something druid-ish for example).

Anyway I'll try writing a character this weekend and post it :)


I actually would like to see some diversity in the party and the future adventures are also fine with a Gnoll or Kobold or whatever.

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