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


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Is my submission of any interest?

Dr. Kortemir Runemace wrote:
Is my submission of any interest?

How come I cannot see your post?

Ok I went for a gnoll in the end Troubadour/7 Shifter/2 pretty much with a different face\shape for any occasion (I love spheres of power), I'm still finalizing some choices, polishing the background and shopping for fun magic items, but I'm almost done.

Sorry, was in my profile.

About Dr. Kortemir Runemace
Dr. Kortemir Runemace (Zeitgeist) L9
Male dwarf alchemist (chirurgeon) 9 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Ultimate Magic 18)
Zeitgeist Character Theme:Eschatologist.
LN Medium humanoid (dwarf)

Init +2; Senses darkvision 60 ft.; Perception +12 (+14 to notice unusual stonework)

AC 20, touch 14, flat-footed 18 (+6 armor, +2 deflection, +2 Dex)
hp 58 (9d8)
Fort +7, Ref +9, Will +4; +2 vs. poison, spells, and spell-like abilities, +4 bonus vs. poison
Defensive Abilities defensive training

Speed 20 ft.
Melee cold iron dagger +8/+3 (1d4+2/19-20) or
. . unarmed strike +8/+3 (1d3+2 nonlethal)
Ranged +2 sword cane pistol +10 (1d4+2/×3) or
. . bomb +9 (5d6+5 fire) or
. . force bomb +9 (5d4+5 force) or
. . smoke bomb +9 (smoke)
Special Attacks bomb 16/day (5d6+5 fire, DC 19), hatred

Alchemist (Chirurgeon) Extracts Prepared (CL 9th; concentration +14)
. . 3rd—cure serious wounds, cure serious wounds, haste, communal resist energy[UC]
. . 2nd—barkskin, bullet shield[UC], cure moderate wounds, cure moderate wounds, lesser restoration
. . 1st—cure light wounds, cure light wounds, enlarge person (DC 16), expeditious retreat, identify, polypurpose panacea[UM], shield

Str 14, Dex 14, Con 11, Int 21, Wis 10, Cha 8
Base Atk +6; CMB +8; CMD 22 (26 vs. bull rush, 26 vs. trip)

Amateur Investigator[ACG],
Brew Potion,
Exotic Weapon Proficiency (firearms)[UC],
Extra Bombs[APG],
Extra Discovery[APG],
Icy End of the Earth (Theme Feat)
Point-Blank Shot,
Skill Focus (Heal),
Throw Anything

fungal brewing,
splash attack

Acrobatics -1 (-5 to jump),
Appraise +14 (+16 to assess nonmagical metals or gemstones),
Climb +1,
Craft (alchemy) +17 (+26 to create alchemical items, +19 to create alchemical items),
Craft (poison) +15,
Heal +17 (+20 to treat poison),
Knowledge (arcana) +14,
Knowledge (history) +14,
Knowledge (nature) +17,
Linguistics +7,
Perception +12 (+14 to notice unusual stonework),
Profession (Forensic Science) +12,
Ride +0,
Spellcraft +10,
Survival +5,
Swim +0,
Use Magic Device +10;
Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Draconic, Dwarven, Elder Thing, Elven, Giant, Primordial, Sylvan

alchemy (alchemy crafting +9),
discoveries (explosive bomb, force bomb, healing bomb, precise bombs [5 squares], smoke bomb),
infused curative,
mutagen (+4/-2, +2 natural armor, 90 minutes),
swift alchemy

Combat Gear
mutagen (infused grand feral)[APG],
potion of cure light wounds (10),
potion of cure moderate wounds (5),
potion of lesser restoration (3),
potion of magic circle against evil,
potion of protection from evil (2),
potion of remove blindness/deafness,
wand of cure moderate wounds, acid (5),
alchemist's fire (5),
antiplague[APG] (5),
antitoxin (5),
healer's kit,
rusting powder[UE],
smokestick (10), thunderstone (5),
tracking powder[ACG];
Other Gear
+2 chain shirt,
+2 sword cane pistol[UC],
bullet[UC] (20),
cold iron dagger,
dragon's breath cartridge[UC] (10),
entangling shot cartridge[UC] (5),
flare cartridge[UC] (5),
paper cartridge[UC] (20),
pitted bullet[UC] (20),
salt shot cartridge[UC] (20),
cloak of resistance +1,
headband of vast intelligence +2,
ring of protection +2,
alchemist's lab, alchemy crafting kit[APG], antidote kit[UE], bedroll, belt pouch, bombchucker, doctor's mask, doctor's outfit, dr. runemace formula bookj, dwarven trail rations[UE] (10), flame paste, flint and steel, ink, inkpen, masterwork backpack[APG], mess kit[UE], pot, soap, tindertwig (10), torch (10), trail rations (5), waterskin,
1,416 gp

Tracked Resources
Acid - 0/5
Alchemical cartridge (dragon's breath) - 0/10
Alchemical cartridge (entangling shot) - 0/5
Alchemical cartridge (flare) - 0/5
Alchemical cartridge (paper) - 0/20
Alchemical cartridge (salt shot) - 0/20
Alchemist's fire - 0/5
Amateur Investigator (5/day) - 0/5
Antidote kit (10 uses) - 0/10
Antiplague - 0/5
Antitoxin - 0/5
Bomb 5d6+5 (16/day, DC 19) (Su) - 0/16
Cold iron dagger - 0/1
Dwarven trail rations - 0/10
Feral Mutagen: Str +8, Con +6, Dex +4, Mental Attr -2, +6 Nat AC. - 0/1
Firearm bullet - 0/20
Flame paste - 0/1
Healer's kit - 0/10
Pitted bullet - 0/20
Potion of cure light wounds - 0/10
Potion of cure moderate wounds - 0/5
Potion of magic circle against evil - 0/1
Potion of protection from evil - 0/2
Potion of remove blindness/deafness - 0/1
Potion of restoration, lesser - 0/3
Rusting powder - 0/1
Smokestick - 0/10
Thunderstone - 0/5
Tindertwig - 0/10
Torch - 0/10
Tracking powder (10 uses) - 0/10
Trail rations - 0/5
Wand of cure moderate wounds - 0/50

Special Abilities
Alchemy +9 (Su) +9 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Amateur Investigator (5/day) Your knowledge is more than plain smarts - it's inspired.
Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.
Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft skill checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or 20 on that check). You make this choice after the check is rolled and before the results of the roll are revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night’s sleep.
Anaesthetic At 5th level, a chirurgeon learns how to supplement uses of the Heal skill with pain-killing drugs.
He gains Skill Focus (Heal) as a bonus feat. Any use of the Heal skill that has a risk of harming the patient (such as extracting a barb) only
Bomb 5d6+5 (16/day, DC 19) (Su) Thrown Splash Weapon deals 5d6+5 fire damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Explosive Bomb (Su) Bombs have splash radius 10 ft. and those directly hit catch fire.
Force Bomb (DC 19) (Su) Bombs deal 1d4 damage per die and knock foes prone (Ref neg.)
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healing Bomb Use cure extract as bomb, healing target of bomb (as extract) and those in splash. (min. heal)
Infused Curative At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare othe
Mutagen (DC 19) (Su) Mutagen adds +4/-2 to physical/mental attributes, and +2 nat. armor for 90 minutes.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Bombs (Su) Exclude up to 5 squares from splash damage of your bombs.
Smoke Bomb (9 rds) (Su) Thick smoke fills twice the splash radius, obscuring sight beyond 5 ft. as fog cloud.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Swift Alchemy (Ex) Construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.

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Zeitgeist Character Theme:

The Heid Eschatol movement began among the dwarves of Drakr, after
the scholar Vlendam Heid published a treatise on the myths of his
nation and how they continued to influence modern perceptions. The
book captured the culture’s consciousness, particularly a section that used the legend of the Lost Riders to explain the Drakran tradition of defining civilizations and eras by how they end. In the three decades since its publication, Heid’s “On the Proper Endings of Things” has given birth to a whole field of academic study devoted to finding the perfect way to end friendships and romances, business relationships, wars, serialized literature, and even one’s own life.
Heid’s disciples refer to themselves as eschatologists, from the term for the study of the end of the world. Their popularity has only strengthened Drakr’s existing obsession with apocalyptic prophecies and doomsaying, and has raised awareness of their beliefs in other nations.
The Clergy, however, denies that the dwarven endtimes are near, and its agents take a dim view of Heid’s followers.

Icy End of the Earth (Theme Feat)
With the dire knowledge that the world shall end in ice, you do what you can to prevent
such fate from befalling your allies. These acts come with a high price, as you find
yourself closer to death than most.
Once per day you may stabilize a fallen comrade by touching them as a swift action. You can use this power on any creature who has negative hit points, or who has been dead for less than one full round. In order to use this ability, the creature you touch must have a complete body (thus it cannot be used on a decapitated creature, or the target of a disintegrate spell).
Once per day, you may summon a temporary zone of cold. This zone manifests in a 10-ft. radius around you, but is stationary. Creatures that start their turn in the zone (including you) take cold damage equal to your level, and while in the zone
they cannot heal or gain temporary hit points.
The zone lasts until you dismiss it as a swift action, but if you start your turn outside the zone, its cold still damages you and prevents you from healing for as long as you maintain the effect. You cannot reduce the damage this does to you by any means, but other creatures’ resistances and immunities can protect them as
Special: You can acquire only one theme feat.

Short but very solidly built, Dr. Runemace has red hair and beard. His expression is serious and seldom smiles.
He wears a formal suit and top hat as well as spectacles he uses to look closely at crime scenes. He often wears a doctors lab coat when on the job.
Carries a large black medical bag with his supplies.

Born in the Drakr lands, he studied and became an Alchemist-Chirurgeon. A dispute about fine points of Eschatology led to him moving to Flint in Risur, and there his expertise was hired by the RHC.

There you go, I have added a section that describes what he can do in generic term to make him easier to read as he ended up being a bit of a complex character.
Javier Delgado, the camaleón
Gnoll, Troubadour 7 / Shifter 2 (Apex Shapeshifter)
CG Medium Humanoid (Gnoll)

Who is this guy? (Background):

Since he was very young Javier had always struggled to fit with his gnoll’s clan, infected with wanderlust, unaccustomed to life away from the city and fascinated by foreign cultures, he quickly left his home to explore the world, choosing a life of adventure. Discovering a knack for manipulation and a gift for impersonation, the young Gnoll got by living as a con artist, thief and in general enjoyed the high life by separating the fools from their money.

Eventually he ended up in Risur and was briefly an apprentice of a local druid to snatch from them the secret of shapeshifting in order to become even better at his cons as Gnolls aren’t exactly trusted and there were limits to what mundane skills could do in disguising his nature. There, he made a few heists in Flint, in order to finance a luxurious life-style, but eventually came under the attention of both the RHC and a local crime family that he had stolen money from an RHC Inspector (maybe Deft?) got to him before the mobsters and while he arrested the young gnoll, he also saved him from ending up in a shallow grave or on the bottom of the bay.

Once his sentence was served, Javier, grateful toward the man who had actually saved his life and whose contact he had kept during his time in prison, intrigued by the life of the Constabulary, begun to serve first as an informant and later as a full time agent and a spy, staying infiltrated within criminal rings and terrorists cells for months if needed be in order to help disbanding them.

Recently he had been sent in his native land, after years of absence, to keep tabs on the Bruse and his intentions and he had built for himself the persona of an ambitious weapon dealer interested in all the new technologies.

What can he do:

Javier is a man, well Gnoll, of many faces, his main ability, combined with shapeshifting, is assuming different personas, each with a specific set of abilities, most of the time though, he is meant to fill the skill monkey\roguish role. He can switch personas in a few minutes, or a 2 times a day as a move action.
He is a master of disguises and can easily appear as most races and genders within limit, eventually he will be able to use magic to assume weirder forms, but for now it only lasts for a few minutes so it might not be ideal from infiltration and he uses shapeshifting mostly for fighting.
His main persona at the moment is a Gnoll weapon dealer who operates in Ber and tries to ingratiate himself to the local political figures, in that persona he has some rogue-ish skills for combat, but he mostly boost his social skills, but also sense motive, disable devices, perception and so on. He is pretty much a rogue with some magic.
His second alternate persona is a warrior, meant to use only for combat, he get a full BAB, a weak sneak attack and he can keep his unarmored defense even when shapeshifting. The idea is to shapeshift into something big and scary (he has a dragon form that I thought could be fun given Ber’s past) that can threaten a lot of space and dish some damages\trip people.
His third alternate persona is an innocent looking priest of Trigenes, he has some healing and restoration magic that Javier doesn’t have in his other personas, but mostly he is meant to play the kindly old man and try to look innocent. That persona is the most likely to be changed around if specific magic is needed for a mission (within limit)
In combat Javier can use shapeshifting to get more attacks, different forms of movement, senses, a weak dragon breath, or just dish out more damages by growing in size, next level I’ll buy off his drawback that allows him to use his powers only on himself so that he can buff other players too.
If he can’t change shape he mostly act as a rogue and can feint as a move action (the effect of his feints also last until the beginning of his next turn so other sneak attackers might benefit from that).
As far as defenses go he has a good armor class, but he is quite vulnerable when immobilized\flat footed, but he doesn’t have a lot of hit points, so acting as a tank is not that likely. At range he just has a bow (with sneak attack if he can) and the occasional dragon breath.


Init +6; Perception +12 Darkvision 30 ft.
AC 25, touch 21, flat-footed[/b] 15
(+4 Dexterity, +2 Natural Armor (Gnoll), +6 Unarmored Defense, +2 bracers of armor, +1 Ring of Protection)
hp X (9d8+27)
Fort +9, Ref +14, Will +7
Base Atk +6/+1; CMB +6; CMD 19
Short Bow +1 +11 1d6+1 + sneak attack 2d6 and Fatal Trust 2d6
Masterwork Sword Cane +11/+7 1d6+3 + sneak attack 2d6 and fatal trust 2d6
Claws (+1 with amulet) +11/+11 1d4+3 + sneak attack 2d6 and fatal trust 2d6
Sneak Attack/Fatal Trust both can be used in the same way, when the target is flanked, flat footed, denied dexterity bonus to ac, but fatal trust can’t be used during full attack actions.
Str 10, Dex 18, Con 16, Int 13, Wis 10, Cha 20
((10 for 16 dex + 5 for 14 cha, 2 for 12 con and 3 for 13 int) +2 racial bonus to con, +2 stat advances for leveling to Cha, +4 cha and +2 dex and con from magic items)
Skills (6*7 + 4*2 + 7 fav class + 9 int = 66 +9 bluff and +5 sleight of hands due to spheres) Acrobatics (Dex) 9 (+16), Bluff (Cha) 9 +17, Diplomacy (Cha) 7 +16, Disable Device (Dex) 2 +9, Disguise (Cha) 5 +19 (+29 with shapeshifting), Fly (Dex) 1 +8 ,Knowledge (Geography) (Int) 2 +8, Knowledge (Local) (Int) 4 +10, Knowledge (Religion) 2 +8 (Int), Linguistics (Int) 7+11, Perception (Wis) 9 +12, Sense Motive (Wis) 9 +12, Sleight of Hands (Wis) 5 +12, Spellcraft (Int) 1+5, Stealth (Dex) 7 +14, Use Magic Device (Cha)3 +11 Languages: Ber, Common, Primordial, Draconic, Goblin, Dwarven (Crysillir), Elven, Sylvan.

Class Abilities: Troubadour:

Performer Sinergy In your base persona you get +2 morale on all saving throws
Personas/Method Acting In 10 minutes you can assume one of your three personas, gaining the appearance of that persona (that can be of a difference race or gender) its trope and quirks (similar to talents, but they work only for that persona). You can replace one of your personas in 5 days of work (2 with Improvisation),
Actor Training
Improvisation every disguise you create count as a persona for other actor training feats, when you discard a persona to make a new one you only need two days
Greater Lies when you try to lie through truth detecting magic, with the Flexible Truth feature there is no caster level check and the effect is automatic.
Hearsay you can roll knowledge checks untrained and gain +2 to all knowledge checks.
Master of Disguises You gain +6 on disguise check when assuming a persona.
Quick Change twice per day you can change persona as a move action, however you don’t disguise yourself when you do so.
Flexible Truth surface thought reading and lie detection magic only works on you if the caster succeed a caster level check of 18, however with Greater Lies the caster level is removed and the effect is automatic. With surface reading thoughts you can choose what the caster sense.
Magic Talent You get an extra magic talent. (+1 every 4 levels after the 5th)
Greater Actor You can create personas with 2 tropes.

Class Abilities: Shifter:

Shapeshifter - You gain the alteration sphere as a bonus sphere, you consider your shifter level as your caster level for alteration spheres, it stacks with level from other sources.
Wild Empathy
Quick Transformation you can shapeshift as a move action and maintain concentration as a move action
Bestial Trait: - Claws (you get 2 retractable claws that deal 1d4 +1 damages, you can keep them while shapeshifting.


Paco Cordero y The Spy Cunning Servant/Scoundrel. You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Quirks Greater Insight (inspiration is 1d6 instead of 1d4), Underworld Inspiration (you can add inspiration for free on Bluff, Disable Device, Intimidate Sleight of Hand). Expanded Inspiration (you can use inspiration for free on Diplomacy, Heal, Perception, Profession and Sense Motives). You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels).
The spy has been created for his infiltration in Ber, he is a Gnoll weapon merchant, visiting the city to see the king new technological prodigies thanks to his new pet inventor. He is obsequious, yet playful.
Octavio, The Assassin Hero/Scoundrel, You gain Sneak Attack as a rogue +2d6 (+1d6 every 3 levels), Your base attack bonus becomes equal to your scoundrel class level and can be used to qualify for feats that require it (+8). You gain the Unarmored Mastery Feat, Combat Reflexes and Uncanny Ability (you can spend a spell point to gain +4 stealth, +20 ft movement speed or +20 to acrobatics to jump).
This form is persona is thought for combat, it is a feral looking minotaur fighter, with a cruel grin and a violent personality and fragorous laugh. It is used as a base for combat shapeshifting (due to the unarmored mastery)
Enzo Giovanni, The Good Priest Mentor/Cunning Servant, your caster level becomes equal to your character level (8, as the multiclass still costs 1 level), You gan an inspiration pool of 4 (half level +1 int modifier), you can use a point it to add +1d4 to any skill check or ability check. Three extra magic talents. Life Sphere (you can cure 3d8+8 for a spell point) Invigorate (you can grant 8 temporary hit points for 1 hour for free), Restore (for 1 point you can heal 1d4 ability damage, remove fatigued, sickened, shaken, staggred, dazzled and battered and downgrade exhausted, nauseated, frightened and panicked). Talents: Restore Health (you can cure diseases and poisons with a caster check and +1d8 to cure), Restore Soul (you can cure ability drains and temporary negative levels),
The Good Priest is an old Crysilliri priest of Trigenes, he has a grandfatherly look. He is a traveling healer and mostly used when he needs an innocent facade and when you need to provide healing in case of emergency.

Sphere Powers:

Spell Points 14
Alteration Caster Level 7, DC: 18 Drawbacks Lycanthropic.
Talents Dragon Transformation, Elemental Form, Size Change, Lingering Transformation, Bestial Reflexes, Bestial Spirit, Greater Transformation, Mimicry, Avian Transformation.
Alteration: can shapeshift (duration concentration +2 rd or 12 min with 1 spell point, concentration can be maintained as a move action). Can gain 1 shape and up to 3 traits from talents that you know. Can only use it on himself due to Lycanthropic. Grants Blank Form. Gear melds while shapeshifting, but still works (no armor or weapons though), you lose any natural attacks (except those granted by bestial traits) or natural armor.
Change appearance: gain +10 to disguise checks, you can appear whatever creature you desire, but you don’t get any trait out of it.
Blank Form do not lose natural attacks, you can gain as a trait: DarkVision 60 ft, Low Light vision, 2 claw attacks (1d4), 1 bite attack (1d6), 1 Gore attack (1d6), 2 Slam Attacks (1d4) ,2 Pincers (1d6/secondary), or +10 5o disguise checks.
Dragon Transformation, you take a dracoinc shape, 4 legs, head, 40 ft move speed and a tail, +3 natural armor (but you lose your), a bite attack (1d6), a 60ft line or 30 ft elemental cone that deals 3d8 damages and recharges in 1d4 rounds. You can as a trait grant the breath weapon and double its size.
Elemental Transformation You transform in an elemental of your size by spending 1 additional spell point, you gain only 50% resistance to crit and precision damages instead of immunity. As a trait you can grant elemental resistance to an element 6,
Size Change: As a trait you can increase or reduce in size, up to Huge and down to Tiny gaining the appropriate modifiers to your stats (strength, dexterity, armor class, weapon damage, stealth and reach)
Lingering Transformation when you stop concentrating your shapeshifts last for 2 more rounds, and when you spend a spell point the duration is doubled (already included)
Bestial Reflexes as a trait you can grant Lounge, Leaping Attack, Pounce or Trample abilities.
Bestial Spirit as a trait you can get Trip (to a natural attack as a free action), Ferocity, the ability to talk to animals and vermins or rend (claw +½ strenght if you hit with both claws).
Greater Transformation You can add 1 extra trait to your transformations (included)
Mimicry You can study a creature for a full round action to gain an alteration talent appropriate to the shape of that creature for 1 hour.
Avian Transformation You transform into a flying creature, as a trait you can add: 2 talon attacks (1d4), wings (30 ft speed poor maneuverability, 2 wings attacks (secondary 1d4).

Martial Abilities:

Martial Tradition - Thief: Rogue Weapon Training, Scoundrel Sphere, Fencing Sphere, Finesse Fighter. +3 Feats from leveling: Finesse Fighter II , Unarmored Training. Expert Faint, Fast Faint(Bonus from talent).
Rogue Weapon Training blade boot, butterfly knife, garrote, hand crossbow, kukri, rapier, sap, short sword, shortbow, starknife, switchblade knife, sword cane, war razor, and whip.
Unarmored Training You gain +3 to AC when unarmored, +1 for each 3 ranks in acrobatics you have when not wearing armor and at maximum at heavy load or when helpless or immobilized. It applies to touch attacks, does not stack with similar abilities. It is lost when shapeshifting with the exception of blank form.
Finesse Fighter I& II you can use dex instead of strength when attacking with a light weapon (including natural weapons) and you can add half of your BAB to damages (3)
Martial Focus You can spend martial focus to roll 13 on a fortitude or reflex saving throw. You can use a total defence action to regain it.
Fencing Sphere You get +5 ranks in bluff for talent in the sphere (max hd), you can make an attack action or attack of opportunity against a target you are flanking, is flat footed or has lost dexterity to AC to deal +1d6 precision damages (+1d6 for each 5 points of BAB) for a total of 2d6. Fast Feint: you can feint as a move action. Expert Feint: when you feint successfully the target loses the dex bonus to AC until your next turn.
Scoundrel Sphere You gain 5 ranks in sleight of hand and 5 for each talent, you can use Dexterity instead of strength when using steal or dirty tricks combat maneuver.You can make a melee touch attack as a swift action to make a target battered (-2 to CMD and can’t make attacks of opportunity against combat maneuvers, can be removed by taking a total defense action) for 1 rd and give it a -2 penality to perception checks.

Traits, Theme, Feats:

Reactionary +2 initiative
Gift of Magic (Alteration) +2 to caster level with the alteration sphere.
Docker: you are a bit of a bohemian artist and rabble rouser. It opens up the Docker Jank Feat that allows allies with to use aid another once each combat with a swift action granting a +1 bonus to ac or to the next attack. More than an artist I imagine him as the bohemien leader of a troupe of thieves.
Extra Magic Talent x3: Gain 3 extra magic talents.
Extra Combat Talent: +1 combat talent
Shapeshifting Disguise: when you use shapeshifting to change shape it lasts until you shapeshift again (+10 bonus to disguise checks).


Magic and Combat Gear: Cloack of Resistence +2 (4000), Bracer of Armor +2 (4000), Handy Haversack (1000), Amulet of Mighty Fists +1 (4000), Ring of Protection +1 (2000) Headband of Alluring Charisma +4 (8000), Belt of Physical Might +2 (10.000), Googles of Magic Sight (1200), Sleeves of Many Garments (250), Traveler Any Tool (250), +1 Short Bow (2370), Masterwork Sword Cane (345). 3 Potions of Invisibility (900), 2x Potions of Protection from Evil (100) 40 common arrows (2gp) 1.743 gold.

Mundane Gear: Outifit, Noble (75) , Traveler Clothing 1 , crowbar (2) grappling hook (1) 50-foot silk rope (10) 3x chalk (3cp) caltrops (1), 5 different Signet Rings of various houses and corporations (25g), Soap(5sp), Steel Mirror (10gp), 30 sheets of parchment (6), Disguise Kit (50gp), Kit Forger (200gp), Kit (bard 41 gp), (most of the gear tend to be hidden when on missions).
He probably also has a few forged documents corroborating his current occupation as a gnoll weapon merchant of a minor house there to see the Bruse.

hit points: 8d8 ⇒ (7, 7, 2, 2, 6, 4, 5, 1) = 34 A bit meh, oh well I guess I’l have to shill out for an extra + constitution item...

HP rolls: 8 + 8d8 ⇒ 8 + (2, 7, 7, 1, 5, 7, 8, 5) = 50

Hi, everyone. This Zeitgeist campaign is looking for more spies/constables to save Risur from the evil clutches of the OB.

We need characters that are 10th level, 20 pt buy. Feel free to look into the campaign guide and find some of the themes.

I would like to apply for this.

My character would be a Danorian expat, a gunsmith, a master of dual wielding revolvers, knowing that the man with two guns is god named Etienne de la Croix
A combination of John Preston (Equilibrium) Hawk (Spencer) and Jim Gordon (Gotham)
Tiefling Gunslinger Shield Marshall

Could you make him an undercover originally from Ber?

Considering people from Ber, I'd also be interested in this game and I'm looking at playing a native from Ber.

I'm not entirely sold on class and race yet. Wraith(SoP), Incanter (SoP) Ghoststepper(again SoP) or Ankou's Shadow Slayer are all high on my list as possible classes.

Concept-wise I'm looking at an expert infiltrator, spy and, if needed, assassin. Think things like walking through and hiding in walls, scaling sheer walls etc.
The character's original work in Ber was as part of the Enforcers of Freedom and later as a spy on the Clergy and the nation of Crisillyr as Ber still fears an invasion.

Inspirations come from the stories of the planeswalkers Kaya & Vraska from Magic the Gathering and a large selection of fantasy and sci-fi assassin's guilds.

Dear GM, I am quite open to that. I just thought Tiefling fit better to Danor. On the other side I would love to be from Ber.
Should I change my race. I have no problems with that. Maybe a Hobgoblin or a Vanara

Yeah that would be best. The group is currently in Ber. So you could run a "monstrous race" if you want. Kobolds, Gnolls, Hobgoblins, lizardmen are all on the table. If you want to run a minotaur or something, we would have to discuss what level you should be.

Kobolds would be really cool because you would be pretending not to be a kobold because the people of Ber believe they do not exist although they do.

I have no inspiration for a kobold.
But the idea of the hobgoblin gunslinger/shieldmarshall sounds absolutely cool.
If you would prefer a minotaur, I would make a fighter, but...
for a steampunk AP I would love to play a gunslinger.

As far as monstrous races go, how would you look at a Bugbear? My interest there also comes from the fact that it's a race that comes with sneaky and the scary as part of their racial flavour.
Ideally I'd like to drop at least some of the racial HD for this one as the race itself, if leaving out those HD, isn't extraordinarily potent, though more potent than standard races.
Per the monster entry, what remains without the racial HD is +6 Str, +2 Dex, +2 Con, -2 Cha, +3 Natural Armor, Darkvision 60 ft., Scent, +4 Intimidate and Stealth and both Stealth and Perception always as class skills.
Given that statline I'd think it's easy to bring them more in line with the more powerful 0 HD races, like Aasimar and Fetchling.

  • Lower stats to +4 Str, +2 Dex/Con(drop one of them), -2 Cha
  • Reduce the Natural Armor to +1 or remove it altogether
  • Optionally also reduce the Intimidate and maybe the Stealth bonus to +2

    These are all just suggestions of course.

    Assuming Helikon goes with the Hobgoblin, I could easily see the two as members of the same detail, both having different specialities.
    That is assuming Helikon would also be OK with that of course.

  • Hi, I am not sure about Bugbears but almost anything else would be cool.

    Hobgoblins are cool.

    GMEDWIN wrote:

    Hi, I am not sure about Bugbears but almost anything else would be cool.

    Hobgoblins are cool.

    I understand.

    While Hobgoblins are cool, they lack what I'm looking for here.

    The section on Ber mentions Dragonborn, would you be ok with using Wyvaran as a substitute for those? I'd grab the Memories of the Forgotten alternate racial trait which trades in the flight speed so I end up with a wingless character.


    I totally forgot to post him here.
    One Hog gunslinger

    Please roll your HP after 1st level.

    Insnare wrote:


    Based on the group previously containing a Spheres of Power character I assume those are ok?
    Based on that assumption I'm now working on a Wyvaran Incanter who focuses on abilities associated with infiltration and espionage, so a focus on the Divination and Illusion spheres but I'll also invest in Alteration, Mind and Warp.

    A question here would also be if the group needs more healing support or more magical artillery? If so I could also invest in the Life and/or Destruction Spheres.

    HP: 9d10 ⇒ (10, 2, 4, 1, 4, 8, 10, 9, 7) = 55 I take this for a dollar

    How many people you need? I'd be interested in getting in on this.

    Zeitgeist plays best with 5. So feel free to throw your hat in.

    So I'll admit I've never heard of the Zeitgeist setting before today. Since your game is already established, I don't want to slow anything down. That being said, what I've read of the player's guide looks positively fantastic, and I'd love to be included. I'll have a character created as soon as I am able, most likely before I go to sleep tonight. Is it ok if I make a non-sphere's of power caster? If not, that's fine, I'll just run a martial instead

    Are we playing with background skills?

    Last few questions, sorry if they've already been answered in the past, I am very fatigued now.
    Are goblins allowed? I would have played a kobold, but the str penalty was just too much to get around, and goblins get a cool climb speed.
    Starting wealth?
    I've got a pretty much finished sheet,

    Weapon Master Fighter 4, Turfer Brawler 6:
    Goblin Weapon Master Fighter 4/Turfer Brawler 6 [Favored Class Brawler, Hit Point]
    Str: 15(-2+1+1)
    Dex: 16 (+4)
    Con: 14
    Int: 14
    Wis: 13
    Cha: 6(-2)

    Cave Crawler (20ft land speed, 10ft climb speed)
    +4 stealth +4 ride
    Darkvision 60

    Languages: Common, Goblin, Draconic

    Class features:
    Fighter[Weapon Master]
    Bonus feat 1st, 2nd, 4th level
    Weapon Guard +1 to CMD against disarm and sunder while weilding an earthbreaker
    Weapon Training Earthbreaker +1 to hit and damage with an earthbreaker
    Unarmed Strike 1d6
    Brawler's Flurry
    Martial Training
    Bonus Combat Feat at 2(6), 5(9)
    Martial flexibility (6/day) 1 as a swift, 2 as a move
    Favored Terain: Urban +2 to init, +1 to CMB/D
    (urban)land stride, (+10 move speed, endure elements) when in urban

    Skills: Ranks Stat Class Misc Total:
    UMD 5 -2 N 0 3
    Heal 5 1 N 0 6
    Stealth 10 3 N 8 21
    Climb 9 2 Y 8 22
    Spellcraft 1 2 N 0 3
    Acrobatics 10 3 Y 0 16

    1st: Combat Reflexes
    1st: Power Attack
    2nd: Improved Sunder
    3rd: Roll With It
    4th: Shrapnel Strike
    5th: Perfect Style(Fire)
    6th: Stunning Irruption
    7th: Cut from the Air
    9th: Spell Cut, Untwisting Iron Strength

    Sacred Smasher: +2 to Strength Checks to break objects
    Armor Expert: -1 ACP
    Experimental strike(Martial Scientist): When you miss with all of your attacks, you get an extra one to interact with the enviroment

    Important!!!: Martial Flexibility ---> Advanced weapon training ----> Item Mastery

    They'd make a decent infiltrator/extricator, or bodyguard to a squishy. Plus they have a greater than 50% chance to be able to smash through an iron door in a single round as a goblin :) I think they could relate really well to Cuan's character, will post more in a few hours.

    HP: 9d10 ⇒ (9, 10, 10, 3, 8, 5, 8, 2, 7) = 62
    Wow there.

    No, we are not playing with background skills. Goblins are fine. Starting wealth, that is 46,000gp. Please do not spend more than a third on one item.

    Everyone, the easiest way to get your characters involved is either you have been deep cover with the RHC in Ber watching the Bruse or you have been shadowing Lya Jierre. You do not all have to have the same reason.

    Here is a pretty completed version of Gobnard the Dragon. There are some minor details that need to be finished, like calculating his CMD against various different maneuvers. It's pasted off a notepad, so sorry about some of the formatting.

    Gobnard the Dragon
    Goblin Weapon Master Fighter 4/Turfer Brawler 6 [Favored Class Brawler, Hit Point]
    BaB 10 HP 98 Fort: 9 Ref 9 Will 4, Fire reist 5 AC 23(Armor 7, Dex 3, Size 1, Dodge 1, Amulet 1) FF 19 T 15
    Str: 17(-2+1+1+2)
    Dex: 16 (+4)
    Con: 14
    Int: 14(+2)
    Wis: 13
    Cha: 6(-2)

    Cave Crawler (20ft land speed, 10ft climb speed)
    +4 stealth +4 ride
    Darkvision 60

    Languages: Common, Goblin, Draconic, Ignin

    Class features:
    Fighter[Weapon Master]
    Bonus feat 1st, 2nd, 4th level
    Weapon Guard +1 to CMD against disarm and sunder while weilding an earthbreaker
    Weapon Training Earthbreaker +1(3) to hit and damage with an earthbreaker
    Unarmed Strike 1d6(Counts as magic)
    Brawler's Flurry
    Martial Training
    Bonus Combat Feat at 2(6), 5(9)
    Martial flexibility (6/day) 1 as a swift, 2 as a move
    Favored Terain: Urban +2 to init, +1 to CMB/D
    (urban)land stride, (+10 move speed, endure elements) when in urban
    +1 AC(Dodge)
    Close weapon Mastery

    Skills: Ranks Stat Class Misc Total:
    UMD 5 -2 N 0 3
    Heal 5 1 N 0 6
    Stealth 10 3 N 8 21
    Climb 9 3 Y 8 23
    Spellcraft 1 3 N 0 4
    Acrobatics 10 3 Y 5 21
    Knowledge[Engineering] 10 3 Y 0 16

    1st: Combat Reflexes
    1st: Power Attack
    2nd: Improved Sunder
    3rd: Roll With It
    4th: Shrapnel Strike
    5th: Perfect Style(Fire)
    6th: Stunning Irruption
    7th: Cut from the Air
    9th: Spell Cut, Untwisting Iron Strength

    Sacred Smasher: +2 to Strength Checks to break objects
    Armor Expert: -1 ACP
    Experimental strike(Martial Scientist): When you miss with all of your attacks, you get an extra one to interact with the enviroment

    Important!!!: Martial Flexibility ---> Advanced weapon training ----> Item Mastery

    5200 +1Mithral Agile Breastplate
    4000 Str belt
    4000 Int band (Knowledge[engineering], Ignin)
    2000 +1 Amulet of natural armor
    8340 +2 Earthbreaker
    2000 Handy Haversack
    2500 Boots of Elvenkind (+5 acrobatics)
    15000 Gloves of Dueling
    250 Traveler's Anytool
    1000 Robe of infinate twine
    710 gp

    Murder tables:
    Earthbreaker slap: Weapon Training+Size+BaB+Strength+Enhancement(1.5 Strength+Weapon Training+Enhancement)=+19/13(1d10+9)
    Power Breaker: See above, but with power attack -3+9=16+10(1d10+18)
    Sling: +13(1d3+3)

    When breaking objects: Add +16 to strength checks, and ignore 10 points of hardness

    I've got some basic-ish backstory, but I need to work further on it. He's remarkably clever for how destructive he's supposed to be. His actual damage output is a little on the low end, but he should have more than enough utility as both a spy, pseudo-caster, and battlefield menace to make up for it.

    Just a side note on your name. Dragons are despised in Ber because they used to run the country about 100 years ago in setting.

    While I'm still working on the mechanics, here is some background for my character.

    Guiverni grew up in Seobriga as part of a clutch of three. His parents worked as what they called 'merchants of information', though others called them spies. They bought and sold information, ensuring the information was actually gone from the seller through use of mind magic.
    It was through his parents' business that Guiverni came into contact with the Enforcers of Freedom, which he later joined to put distance between himself and his parents' shady business. By now his parents have retired and his sister and her husband have taken over. His last clutch mate, a brother, never had any interest in spying and instead is a gifted technologist who takes particular delight in intricate clockwork objects.

    My idea for the start is that he's on official duty investigating a lead that he, somewhat to Guiverni's frustration, got through the family business. What that lead is is of course entirely open.

    Let me know if this works @DM, I can definately make this more serious or change anything you need me to :)

    Gobnard's lived in many a place, and been raised by many a different type of beast. Wherever he went, his dreams of being a mighty warrior were scoffed at due to his size, as well as his demands to be taught. Honestly, he's not entirely sure what he is, and he likes it better that way. If no one knows what he is, then no one can tell him what he can and cannot do. Gobnard often claims heritage to many different species when he finds it convenient, and drops it when it's not. Two things are for certain about the little creature though, he loves to break things, and despite his short size, he is extremely good at it. Having studied at the war college in Ber, the city that he has lived in for as long as he can remember, he has picked up a few conventional tricks, and is well versed in traditional study of martial might. However, he has come up with countless techniques of his own, and several of them even work. Some of those even work well! He dropped out eventually, deciding that traditional styles of martial combat were not accommodating to a creature of his stature. He holds no love of Ber, as he often finds himself pushed aside by those larger than him.

    Despite what his outward appearance might betray, Gobnard is surprisingly shrewd, and well read, often taking people by surprise when they discover that he takes his work very seriously. By cultivating the appearance of a clueless savage, he has found that he is often underestimated. For instance, very few know that Gobnard can climb walls easily, and even fewer know that the usually boisterous and noisy critter is capable of feats of incredible stealth. Only two people know that in cases of extreme emergency, Gobnard's studies into magical theory allow him to utilize magic stored in items in strange and creative ways. It is this combination of traits that makes Gobnard such a fantastic spy and thief. Anything he can't sneak past, he can shatter. The little scrapper is not restricted to only using his hammer half the size of his entire body, and has even held his own against bearfolk, using only his fists. However, the arrogant little critter is often blinded by delusions of greatness, as well as just being plain unobservant, and unintentionally unpleasant; indeed he currently goes by the moniker of dragon, because of his prestigious strength, unaware of the discomfort that the title brings to those around him due to the great suffering caused by these creatures. However it is inevitable that he will take a new name when the fancy takes him. Ultimately though, Gobnard has a good heart, and he gets the most enjoyment out of breaking things when it is in the service of others, or the chains of the enslaved.

    @Cuan, would you be open to the idea of Gobnard working with you in some functionality? If that doesn't really work for you, no worries! I can come up with something myself.

    @Captain Generica, that would work fine for me. Same goes for Ungebrochen.

    Guiverni is a magical spy skilled at changing his own appearance, vanishing without a trace (either invisibility or teleportation) and messing with minds. He also has an ace up his sleeve in the form of a destructive blast.
    He's also reasonably adept with the rapier he wields.

    Guiverni can be found here. I still need to do his equipment.

    How would you have been working for the RHC? Would you be agents recruited in Ber or did you move to Risur?

    I figured that in Guiverni's case he'd be an exchange agent.

    Officially he's still an agent of Ber, but he has been working with the RHC ever since he helped with taking down the Drakr necromancers in the Anthras Mountains, which form the border between the two countries(an event mentioned on page 18 of the player's guide).

    Since then he has been working as an agent for the RHC in the spirit of greater cooperation between the two countries in hopes of a brighter future as allies on their shared island. The idea being that both nations benefit from stability on their isle as chaos in one will, eventually, bleed over into the other.

    He does still send reports to his superiors in Ber and he does so openly, even if they are encrypted.

    I would like the three of you to join the game. You guys are at the winner's party with the Bruse(king) kind of like every Roman emperor called themselves Augustus after Augustus died, every king in Ber calls themselves Bruse after the original Bruse died.

    I suggest an intro similar to that of in either Dr. No or From Russia with love where you use a set word code to be accepted.

    So, say hi in the discussion and send me a PM.

    And then I realised I haven't rolled HP yet.

    7d6 + 2d8 ⇒ (4, 6, 3, 4, 3, 6, 5) + (5, 2) = 38
    That's a nice one, brings me to a total of 61 (6 from first level + 10 from con +7 from favored class)

    I don't think Gobnard has ever left Ber. I'm fine with him having been recruited from there.

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