
Edward Sobel |

Oh Rednal,
I was looking at the character back story. the common theme I noticed is the fact that we are both war veterans. (not bu feat or theme though)
Rose was a part of a group of guerrilla commandos which I will probably call them "the Midnight Assassins"
the idea behind the group is not just the protection of Risur from external enemies, but also a tool to prevent abuse of power from within.

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I wasn't sure what the best theme for this character was, but I went with martial scientist, since scholars love to study things and he is also a fighter.
Also I noticed it said it was compatible with D&D 4th addition, but it didn't say anything about pathfinder? This is still mainly pathfinder with a touch of 3rd party campaign stuff? I've played steampunk stuff before and I know it can be mixed with anything, I just want to make sure.

Edward Sobel |

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Cartmanbeck, just to let you know this is not on Golorian. it is a more steampunk type game. it is Zeitgeist
Yeah I just downloaded and opened that, so I need to read through a bit and update her. I suppose I assumed we were playing in golarion because I was under the impression that we were starting out in Wrath of the Righteous, but it seems we're going straight Zeitgeist, is that correct?

Rednal |

Well, I think the player's guide does help. ^^ Aside from that, however, I just tried to focus on the key components - the guide does mention a group we'll be part of, and a general gist of the situation. I figure that everything else can be picked up as we go, and I'll tweak things as necessary in order to fit in. Usually works well enough. ^^

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Sohar stepped up to the bar and ordered a drink. He heard the whispers start as soon as his back was turned. The men seated at the table nearest to him were easy to hear.
"That's Sohar the Cursed... or Charmed, depending on who you ask."
"Who is that?," a second man asked with a voice younger than the first.
A gruff third voice chimed in, "A tracker for the RHC, some kind of shifter or something, but he used to be a soldier in the last Yerasol War. They say he joined when he was just 14, saw as many battles as anyone."
"So where does 'the Cursed or Charmed' come from?" It was the younger man asking.
The first voice again, "He always managed to survive, but no one from any of his squads ever came back, just him. They say that now he's haunted by the spirits of his brothers-in-arms that fell around him."
"No, no, the spirits guide him. That's why he survives everything and why he's such a good tracker and guide."
Sohar downed his drink and left immediately. He didn't want to listen to the rumors, because most were true. Why hadn't he had the ability to heal during the war?
Most of the crunch on the character page. I haven't broken down the skills yet. Let me know if I'm missing anything or something is wrong.

Karu the Kobold Strider |

Karu will be a Vekeshi Mystic from Ber. He was a slave to the dragon masters, but is now a free kobold and studied the ways of Vekeshi to put an end to the slavery that still exists in Ber. He has joined the RHC under the tutelage of his Vekeshi teachers to further draw power from his faith in Srasama to ultimately free all kobolds.

Jasper Varmine |

Jasper Varmine, RHC Constable and Forensics, at your service. There is no love lost between Danor and myself. In fact if the gits can go and off themselves in the Malice Lands, I'll be dancing with flee.
I'll freely admit that I am not as combat capable as my fellow constables, as I normally work in Forensics, investigations, and was previously just a laboratory technician before my transfer to field work. Still, the various devious and tools I have tinkered, crafted, and generally collect helps even the playing field. That, and I am not bad with a Bow helps keep my fellow constable's grumblings to a minimum.
And the rumor of having any addictions is just that, a rumor. I may enjoy myself with coffees and Leaves of Nicodemus, but I do not let myself get bogged down by such a thing.
Yes, RHC CSI-ish character here mixed with Steampunk Mad Tinkerer. Guns are cool, guns are great! Its just ... its harder to deliver a variety of pre-made alchemical effects and assist in capture of a target alive with a Gun in comparison to a Bow, hence why he still uses the more "dated" technology in that fashion.
Skill wise, he has Perception and Survival for looking over a scene of a "crime". Sense Motive to help detect when something is up. Knowledge(Arcana), Knowledge(Engineering), and Knowledge(Nature) for trying to figure out which of the three causes was a crime committed (Magical, Technological, and "Other"). Craft(Alchemy), Craft(Clockwork), and Craft(Mechanical) to build, repair, or understand all those "goodies" that lay around. And no, no "Charismatic skills" as a lab tech really doesn't get around to practicing interrogation techniques much. Not to mention his Stealth and Disable Device skills to go snooping around if needed, combined with a Blend extract to stay hidden.
Combat wise, he should lean more towards an archer/lobber in combat sticking to range, while using Extracts (Infusion at level 2 is a definite) and his Enhancement Pool to provide boons. As levels increase, expect Jasper to start infusing an arrow with Alchemical Weapons AND Bombs to deliver a rather startling payload in a "Reverse Gun" approach where the explosion happens AT the Target instead of at the shooter.
Crafting-wise? Potions, Wonderous Items, Arms and Armor, and Constructs are planned to be taken. In that order, if Jasper makes it and survives. For a Mad Tinkerer in a Steampunk setting, it just seems to make sense to be able to craft wildly.

WOLead |

Well, their is my submission of Jasper Varmine. Decided to stick to breaking the mold of "War Veterans" for the RHC constables we had going there.
Oh and for his bow? I'm going to flavour that as a Compound Bow instead of a traditional Longbow. Wires and Pulleys of a compound bow just seem to fit more.

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Rednal wrote:There are... fewer applicants than I expected, actually. XD Still, we've got some time! Now, to expand on my character's backstory, or...From experience, 3rd party APs don't get a whole lot of attention, but we have at least 10 submissions I think.
Do you think that is because people see them as lesser, aren't as familiar with them, or they don't have as much hype(i.e. "I've heard Rise of the Runelords is amazing from so many people" word of mouth)?

Xentik |

The player's guide is free, see the link I provided earlier.
Edit: Even better, here's the link again.
Zeitgeist Player's Guide (Extended and Totally and Legitimately Free)

Grand Moff Vixen |

The player's guide is free, see the link I provided earlier.
Edit: Even better, here's the link again.
Zeitgeist Player's Guide (Extended and Totally and Legitimately Free)
I know, I was just making a point how having to pay for one can put some people off. Again, I do realize that this is free. I was perusing it earlier.

Edward Sobel |

Well I personally don't like applying to some 3rd party AP's as many publishers make so many additions/changes its time consumong to learn a whole new game world.
especially when they change languages, and dieties, and re-do the races or even the classes.
I read through enough of the player's guide to get a good idea for this one. so I will stick it out and hope to get in.
this si one AP I am excited about, and I would like to finally get to be in one of TSP's games.
also need to get busy with adding more fluff to Rose's "fluff"
true about the war veteran stuff, even Rose is a war veteran, but I didn't go with that theme progression.

Edward Sobel |

Sohar stepped up to the bar and ordered a drink. He heard the whispers start as soon as his back was turned. The men seated at the table nearest to him were easy to hear.
"That's Sohar the Cursed... or Charmed, depending on who you ask."
"Who is that?," a second man asked with a voice younger than the first.
A gruff third voice chimed in, "A tracker for the RHC, some kind of shifter or something, but he used to be a soldier in the last Yerasol War. They say he joined when he was just 14, saw as many battles as anyone."
"So where does 'the Cursed or Charmed' come from?" It was the younger man asking.
The first voice again, "He always managed to survive, but no one from any of his squads ever came back, just him. They say that now he's haunted by the spirits of his brothers-in-arms that fell around him."
"No, no, the spirits guide him. That's why he survives everything and why he's such a good tracker and guide."
Sohar downed his drink and left immediately. He didn't want to listen to the rumors, because most were true. Why hadn't he had the ability to heal during the war?
Most of the crunch on the character page. I haven't broken down the skills yet. Let me know if I'm missing anything or something is wrong.
I was gonna use this as a spring-board for some role playing pre-game selection. but I don't feel like making another useless alias. that I can't delete, when right now I am unsure on the future of this game.

WOLead |

Hurrah! Glad to hear from you again GM!
Hear that Edward? You didn't kill off the game with your questions as you feared. This doesn't mean to go trying, again, you got me?
On the Theme part. Has anyone gone the Skyseer route? I personally would have gone with that one, if my concept simply didn't demand the Technologist Theme along with promises of access to a Steam-powered Suit of Armor of all things. The Mad Tinkerer is already salivating at getting his grabby mitts on that ...
After he replaces his Spontaneous Alchemy set and his pocket watch he lost in the unfortunate explosion a couple weeks ago, of course. Its so hard to not get lost in tinkering without a pocket watch to keep track of time!

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On the Theme part. Has anyone gone the Skyseer route? I personally would have gone with that one, if my concept simply didn't demand the Technologist Theme along with promises of access to a Steam-powered Suit of Armor of all things.
I was considering it when I was thinking of going Heavens Oracle. I could probably be talked into it, the daily chance stuff is cool.

Andiel |

Truerepentance finally ready with my Spirit Medium Theme Half Elf Witch/Alchemist submission. I'm rather liking this character I have created and hope he looks interesting. Wasn't sure if when getting the free theme prestige class at level 7+ whether we needed to qualify for it so I have prepared to be qualified anyway (ranks in diplo/sense motive).
Half-Elf Witch/Mindchemist 1
STR 9
DEX 18
CON 14
INT 18+2
WIS 14
CHA 13
FEATS
1 Skill Focus(Knowledge:Engineering)
1 Accursed Hex
3 Eldritch Heritage(Impossible Bloodline)
5 Improved Familiar(Inevitable, Arbiter)
7 Leadership
9 Witch Knife
11 Split Hex
13 Spell Focus(Illusion)
15 Spell Penetration
17 Greater Spell Focus(Illusion)
19 Greater Spell Penetration
M1 Mythic Eldrith Heritage
M3 Mythic Witch Knife
M5 Mythic Accursed Hex
M7 Mythic Spell Focus(Illusion)
M9 Mythic Spell Penetration
GOLD = 105gp or 180gp
Andiel Male Half-Elf Witch/Mindchemist 1
NG Medium Humanoid(Human, Elf)
Init +4; Senses Perception +8(+2 if familiar near)
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 11 (1d8+3)
Fort +4, Ref +6, Will +4(+2 against enchantment spells and effects)
Defensive Abilities Elven Immunities
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Offense
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Speed 30 ft.
Melee Touch -1
Ranged Touch +4
Ranged Bomb +5 (1d6+5)
Special Attacks Slumber Hex(DC 15)
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Witch Spellcasting CL 1; Concentration +6;
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1st (3/day) Identify, Ill Omen, Whispering Lore
0th (3 slots) Daze, Detect Magic, Message
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Alchemist Extracts CL 1;
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1st (3/day) Mage Armour, Crafter's Fortune, Cure Light Wounds
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Statistics
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Str 9, Dex 18, Con 14, Int 20, Wis 14, Cha 13
Base Atk +0; CMB -1; CMD 13
Feats Unfinished Business(Theme Feat), Brew Potion, Throw Anything, Skill Focus(Knowledge Engineering), Accursed Hex, Alertness
Traits Secret Knowledge(Engineering), Cosmopolitan(Linguistics), Conspiracy Hunter(Sense Motive)
Drawback Overprotective
Skills(10/level = 10) 1 Craft(Alchemy) +10, 0 Craft(Engineering) +5, 1 Diplomacy +5, 1 Knowledge(arcana) +9, 1 Knowledge(engineering) +15, 1 Linguistics +10, 1 Perception +8, 1 Profession(RHC) +6, 1 Sense Motive +9, 1 Spellcraft +9, 1 Use Magic Device +5
Languages = 9 Common, Elven, Primordial, Dwarven, Draconic, Sylvan, Giant, Goblin, Celestial
SQ
Combat Gear
Other Gear
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Witch Special Abilities
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Favoured Class Bonus(1 HP) 1hp or 1 skill point per level or add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.
Weapon and Armour Proficiency Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.
Spells A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier. A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Witch. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells). A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.
Cantrips Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Witch under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
Hex Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.
Patron Spells: Trickery 2nd—animate rope, 4th—mirror image, 6th—major image, 8th—hallucinatory terrain, 10th—mirage arcana, 12th—mislead 14th—reverse gravity, 16th—screen, 18th—time stop.
Witch's Familiar At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
Cantrips Known Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1st Level Spells Known (8) Command, Mount, Enlarge Person, Identify, Ill Omen, Obscuring Mist, Ray of Sickening, Whispering Lore
Slumber(Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
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Alchemist(Mindchemist) Special Abilities
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Favoured Class Bonus(1 SP) 1hp or 1 skill point per level or add +1 foot to the range increment of the alchemist's thrown splash weapons (including the alchemist's bombs).
Weapon and Armour Profiency Alchemists are proficient with all simple weapons and bombs. They are also proficient with light armor, but not with shields.
Alchemy When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.
Bomb(Su) 1d6 An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.
Brew Potion(Ex) At 1st level, alchemists receive Brew Potion as a bonus feat.
Cognatogen(Su) At 1st level, a mindchemist learns how to create a cognatogen, as per the cognatogen discovery. This ability replaces the mutagen class ability (a mindchemist cannot create mutagens unless he selects mutagen as a discovery).
Throw Anything All alchemists gain the Throw Anything feat as a bonus feat at 1st level. An alchemist adds his Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
1st Level Formulae Known (7) Mage Armour, Comprehend Languages, Crafter's Fortune, Cure Light Wounds, Expeditious Retreat, Endure Elements, True Strike
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Half-Elf Racial Traits
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Unfinished Business Once per day you may use speak with dead as a spell-like ability with a caster level equal to your character level. When using the spell in this manner, you must use it in the area where your target died and it must be used within a day of the creature’s death. You do not require a complete body as the ability speaks with the spirit and needs no corporeal connection. Once per combat, as a standard action that provokes attacks of opportunity, you conjure forth a spirit from a creature that died within the last five minutes and within three miles of your current location. The spirit appears in a space you choose within 25 ft. of you, and performs a standard action of your choice. Any attack it makes count as having the ghost touch weapon property.
Elven Immunities Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Adaptability Half-elves receive Skill Focus as a bonus feat at 1st level.
Keen Senses Half-elves receive a +2 racial bonus on Perception checks.
Low-Light Vision Half-elves can see twice as far as humans in conditions of dim light.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Multitalented Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
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Singularity the Thrush
N Diminutive animal
Init +2; Senses low-light vision; Perception +9
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Defense
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AC 17, touch 16, flat-footed 15 (+2 Dex, +4 Size, +1 Natural)
hp 5 (half master's hp)
Fort +0, Ref +4, Will +4
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Offense
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Speed 10ft,. fly 40 ft.(average)
Melee bite -1 (1d2–5)
Space 1 ft.; Reach[/b] 0 ft.
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Statistics
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Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB -2; CMD 3
Feats Skill Focus(Perception)
Skills Fly +12, 1 Perception +9
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Special Abilities
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Familiar The master of a Thrush familiar gains a +3 bonus on Diplomacy checks.
Alertness(Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Empathic Link(Su) The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.
Improved Evasion(Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Andiel enjoyed working for the RHC. Every case he put his mind to was almost like a drug to him. Any problem he saw before him was one that must be solved. The pieces of every challenge pulled apart, analysed and compartmentalised inside his head. That was the way his head understood things. That was the way he thought the world should be. When it wasn't, things went wrong and people like him and the others at the RHC were there to make things right. Sometimes he wondered if he was able to go back in time perhaps he could have fixed his parents. They wouldn't have split and gone their own ways leaving him with nothing. It was something he tried to not think about. Some problems he would never be able to fix and dwelling on these only served to frustrate him no end. The past was the past and enough things in the here and now needed doing. Too many things. He wished he had a thousand like him, all helping to make the world work right. Every country at peace, no wars, profitable trade, that would be a perfect world. Well he would have to do it one criminal at a time. Even though it was petty criminals he was normally sent to deal with. Small issues. Not the thing he dreamed about doing when he signed up. But he didn't have the experience yet, that would come with time.
Risur had always been his home. Very rarely had Andiel ever been out of Flint at all. Flint was his world and his small apartment holds all the small comforts he needs to relax every now and then. In his spare time he experiments with magic, alchemy and mechanical devices, ever watched by his pet thrush he called Singularity or Sing for short, who recently he had formed a much closer connection to. One day he hopes to unite the three forces that he sees control the world. Alchemy comes from the ingredients the natural world gives, machines from the intelligence of humans and other beings and magic is the hidden force of the universe. He thinks that if he can master all three he could acomplish anything he wanted. If a device could harmonise the three, order would follow. Or so he hopes. He keeps his magic secret for now. He discovered the gift one morning only 6 months ago after waking up from a rather vivid dream of an alien people and landscape. He did not realise it was the Dreaming but has begun to suspect. If people even thought he was connected to the fey they might look at him strange and the last thing he wanted was to be connected to them. But he could not stop himself from learning, experimenting, trying to make sense of it all and how it worked. Fey or not, magic was a part of the world and he had to, no, needed to understand it.
His best friend Yessa was the only one whom he had told. Of course it is a bit hard to hide it from someone who lives in the same appartment and shares the same bed. She doesn't understand why he makes a big deal about it and would be happy if he acted normally. She admired his work ethic, she thought much the same way, it was why they got along so well ever since they were children. But she did not have the same obsession he did with analyzing and trying to make everything make sense. He found it quite frustrating when she would help him solve a case and he could not understand how she came to the correct conclusion. He found she was right about these feelings she had most of the time. Sometimes he suspected she had some magic inside her also. He had no way of finding out who her parent's were, they had died before he knew her so if they were wizards or common thieves he would never know. Some things couldn't be known. But Risur he knew, Flint he know, the RHC he knew and Yessa he thought he knew. There were a lot of things he needed to know and everyday was another learning experience for him. Even if it went badly.

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WOLead wrote:On the Theme part. Has anyone gone the Skyseer route? I personally would have gone with that one, if my concept simply didn't demand the Technologist Theme along with promises of access to a Steam-powered Suit of Armor of all things.I was considering it when I was thinking of going Heavens Oracle. I could probably be talked into it, the daily chance stuff is cool.
So... I switched the theme to Skyseer. I guess I failed my will save.

WOLead |

So... I switched the theme to Skyseer. I guess I failed my will save.
And darn, I was getting ready to lay into tempting you with the Skyseer that seemed to fit just as well as the Veteran theme did. All I did was take a nap ... which turned into a mini-coma, and woke up too late to even attempt.

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Sohar Ko-Chav wrote:So... I switched the theme to Skyseer. I guess I failed my will save.And darn, I was getting ready to lay into tempting you with the Skyseer that seemed to fit just as well as the Veteran theme did. All I did was take a nap ... which turned into a mini-coma, and woke up too late to even attempt.
We could go through the motions if you like.

WOLead |

WOLead wrote:We could go through the motions if you like.Sohar Ko-Chav wrote:So... I switched the theme to Skyseer. I guess I failed my will save.And darn, I was getting ready to lay into tempting you with the Skyseer that seemed to fit just as well as the Veteran theme did. All I did was take a nap ... which turned into a mini-coma, and woke up too late to even attempt.
My heart wouldn't be in it, sadly, as there wouldn't be much of a point. Alas, I shall grieve the lost chance and be glad you convinced yourself of such a thing. =P
Still, at least Sohar has no chance of getting lost, even if he looses his entire party again. That Starchild Trait along with Skyseer asking for what path to travel will make sure of that.Of course, if Sohar ever starts giving a prophecy, Jasper may try to duck and cover to avoid it. Cursed or Charmed Seer, no offense Sohar, just sounds too ominous not to be wary about.
I am curious if Jasper Varmine looks decent enough though, or if he does need more tuning. Seing Rosealita Englasias and Andiel there makes me worried about that part, even if Rosealita is more of a Gunslinger then an Alchemist and Andiel seems more of a witch then alchemist at first glance. Its still daunting to see at least two other part Alchemists in the pool.

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If you can afford one rednal, everburning torch is only 110 GP, otherwise carry lots of disposable torches with you.
Which reminds me, at a table-top once, one of my friends bought one of those. Later in the game he said, "I pull out my everburning torch and light it." Someone else at the table. "Why." Me, "You don't have to light an everburning torch, it is everburning."

WOLead |

I'm not starting with Darkvision, but I plan to get it later on. XD Seems kind of useful in this setting, really. I'm sure the city isn't constantly covered in thick smog or anything, but I get the feeling that we'll have a lot of operations at night...
"Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. ..."
Why do I get the feeling that will come back to haunt us all?
Though Jasper does carry a Hooded Lantern and Oil, mostly to have enough light to inspect various crime scenes, but also has a Sunrod backup in case of combat. Low-light vision though does help, but it never hurts to be prepared.
Besides, that Oil can be used for other purposes in a pinch if needed.

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Although if I get the money and people still need to see, I guess I can get one of these as it won't take up a hand to use, which I could be wielding my shield with.
cap of light plus it doesn't use up a whole valueable pound of encumberance.