
GM Olmek |

Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rain forests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risur’s folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.
- ZEITGEIST: THE GEARS OF REVOLUTION
Introduction
Welcome my recruitment for the Zeitgeist: The Gears of Revolution. This is a critically acclaimed AP designed by ENworld Publishing. In this adventure, your characters serve in the Royal Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within its borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.
Before we get into the details of the campaign, I would like to lay out my expectations. In Zeitgeist, you have the chance to play an unusual sort of character. You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age.
Here is what I envision from my players: I am looking for a lawful neutral, lawful good, lawful evil, neutral or neutral good characters with an appreciation for order: This is not the campaign for chaotic evil players looking to betray the other players, loners or free-spirited vagabonds. Those campaigns exist elsewhere and if they are what you are looking for, perhaps you are in the wrong place. This is a campaign about being part of an organization that works in the shadows for the greater good. Think of the James Bonds, Jack Ryans, Sidney Bristows, and MacGyvers. This is what I expect. That said, while you are morally neutral, what I am not looking for is a bunch of murderous-lawless types looking to indulge dark fantasies. I am looking for characters with interesting backstories, who would mesh well together. Characters should be three-dimensional with personality, desires, and flaws. Disagreement between characters should be a natural occurrence based on strongly-held beliefs and philosophies, although they shouldn't derail the game. Knowledge of the Zeitgeist setting is assumed and should be worked into the character.
Mechanically, this will be point-buy with 25 points. I strongly disfavor stat dumps, especially Charisma, without appropriate story justification. I also disfavor gimmicky characters. One bonus Theme Feat must be selected at character creation from the Zeitgeist Adventure Path Players Guide and does not count against your total number of feats. Considerably more effort should be on the personality, and a character sheet is merely encouraged. Anything legal in Pathfinder Society is allowed, I will also allow the psychic classes (but not races) from Dreamscarred Press. All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed. I will also post an example of ”The Ten Minute Background”. You are not required to use it during submission, but I have found it is exceptionally useful in creating a character with depth and flavor and I would highly recommend it.
This will be my second real campaign as a DM in a pbp and you can see an example of my current campaign here: Throne of Night: Dark Frontiers. I have played D&D/Pathfinder for twelve years, primarily as the DM for my group of friends. I am relatively new to DMing PbP games, but I've found the style to be a wonderful new way to play.
Players who make it into this campaign will be expected to post once every 48-hours, and I will uphold that same posting activity. Some days there will be more posts than others, but this campaign will be run at a leisurely pace. If you do not post once within 48 hours during combat, actions will be taken for you. I reserve the right to eject from the campaign anyone who has not posted in 72 hours without prior warning of absence.
I expect players to engross themselves in the role-playing element and contribute interestingly to the story. I also favor longer posts with detail and emphasis on the growth of the characters. For maps, I use Roll20, an interactive map tool. I am a brewer by profession which requires me to travel occasionally, but it has yet to affect my ability to post consistently. I will be taking applications until Wednesday, 8/20/14. I have not decided how many players I will be taking, but the total will be between 4 and 6, depending on the exact needs of the party. As a warning, I also tend to select players over the course of the application period. If you have any questions, I'd be happy to answer them. If you don't have a posting history, I'm still happy to consider you, but I may ask for a writing sample.
Humans rule three of the five great nations of the region. Their ascendance in the past two thousand years toppled a mighty high elf empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (pg 15), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.
High Elves, Aasimar, and the Great Malice.
Five hundred years ago the death of the high elf goddess Srasama caused nearly every high elf woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in high elves should read the section on Elfaivar (pg 23). Mortals present at the death of the high elf goddess have continually reincarnated in the following centuries as aasimar, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in aasimar should read the section on Crisillyir (pg 20 of the Players Guide).
Tieflings, Technology, and Dead Magic.
When the high elf goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (pg 21 of the Players Guide). If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 12 of the Players Guide).
Dwarves, Doomsday, and Nihilism.
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (pg 22 of the Players Guide).
Savages, Primitives, and Peace.
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in playing as a orc, half-orc, goblin, hobgoblin, or other monstrous races should read the section on Ber (pg 19 of the Players Guide).
Piety and the Planes.
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The high elf people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship.
The Astral Plane, Limbo, and Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and the few beings that are summoned through the veil are only visitors, returning as soon as the spell that called them ends. Those interested in the setting’s metaphysics should read the section on The World (pg 24 of the Players Guide).
Heroic Themes.
The Zeitgeist campaign setting presents themes that reinforce the heroic archetypes of the world, such as dockers, gunsmiths, and technologists. Each player should choose one Theme Feat unique to the world of Zeitgeist, this replaces normal Pathfinder Traits.
Five background and concept elements important to John Rawkins.
1) John Rawkins is a sailor who was recently discharged from the Andoran Navy due to a terrible injury. Six months ago his ship the Righteous Eagle was led into a trap by the notorious Shackles vessel Carrion's Maw. During the ensuring battle, Petty Officer Rawkins was part of a boarding party, that along with First Lieutenant Steele was lured aboard the Carrion's Maw. Once on board, the trap was revealed and the boarders were surrounded by a full company of mercenaries. Outmatched and cut off from the Righteous Eagle Petty Officer Rawkins was left behind while the Righteous Eagle was forced to retreat, or risk being sunk. During the battle, John took a spear to the side, falling overboard. As he floated in the water, his blood slowly seeped out into the sea, and he was viciously attacked by a jigsaw shark. By the time he was recovered and his mates got him onto the surgeon’s table, there was nothing that could be done. In a haze of ether John felt the dull pain of the surgeon’s saw and the heat of the soldering iron. When he awoke two days later, his left leg was gone from just below the knee, and in its place was a crudely fitted cap. In remembrance of his lost friend's and ruined leg, John wears a Jigsaw Shark's tooth on a throng around his neck. It is the very same tooth that that the surgeon dug out of his leg following the battle. Trait: Peg Leg
2) John was outgoing and friendly, but since losing his leg and being discharged he has turned to heavy drinking. He rarely shaves and his once short hair has begun to grow out into a tangled mess. He is a man that is teetering on the edge of self-ruin. Hence the charisma of 8, and his store of grog and Alchemist's kindness
3) Prior discharged, John had acquitted himself in several boarding and begun to earn a reputation is a solid and reliable leader.
4) Although he would never admit it, ever since the shark attack John is secretly afraid of the ocean. He’s a fine swimmer, but there’s something about not being able to see what is under the water that scares him. Trait: Paranoid
5) Like most Andoran’s John hates slavery. He remembers how, as a private he took part in the boarding action of the Katapesh Slave Galley Taskmasters Pride. He will never forget seeing the whipped and chained slaves, emaciated and lashed to the oars and it sickened him beyond words. If given the opportunity to hurt a slaver he would likely do so. Trait: Freedom Fighter and Trait: Lover of the Law
Two goals that are important to John.
1) I would like to see John build upon his Andoran leanings. The navy may have forsaken John but he hasn’t forsaken the ideals they represented. I think that it would be cool to see John eventually become a "Steel Falcon" PrC. Long term I think it would be great to develop this “Arc” as John earns the attention of the Eagle Knight’s and then somehow is given a secret commission to continue to do the work of Andoran within the Shackles.
2) ”I’ll find the shark that took my leg!. Ok, so it’s extremely Moby Dick-ish but I can see that being a goal that John would pursue. On a slightly less ridiculous note, during the battle in which John lost his leg, Carrion's Maw managed to escape. Should he ever cross paths with the ship or its infamous captain, Typhus Scalp-Taker, only hell or high water could keep him from that prize. Of course he may not have to search too hard...
Two secrets about John, one that he knows, and one that he not yet aware of.
1) John is married and has a three year old daughter. In the weeks following the release of the slaves aboard Taskmasters Pride John fell in love with one of the released concubines. Though it is extremely frowned upon within Andoran for a liberator to become romantically involved with the liberated slave, he couldn’t help but love her. It was for this reason that he is currently traveling to Eledar. Though he hates Cheliax and their puppet states for their continuing support of slavery, he was recently offered a job to help build ships for the Sargava navy.It kills him inside to work against the ideals that he believes in, but he sees few options and he has a family to provide for.
2) Prior to his discharge John had done more than just earn a reputation is a solid and reliable leader. In fact his Captain was a member of the Eagle Knights and had taken notice of him for a possible candidacy into the order. However with the loss of his leg and subsequent drinking and discharge Captain Havershaw rescinded his decision. Yet despite his better judgment Lord Havershaw still keeps track of John from time to time.
Four people that are tied to John, three are friends and one is an enemy.
1) Alima Rawkins: Former pleasure slave aboard the Taskmasters Pride and wife of John Rawkins. Alima is Osirion in descent with dusky skin and black hair. She currently lives in the Andoran fishing village of Souston where she raises her and John’s daughter, Farah.
2) Lord Cornelius Havershaw: Ageing captain of the Righteous Eagle. Cornelius is also an Eagle Knight from the order of the Steel Falcon and has taken note of John. Cornelius is quickly approaching retirement and knows that the Claw will be his last command. He is fond of playing the violin and drinking good brandy. It was under his tutelage that Petty Officer Rawkins first learned the principles of leadership.
3) First Lieutenant Iakob Steele: Boarding Officer for the Righteous Eagle. Iakob grew up in the same town as John, Souston, and joined the Andoran Navy several years ahead of him. John later met, and came to work for First Lieutenant Steele upon his assignment to the Righteous Eagle, it was during that time that a friendship came to develop between the two. First Lieutenant Steele was presumably lost at sea following the ruinous battle between the Righteous Eagle and Carron's Maw.
4) Captain Typhus Scalp-Taker: Captain of the Carron's Maw, slaver, pirate and reputed member of the Pirate Council. It was Scalp-Taker who was responsible John going overboard during the battle with the Righteous Eagle. During the battle the pirate lord hurled the spear that drove John over a gunwale and into the sea, but not before John was able to land a lucky strike that sliced off the pirates left ear. Since that day Typhus has never forgotten the slight done to him by the Andorian sailor and would be quick to meet vengeance upon him should their paths meet again.
Three memories, mannerisms or quirks John possess.
1)John keeps a moleskin journal within his Sea bag. During free time he writes letters home to his wife and daughter. He misses them terribly and will never forget the day that he set sail to Eledar, and the last kiss he gave Alima. He uses a lock of her hair as a bookmark for his journal.
2) As a remnant of his service in the Andoran Navy, John managed to keep his duty issue cutlass and he carries the cutlass with him at all times. When distracted he tends to keep one hand on the pommel of the blade and will mindlessly run his thumb over the end cap in a clockwise motion.
3) John has a hard time sleeping on land. From his years at sea, the sailor has grown more accustomed to the cradle of the sea, then the stone of the shore. Even on land John prefers to sleep in a hammock, much to the displeasure of Alima.
Races: All races found in the Advanced Race Guide are allowed, but I have a bit of a bias towards humans and will likely pick only a few non-humans. Tieflings and Aasimar however hold a unique place in this campaign and I will not consider them as non-humans during my selection process, however the variant heritages are not allowed.
Classes: All classes from the PHB, APG, UC and UM are allowed, as well as all Archetypes and the Psionic Classes from Dreamscarred Press. However if you plan to play something extremely unusual such as a Ninja, Samurai or a Psionic character, an amazing backstory should be presented.
All classes are permitted except the Anti-Paladin. A few classes require some special consideration below.
[list]
Skills: A good balance of skills is recommended and there will be frequent encounters where a good use of skills can affect combat or negate it completely. Also, as members of the R.H.C. you will be expected to be able to search crime scenes, gather information, interview witnesses, track suspects, and pilot naval ships. A party with well balanced skills is essential.
Feats: Each character gains one bonus Theme Feat selected at character creation from the Zeitgest Adventure Path Players Guide. This feat does not count against your total number of feats.
Equipment: Each character starts with average wealth per level. Unlike adventurers however, one of the perks of being an agent of the R.H.C. is that your character will receive frequent stipends and allowances for material and equipment upgrades. The downside however is that your character will be required to hand over seized evidence obtained during the course of an investigation. PCs who are part of the R.H.C. do not get to keep anything they recover on their missions. They get a salary, and anything they “looted” they can keep if they pay for it from their salary.
As constables of Risur, your characters have a slightly different relationship with treasure than typical Pathfinder adventurers. At lower ranks (levels 1–8) you receive a combination of salary and official stipend to fulfill your duties, and the Constabulary’s resources and connections let you easily purchase or requisition the tools you need for your missions. Likewise, you can easily trade in items you no longer need, which can be used by other constables or local police. When you recover rare magic, treasure, or other valuables, you are expected to hand it over to higher authorities, who will make proper use of it. If desired, you can use your salary or stipend to acquire these items for yourself, assuming you file the proper paperwork and your request is deemed warranted.
You can turn in any functioning item to the R.H.C. for its full value. This allows you to keep yourself equipped with the best material available, or at least the best that government bureaucracy thinks you can be trusted with.
Whenever the party acquires any sort of treasure in the course of a mission, you will be expected to hand it over to your superiors, which should keep you at the expected power for your level. If you recover something you want for yourself, you can spend money to requisition it, though that may take some time. There is always some leeway, and constables are allowed to hold onto loot for a reasonable period of time. If you defeat a foe with a magic sword, and his weapon would aid you in your immediate investigation, you can hold onto it for a few days, but you’re expected to turn it in. An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal.
Such pecuniary misdeeds are expected of common police, but the R.H.C. is held to higher standards. If you attempt to sell such an item, you cannot take advantage of the R.H.C.’s favorable rates, and must use the normal values (50% of base value). Be careful, though, because prison is not kind to former law officers who turn to crime.
HP: Max to start. At each level you roll for hit points, however you may use Hero Points and the retrain option will be allowed from Ultimate Campaign
Hero Points: All PCs start with 1 Hero point and gain 1 Hero Point each time they level up. The maximum number of Hero Points a PC can have at a time is 3. Hero Point feats and spells are allowed.
You can use 1 Hero Point to do any of the following actions. You can only use 1 Hero Point per turn for these actions.
1. Gain an extra standard action during your turn.
2. Gain a +8 bonus to a d20 roll if spent before or a +4 bonus if spent after. This can also be used to effectively increase the DC of a spell by lowering a single target's saving throw in the same manner.
3. Ready an action at any time. (Must be done before a post is made; no retcons.)
4. Regain a spell or use of a limited special ability.
5. Reroll a d20.
6. Reroll for HP at a new level.
You can use 2 Hero Points to do the following, regardless of if you have used a Hero Point this turn.
7. Survive a fatal attack at -10, unconscious, and stable.(2 points)
Finishing Details: As normal except that chaotic evil, neutral evil, chaotic neutral and chaotic good alignments are not allowed. Every character must be lawful neutral, lawful evil, lawful good, neutral or neutral good. Of those five alignments, lawful neutral is definitely the preferred choice.
Further, every character must choose a Theme Feat. This feat should be central to your characters development and it is one of the reasons why you were screened by the Royal Homeland Constabulary as possible candidates.
Good luck to all who apply!

Seth86 |

Want to apply with a Catfolk rogue. Focus on his claws for damage.
The Yerasol Veteran Feat in the Guide is what he'll take
Kit'Arr
Male Catfolk Rogue 1 (Pathfinder RPG Advanced Race Guide 90)
CG Medium humanoid (catfolk)
Init +3; Senses scent; Perception +5
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
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Offense
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Speed 30 ft., climb 20 ft.
Melee 2 claws +3 (1d6+3)
Special Attacks sneak attack +1d6
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Statistics
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Str 17, Dex 16, Con 10, Int 14, Wis 10, Cha 12
Base Atk +0; CMB +3; CMD 16
Feats Catfolk Exemplar (Sharp Claws)[ARG]
Traits dirty fighter, valashmai veteran
Skills Acrobatics +7, Climb +15, Disable Device +8, Escape Artist +7, Knowledge (local) +6, Perception +5, Sleight of Hand +7 (+11 to hide objects on your body (doesn't stack with heavy clothing but does with bonuses for attempting to hide small objects)), Stealth +8, Survival +4, Swim +7
Languages Catfolk, Common, Gnome, Goblin
SQ cat's luck, catfolk rogue/ninja, trapfinding +1
Other Gear lamellar cuirass, hip flask, pathfinder's kit, pocketed scarf, softpaw boots, thieves' tools, 59 gp
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Special Abilities
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Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Catfolk Exemplar (Sharp Claws) Your feline traits are more defined and prominent than those of other members of your race.
Prerequisites: Catfolk.
Benefit: You can take the Aspect of the Beast feat (Advanced Player’s Guide 151) even if you do not meet the norma
Catfolk Rogue/Ninja +1/2 bonus on feint and pickpocket checks.
Climbing (20 feet) You have a Climb speed.
Dirty Fighter +1 damage when flanking.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Valashmai Veteran (Survival) +1 trait bonus on Survival in the jungle.

thunderbeard |

I'm always pretty interested in campaigns where it makes sense to play a maneuver-heavy character, since I find grappling, tying up, and disarming opponents more satisfying than just straight-out killing them (which is exactly what an espionage-favoring character would do).
That leaves pretty much three options; Monk (Martial Artist), Inquisitor Soulknife (with Deadly Fist and/or Gifted Blade archetypes, to do very different things than a normal Soulknife).
All of these are sort of rare things, and I was wondering if there was a campaign-specific justification for psionics that I should be aware of.
Also: if I'm thinking of a potential multiclass, should I expect a level 1 start?

thunderbeard |

Also, @Gilthanis: a gnome with Master Tinkerer racial ability is proficient with anything he/she crafts. This leads to amazing things like fire poi and dwarves boulder helmets combined with firearms, on a character who'd otherwise have no weapon proficiencies.
My advice would be to try something that benefits from those extra proficiencies, like a rogue, variant bard, or oracle (I've had a lot of fun recently with a lance-and-pistol-wielding gnome summoner).

Grand Moff Vixen |

You know, even with as many games as I am now in, I still desire try out for this one. Another recruitment for this AP recently popped up, and despite my wanting to play it had a lot of confusion due to several factors (which will not be detailed in this post) which influenced my desire to not submit for that game.
I like the opening post very much as it sets clearly what you are looking for and how we are expected to go about making a submission with the greatest chance of success. While I personally do not use the 10 minute background, I have other little ways I like to round out a character to make them of the highest quality I can. One of these ways involves making a section on goals, ranging from short to long term, plus a goal detailing their greatest fear.
I have an idea for a background based on a character I made last year (but never found a game to submit that to). The class I envision them being is a Gunslinger, though the race will deviate from what I originally made. I plan on being human. It seems to be the best fit for the concept that is forming, although a tiefling may end up fitting better. I will have to see how my back story turns out before I finalize some things. Lawful Neutral or Neutral Good are my choices for alignment picks here.
I will post again when I have more details fleshed out.

GM Olmek |

The only trouble I am having is what class to be? Any suggestions, because if I go the Pilot prestige class, then the suit has arcane failure so any arcane class is out.
Some interesting "steampunk-y" campaign settings have a few cool looking class options, check out Thunderscape and the Pure Steam campaign setting, if they're available to you. Or perhaps you can find something posted on the PFSRD, like the Artificer
...should I expect a level 1 start?
Yes! Characters begin at level 1.

Grand Moff Vixen |

I have a question on firearms as detailed in the Zeitgeist Players Guide.
Firearms use explosive alchemicals to fire metal ammunition. Reloading involves drawing and tearing open a paper cartridge, which contains firedust and a bullet. The gunman pours firedust down the barrel, then packs in the bullet with a ramrod. The firing hammer of the weapon strikes a firegem set at the back of the barrel, which acts as a percussion cap, producing a spark inside the barrel. A typical firegem percussion cap must be replaced every few dozen shots or else there is a risk the gem will crack and misfire, but the cost is negligible.
The Zeitgeist setting uses the rules presented within that volume but assumes firearms function with firedust and paper cartridges as explained above.
Would you take this to mean that using these are alchemical cartridges other than the changes made here? If so, does this alter the reload speed by one step just like an alchemical cartridge normally does? I just want to be sure as I research all aspects of playing a Gunsmith.
Also, I am planning on being a Musket Master.

Songdragon |

Greetings GM Olmek and fellow Roleplayers. I am sure like many others I have been waiting for a Zeitgist to pop up for some time now (and I always seemed to be have to much going on to justify submitting a character for the few that have in the past.) As I have only two other games (and one of them is on a a hiatus while the GM works through a sudden busy life outside the game) I am now able to make a commitment to such a game. For campaigns such as this, should my character be selected, I make the commitment to be in it for the long term. Apologies for the rambling on. I would like to express my interest in your campaign GM Olmek.
I have looked over the setting before and see that there is some new information so I will be sure to read it. Off the top of my head right now I am considering submitting an Aasimar/Human Bard. I normally stick to the bard as presented, rather than an archetype. I am not entirely sure on a theme at this point.

Loup Blanc |

Color me very interested--I recently discovered this AP and Setting and am very interested to participate in an intrigue-filled urban campaign as opposed to more regular ones. I too am curious whether ACG classes are allowed, because I think an Investigator would fit well in this kind of game, as could some of the others.

GM Olmek |

So many questions!
Are Advanced Class Guide classes permitted?
Yes, provided that when they become official, you make all the necessary alterations.
Would you take this to mean that using these are alchemical cartridges other than the changes made here? If so, does this alter the reload speed by one step just like an alchemical cartridge normally does?
As far as I know, the firearm rules remain unchanged, regardless of the the setting's fluff. I'll do some more research, but for now it's a no.
DM, would you view this 3PP class acceptable?
Looks good. Write it up. :)

Loup Blanc |

Yes, provided that when they become official, you make all the necessary alterations.
Just so you know, they're already official--the book came out today. That said, I'm glad to hear it and will get to work on a submission. (Although right now I have no idea what, I've got too many concepts floating around)

Grand Moff Vixen |

Grand Moff Vixen wrote:Would you take this to mean that using these are alchemical cartridges other than the changes made here? If so, does this alter the reload speed by one step just like an alchemical cartridge normally does?As far as I know, the firearm rules remain unchanged, regardless of the the setting's fluff. I'll do some more research, but for now it's a no.
I see. If this info helps any and as far as I can tell, the players guide details that the only the firedust is the main change from the core rules. If said dust is not magical, would it not be alchemical? Here is the link to the Alchemical Cartridges from the Ultimate Equipment book.
An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet. Alchemical cartridges make loading a firearm easier, reducing the time to load a firearm by one step (a full-round action becomes a standard action, a standard action becomes a move action, and a move action becomes a free action), but they tend to be unstable. The misfire value of a weapon firing an alchemical cartridge increases as listed in each entry.
Firearms use explosive alchemicals to fire metal ammunition. Reloading involves drawing and tearing open a paper cartridge, which contains firedust and a bullet.
Bolded the relevant text.

GM Olmek |

I apologize. I misunderstood the question. I think this quote sheds some light on the subject:
Acquiring and paying for firearms uses the “commonplace” rules presented in the Pathfinder Role-Playing Game Ultimate Combat rulebook. PCs must spend the appropriate gold listed for ammunition, though it is assumed this ammunition consists of firedust and a specially constructed cartridge rather than the black powder/alchemical cartridge listed.
It sounds like the firedust cartridges just count as the alchemical cartridges from Ultimate Combat. Is that what you wanted to know?

Grand Moff Vixen |

I apologize. I misunderstood the question. I think this quote sheds some light on the subject:
Page 16 wrote:Acquiring and paying for firearms uses the “commonplace” rules presented in the Pathfinder Role-Playing Game Ultimate Combat rulebook. PCs must spend the appropriate gold listed for ammunition, though it is assumed this ammunition consists of firedust and a specially constructed cartridge rather than the black powder/alchemical cartridge listed.It sounds like the firedust cartridges just count as the alchemical cartridges from Ultimate Combat. Is that what you wanted to know?
Basically, yes. I am just trying to make sure I understand what the AP does change and what it leaves alone.
So if used as is, a paper cartridge still reduces the reload time by one step as normal. I have no issues buying the ammunition at the listed price.
Armed with this info, I will continue to work on my concept.
For everyone else, if you desire more info on the AP, consider the Extended Edition Player's Guide. I am currently using it to glean all I can.

thunderbeard |

Okay, finished reading the Setting Player's Guide, and while I had to modify my character idea quite a bit to fit in the setting, I really like the idea of being an unarmed fighter in a world of guns, old-timey Batman style.
One thing I did notice was a lack of game plot in the player's guide (probably intentional on the part of its creator). If there's something specific we should know about who we're working for, I'll change things to reflect that.

GM Olmek |

Grand Moff Vixen |

You will play as a group of burgeoning agents in service of Risur -- someone who will rise from being a novice and inexperienced agent into becoming one of the worlds greatest influences and possible saviors of this age."
If there's something specific we should know about who we're working for, I'll change things to reflect that.
It looks like we will be agents of Risur, starting in the city of Flint. If I am wrong please correct me GM Olmek.

Songdragon |

@ Thunderbeard: We are working for the Royal Homeland Constabulary (RHC), I assume as junior constables. (p. 51 of the extended Players Guide). RHC constables are law enforcement officers tasked with protecting Risur from serious threats, usually in the form of foreign plots, magically equipped criminals, and various supernatural foes everyday police are not capable of handling.

GM Olmek |

If there's something specific we should know about who we're working for, I'll change things to reflect that.
You're working for the Royal Homeland Constabulary of Risur. It's sort of a blend of the CIA and FBI. More details on the organization and your first mission as new RHC recruits can be found in the Player's Guide, starting at page 51.

Grand Moff Vixen |

When I think of Flint I think of something like this. I feel it captures the look of how the book describes the industrial city.

thunderbeard |

Alright, here's my proposal.
Adrian Silvanus
LN Human Soulknife (Deadly Fist)
Theme: Martial Scientist
"Killing monsters is fine, but killing a man is all too easy," his instructor had told him, back at the monastery on Sid Minos. "In these modern times, reckless technology has taken the sport out of battle—just pick up a musket, point, and shoot. Grabbing the sword out of a man's hand, without injuring yourself—now that takes a bit more skill. And bringing your opponent down without killing him, stopping him from fleeing or fighting until you have shown him the error of his ways: that is a far truer test of a warrior's skill and wisdom."
Adrian is a skilled martial artist and keen investigator, who has obtained some employment with the Flint constabulary for his skill at spotting fugitives, chasing them down, and bringing them in without too much injury or mess. When he needs to fight, he tries to do it very intelligently, with the power of his mind sometimes helping in unexpected ways.
I've based him a bit on 1950s Batman and a few other Silver Age superheroes: someone who can raise his fists, run past his enemies while taking cover behind a cloud of word balloons that read "Pow!" and "Wham!" and in the next panel leave six guys rolling around in pain on the floor, their guns scattered to the corners of the room.
Multiclassing:
• Adrian would probably multiclass into Martial Artist, Brawler, or Fighter as he levels up, to get more feat flexibility with Combat Maneuvers
• Will stay just a bit psionic, enough to stay under the radar but give little bonuses
• Eventually, I'd really like to go for the Polyhistor prestige class, which struck me as even more fun-looking than the Steamsuit Pilot
Eventual Feat Wishlist:
• Greater Grapple: with this, it's possible (but not easy) to grab someone and tie them up in a single round.
• Improved Disarm, Panther Style feats: Run past enemies and knock their weapons out of their hands when they take a swing at you. A cool way to fight.
• Deflect Arrows, because snatching bullets out of the air is the sort of awesome thing a Polyhistor would love to do
Team Role:
• Mildly Psionic (via the Gifted Blade archetype at level 3). While this won't do much at low levels, it'll start giving mild bonuses to things like perception, grappling, movement, and a bit of self-healing; enough to present just a bit of an uncanny knack over any mundane NPCs he's compared to, and to keep him from being a burden in combat.
• Focus on wisdom and intelligence-based skills; Perception, Sense Motive, Knowledge and Diplomacy. Adrian believes in old-school investigation, without the need for gadgets or magic. With 8 skill points/level, he should be able to contribute quite a bit here.
• Unusual melee fighter. With decent defenses and damage (can use weapons and armor, unlike a normal monk), this character will hopefully excel at disabling enemies and battlefield control in ways that stand apart from whatever else the party does.
• Specifically, the Martial Scientist theme seems a pretty cool way to never be caught without options.
Not sure how much is requested, so here's the bare bones:
Race: Human
Class: Soulknife (Deadly Fist and Gifted Blade archetypes)
Age: 17
Alignment: LN
Religion: Clergy (lapsed)
Abilities:
Str: 11
Dex: 14
Con: 12
Int: 14
Wis: 18
Cha: 12
Adrian was trained among monks and paladins, picking up both fighting skills and book-learning, but insight is what he excels at.
Feats:
Combat Expertise
Improved Disarm
Improved Unarmed Strike (Soulknife bonus)
Wild Talent (Soulknife bonus)
Martial Scientist (Theme)
Skills:
In flux, but Acrobatics, Diplomacy, Survival, Heal, Perception, Sense Motive, Knowledge (history) and Knowledge (local) seem the 8 most character-appropriate
Not sure how much you're looking for, but I'll try to keep it amusing:
Background:
Twelve years ago, the great General Silvanus, a notable Deva warrior-sage of the Crisillyir Clergy, announced from his sickbed that he had made a great discovery through divine inspiration: he had found a way to extend the cycle of reincarnation, and would be reborn as a young child, allowing him to spend an extra decade or two attaining wisdom in his next life.
After Silvanus' death, his followers combed the countryside, looking for children with unusual mental strength and learning. They found one in Adrian, a young child with no attached parents and few memories. Adrian was well-spoken, seemed wise beyond his years, and had an uncanny knack for knowing what to say or expect before he should—signs that were immediately heralded as evidence of the dead General's wisdom and inspiration. Being a small but bright child, he sensed that it was best to go along with this, and soon began to blend with the story, losing what little he still remembered of his life before meeting the Devas who would raise him.
On the island of Sid Minos, Adrian Silvanus was treated to the finest monastic education an aspiring paladin or warrior of the Clergy could hope for, enrolled side-by-side with the greatest young fighters of his generation. While a few years younger than most of his peers, he did just fine in his studies, and the monastic Devas who had taken him under their wing paid him special attention after hours, teaching him from books of the strange, old fighting styles that so fascinated him.
While Adrian developed some religious learning and appreciation, by and large his wit and insight allowed him to recite flawlessly what he found to be dry platitudes, and it was the study of war and anatomy that excited him the most. In all aspects, he seemed to be developing as an extremely bright—but disappointingly non-spiritual—student.
Eventually, after eight years or so, a Deva turned up with a few of the old General Silvanus' quirks and memories—it seemed the general had merely succeeded in clouding his memories further upon his resurrection, become lost in a series of misadventures, and was most certainly not the young student Adrian his former friends had assumed he was.
This created a delicate situation, both religiously and diplomatically within the martial academy that had trained him. Young Adrian was asked to assist one of the older monks, Brother Vargas, on an emissary mission to the nation of Risur across the Avery Sea.
In transit, Vargas reluctantly told Adrian of the mistake his order had made; on arriving in Flint, the old monk tearfully wished him well, handed him a purse of silver, and left him behind at a police-run orphanage for troubled teens.
But Adrian had nearly a decade of the best martial training Crisillyr could offer to its brightest youths. Within a week, not a single other boy in the orphanage would dare pick a fight with him. Within a month, he had impressed the officers in charge of the orphanage with his honesty, insight, and devotion to following rules and keeping order; and within a year, he had been recommended for a special law enforcement apprenticeship.
Adrian's monastic training as a citizen of Crisillyr have given him an unwavering devotion to following rules, enforcing calm, and judging others on their merits alone. He's also built up a bit of the Clergy's mistrust of technology, though this has led to him gaining quite a bit of skill at working around it. He also possesses a bit of uncanny insight, and doesn't injure his hands quite as easily with others; but his natural grace and wit have turned this into a charming asset rather than a reason for his superiors to mistrust him.
And, finally, he's been given his first mission with the R.H.C. (even if he did see it coming, a fact he has been careful not to mention).
Goals:
Adrian is searching, first and foremost, to prove himself to his superiors. This is his first big mission, and he doesn't want to screw things up. He's still a little hurt about getting kicked out of the Clergy through no fault of his own. Adrian has a preference for acting and fighting creatively, in ways that demonstrate his skill and discretion, and prefers to demonstrate his intelligence by avoiding mundane slash-and-parry combat.
He also generally wants to be a hero, but mostly because he believes it's what's expected of him; find a way to keep things moving smoothly, protect the peace when nobody else knows how. When he gets the chance, he likes to search for and read through old tomes of history and battle, but he hasn't found much of the time or resources he'd need for that since arriving in Flint.
Secrets:
Adrian is better than other people. Sort of. He's got a bit of a psionic knack—he can focus his mind more easily than those around him, resist pain, and gain a bit of insight into others' thoughts and actions (which, so far, has not been strong enough to be of any use). He's nervous to talk about this, because he hasn't heard much of anyone with this sort of talent outside those no-good Eladrin, but if he ever does, he'd like their help in learning what he's capable of. It was through his talents that he managed to pose as the reincarnation of General Silvanus in the first place, and it's the sort of thing that's generally given him luck and the commendations that have helped him get this far.
(Adrian will never be nearly as powerful as even a low-level psion, but his powers may eventually manifest in less dramatic ways, giving him insight into the tide of battle and small derived bonuses to checks or rolls therein, as well as letting his blows land with unnatural speed and accuracy).
I'm not exactly sure how Adrian got his powers at this point, but that's an open secret. My two best ideas are that either he's part-Eladrin, a situation that ended in a disappearance of his parents traumatic enough to cause him to lose his memories of his early childhood with them; or perhaps he is, in fact, an improperly-reincarnated Deva after all, with the "real" reincarnated General Silvanus actually the impostor. If it becomes important to the plot, I can settle on a specific reason, or be surprised, but his powers should be minor enough to fly under the radar for quite a while.
Relationships:
I'm not necessarily good at coming up with names on the spot for cultures that I don't know a ton about, here's some for the purpose of 10-minute background (which is taking a bit more than 10 minutes?)
Adrian has strong ties to several instructors at religious/military academies back on Sid Minos. At least one of them, Brother Vargas, felt guilty about their final treatment of him, and has visited him once or twice in return trips to Flint, but seems happy with how well the boy is turning out as a Risan. Adrian has a generally higher opinion of Crisillyr in general (and the Clergy) than many of the Risan civil servants around him, but keeps them mostly to himself.
There are also those who resent the position and importance he held as a child. There is likely at least one influential figure in the Crisillyr Clergy who holds a grudge against Adrian for the opportunities and favor he was unfairly given, and who would like to see bad things happen to him if he ever traveled back to his home country.
And, finally, Adrian is the sort of fellow who is excellent at remembering to write thank-you notes and holiday cards, and has kept in touch with the officers at his old orphanage, the head of whom wrote him a glowing commendation that he still is thankful for to this day. Perhaps he has also impressed someone at the RHC.
Quirks:
Adrian is trusting—but only to those he feels have earned his trust. He believes in second chances, and would prefer in his police capacity to redeem criminals rather than simply destroy them, but believes that this is the right and proper role of the country's prison system. His devotion to justice is perhaps a bit stronger than those of his fellows in Flint, albeit not quite the fanaticism one might expect from a proper paladin; that said, he expects the best from his team, and is disappointed (and critical) every time a companion behaves in a less-than-exemplary manner.
He also has a general distrust for technology, preferring to smash guns rather than wield them, and preferring to turn over any strange artifacts he might find to the proper learned authorities rather than trying to activate them. While by no means a zealot, his views on this, and religion, make him a bit of an outsider in Risus, a position he's trying to learn how to tone down or keep silent.
Adrian also has a highly-trained memory (thanks to the psionic skill Autohypnosis), and, as much as he loves to read, believes that he should never have to read the same book twice, a philosophy that he has also applied to case briefings (which may have earned him some odd looks).
I'm a relatively new PF Online player (although I've been in a few pretty active games, and I run one), but a much older tabletop gamer, with a history of writing and running large-scale LARPS. I really enjoy character creation, as well as situations in which I'm forced to play a character with strengths, desires, and knowledge different than my own.
I find this game concept interesting because
A) I like the idea of maneuver-heavy characters, and haven't gotten much opportunity to play one, but they're most appropriate in city- and technology-heavy games (and in a text-based environment where you can properly describe the crazy shenanigans you're trying to pull off).
The Martial Scientist theme feat and Polyhistor prestige class also look like a new way to do this, which might not be allowed outside of a Zeitgeist campaign, and both of which seem to require a lot of creative work as a player, which could be more fun than the dungeon crawl/rail shooter fights a few of my other characters have engaged in.
B) Steampunk is everywhere these days, but I've never tried being the guy who eschews guns in a world full of them. Also maybe I sort of want to play a proper hokey-old-time-hero type.

Dragonflyer1243 |

Here's my submission for this campaign, I'd love to play him.
Fen Munor is a Soulknife(Shielded Blade) who once began a career within War Colleges as a Martial Scientist, but left when he developed his Psionic powers, and since then he has led an unconventional life, doing his best to help others and his city.
He's a more unusual kind of warrior, appearing to be unarmed before using the force of his intellect and willpower to form weapons to defend himself. He'll stay as a Soulknife, focusing on versatility to reflect his self-sufficient nature. His stats and background are below.
The Crunch:
LN Medium Humanoid (Human)
Init +3; Senses; Perception +5
====================
Defense
====================
AC 20, touch 15, flat-footed 17 (+2 Shield, +3 Dex, +5 Armor)
HP 14/14
Fort +3, Ref +5, Will +2
CMD 18
====================
Offense
====================
Speed 20 ft.
Melee
1-Handed Mind Blade +5 (1d8+4, 19-20/X2)
Mind Blade Power Attack +4 (1d8+6, 19-20/X2)
Range
1-Handed Mind Blade +4 (1d8+4, 19-20/X2)
BAB +1
CMB +5
====================
====================
Statistics
====================
Str 18, Dex 16, Con 13, Int 12, Wis 10, Cha 10
Skills Acrobatics +3, Craft(Armor) +5, Perception +5, Sense Motive +2, Spellcraft +5, Stealth +3
Languages Common, Primordial
Feats: Power Attack, Wild Talent, Toughness, Martial Studies(Theme Feat)
[Special Abilities:
Form Mind Blade (Su): As a move action, a soulknife can form a semi-solid weapon composed of psychic energy distilled from her own mind.
A soulknife must choose the form of her mind blade at 1st level. She can either form it into a light weapon, a one-handed weapon, or a two-handed weapon. Once chosen, her mind blade stays in this form every time the soulknife forms her mind blade. The light weapon deals 1d6 points of damage, the one-handed weapon deals 1d8 points of damage, and the two-handed weapon deals 2d6 points of damage. All damages are based on a Medium-sized creature wielding Medium-sized weapons; adjust the weapon damage as appropriate for different sized weapons. In all forms, the mind blade has a critical range of 19-20/x2. A soulknife with powerful build or any similar ability forms an appropriately-sized mind blade dealing the size-appropriate amount of damage. If the soulknife's chosen form is a light weapon, she may choose to form two light weapons when forming her mind blade if she so chooses, but she suffers the standard penalties for two-weapon fighting.
Regardless of the weapon form a soulknife has chosen, her mind blade does not have a set damage type. When shaping her weapon and assigning abilities to it, the soulknife chooses whether it will deal bludgeoning, piercing, or slashing damage. The soulknife may change the damage type of an existing mind blade, or may summon a new mind blade with a different damage type, as a full-round action; otherwise, the mind blade retains the last damage type chosen every time it is summoned.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on her next move action. The moment she relinquishes her grip on her blade, it dissipates (unless she intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction and is considered a masterwork weapon.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. She can also choose her mind blade for feats requiring a specific weapon choice, such as Weapon Focus and Improved Critical. Powers or spells that upgrade weapons can be used on a mind blade. The soulknife can use feats such as Weapon Finesse that work on light weapons with her mind blade, but such feats only work on mind blades in a light weapon form.
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain her mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains her mind blade for a number of rounds equal to her class level before she needs to check again, although the mind blade is treated for all purposes as a non-magical, masterwork weapon while in a place where psionic effects do not normally function. On an unsuccessful attempt, the mind blade vanishes. As a move action on her turn, the soulknife can attempt a new Will save to rematerialize her mind blade while she remains within the psionics-negating effect. She gains a bonus on Will saves made to maintain or form her mind blade equal to the total enhancement bonus of her mind blade (see below).
The soulknife chooses the appearance of her mind blade, although its shape must reflect the selections the soulknife has chosen: a bludgeoning mind blade would be blunt, slashing would have an edge, etc.
Shape Mind Blade: The soulknife's mind blade retains the last chosen form every time it is formed until the soulknife reshapes it. If the soulknife chooses to reshape her blade, it requires a full-round action to do so. She may also re-assign the type of damage dealt as part of reshaping her mind blade if she so chooses. A soulknife can reassign the ability or abilities she has added to her mind blade; see below. To do so, she must first spend 8 hours in concentration. These cannot be the normal 8 hours used for rest, even if the soulknife does not require sleep. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.
Throw Mind Blade: All soulknives have some knowledge of how to throw their mind blades, though the range increment varies by form and the largest of blade forms cannot be thrown. Light weapon mind blades have a range increment of 20 ft. One-handed weapon mind blades have a range increment of 15 ft. Two-handed weapon mind blades cannot be thrown without the Two-Handed Throw blade skill. Whether or not the attack hits, a thrown mind blade then dissipates.
Wild Talent: The soulknife gains Wild Talent as a bonus feat at 1st level. This provides her with the psionic power necessary to manifest her mind blade. A character who is already psionic instead gains the Psionic Talent feat.
Experimental Strike: Whenever a you miss with a full attack action, you may
immediately make one additional attack at your highest base attack bonus. You must use this attack for some purpose other than directly attacking an enemy, such as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray blinding steam on an enemy.
Combat Gear: Scale Mail, 2 Vials of Acid, 1 Potion of Cure Light Wounds, 1 Potion of Enlarge Person
Gear: Blanket, Hemp Rope(50 Feet), Hooded Lantern, 30 Gold, 5 Silver
The Background:
1) Fen grew up in Slate, where his father guarded one of the ancient castles, and has spent much of his childhood by himself, playing in the grounds of the castle and imagining himself as an ancient hero of legend. Thanks to his father’s connections, one of the nobles paid for his admission into Banhaman Academy, the premier school for military students.
2) At the school, his intelligence earned him the respect of his fellow students, but he never made close friends, and was slightly socially awkward, which led to him being somewhat of an outsider. This came to a head when he discovered his powers. In training one day he was disarmed by a fellow student who had always disliked him, and as the boy swung his blade at Fen, he raised his hand and formed a shield of pure energy, with which he blocked the strike and bashed his opponent in the face. This of course further alienated him from the other students, and at the end of the year he made the decision to leave the school following the backlash of that training match.
3) Since he has left the school, he has bought a small house on Pine Island, and has begun to learn about his unusual powers, which allow him to form a shield and sword. He isn’t bitter about the circumstances under which he left the school, understanding that most people fear what they cannot understand, which causes him to trust few people at all.
4) After having seen some of the more incompetent students who were at the academy because of rich parents, Fen has a dislike of established privilege, saying that it discourages advances based on merit and personal skills. He is willing to accept nobles as competent, but only after they prove their worth.
5) Because of his personal power that comes from his own mind, he dislikes the new technology that is being developed since it requires less skill on the part of the user. He prefers the standard types of combat styles like dueling or arcane magic, as he argues that those require more training and skill.
Two goals that are important to John.
1) Fen views corruption and nepotism as equally, if not more, egregious crimes than the standard muggings and assaults that occur in the streets of Flint because they encourage complacence and a lack of alertness, and does everything he can to end corruption in Flint in order to ensure that the RNC better protects the city.
2) Fen would love to see the recognition of his father, Nort, as an officer of the RNC, where he spent most of his career but was discharged after being stabbed through the leg by a thug. He was on the path to becoming an officer, but was forced to retire early, and was never honored for his career, Fen like to see that fixed.
Two secrets about Fen.
1) Fen is legendary for his calmness, even after taking several strikes in fights, he always walks away whenever he can. This has helped earn him an excellent reputation as an investigator and soldier as he isn’t quite as kill-happy as many mercenaries in Flint.
2) As a student in the Academy, the instructors never informed the students that they in fact evaluated every student and kept a ranking system. The highest ranked student of each year was asked to join the crew of The Impossible, the top ship of the Ranur fleet. Despite being outdone by a few rival students at various aspects of his learning, he was overall the most solid student in his class, and he was likely on the path to being offered such a prestigious position before he left. Since his departure from the Academy, many of the same powerful figures who watched his academic career in the Academy are still watching to see if he achieves his full potential.
Four people that are tied to Fen.
1) Halt Raymon: One of Fen’s few real friends, he is a gunsmith working in a shed in Bosum Strand. His tiny shop is known for fine workmanship, and he is one of the few mechanics that Fen respects, as even Fen enjoys such skill and craftsmanship. The two are known to spend time together in taverns near the Strand, where they talk quietly about serious topics like the Dockers culture and corruption in the North Shore in their spare time.
2) Asst. Instructor Aivor: This elf was the instructor who ran the dorm for Fen’s class, and he was by far the most accepting of the unusual young man, he even became his training partner in practice. He attempted to get Fen to stay at the academy, and still stays in contact with him, trying to help him find good jobs via fine recommendations and an extensive group of contacts.
3) Lord Niles Gorat: This noble is the owner of the castle where Fen grew up, and the one who took in and employed his father after his retirement from the RNC. He has always been kind to Fen, and helped him get accepted to Banhaman Academy, which set him on the path that he is on now. This is the only reason that Fen has any respect for nobles at all and is willing to give them a chance to prove their worth.
4) Charles Byem: This snobbish noble’s son was the star student at the Academy, and was one of the more popular students, but he disliked anyone who didn’t join his group of friends, and as such Fen was never his favorite. This came to a head during a training match, when he disarmed Fen and continued to strike at him, which led to Fen’s psionic powers surfacing in the form of creating a mind shield to defend himself. Byem quickly ostracized Fen, which resulted in his rival’s departure from the school. The two have run into each other in the streets a few times since then, and each encounter has almost come to blows, as the newly-minted soldier seems to enjoy rubbing in his authority.
Three memories, mannerisms or quirks Fen possess.
1) Thanks to the overactive imagination that he developed while playing in the castle that his father guarded, Fen often awakes in a cold sweat, images of terrifying mythical beasts running through his mind.
2) For some odd reason, despite all reason telling him otherwise, he attempts to keep any beasts that he encounters as pets. Regardless of how violent or untamable the animal at hand is, he attempts to befriend it, from angry dogs to a casters familiar, he will always try-almost always unsuccessfully-to make that animal his pet.
3) Fen carries with him the handle of his father’s sword, as a reminder of how much his father has done for the city and how much he owes to his father. When he frustrated and about to lose his temper, he tightly grips the worn leather-wrapped rod and it helps him calm himself.

thunderbeard |

There's a lot of interesting stuff behind the theme feats, but some definitely seem more useful than others (martial scientist, gunsmith); but at the same time, they also seem to be somewhat tied to factions/backstories, and each one is a requirement for a rather unique PrC, so if you're considering any of those I'd say start from there.

Tenro |

Yeah, those PrCs seem so cool.
I like the one with the blaster.
I like the one with the steam suit, but someone is already shooting for that one.
someone is already shooting for the martial scientist one, but that one seems like two wouldntbe a bad idea. Two guys out there doing ridiculous melee moves, no one would know what to expect!