ZEITGEIST Extended ZEITGEIST Player's Guide (4E)

Morrus

Well, that was fun
Staff member
The all-new EXTENDED Player's Guide for ZEITGEIST: The Gears of Revolution! Powered by Kickstarter, this Player's Guide is a whopping 75 pages of FREE material for players planning on delving into the ZEITGEIST adventure path. The free Player’s Guide is designed for players of the ZEITGEIST adventure path, and contains background information and character options. This is the D&D 4th edition version of the guide.

ZEITGEIST is a critically acclaimed adventure path from EN Publishing, brought to you by the same people who created the War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline. In the ZEITGEIST campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur's 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.

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Not sure how far along this version is in its editing cycle, but there are 32 instances of "page xx" still wandering around the document.
 


Awesome. Thanks.

Rules question: Vekeshi Excoriant's Live for Vengeance says that it causes a Death Save failure, "so it can only be used twice per encounter." There are several ways to not die from three failed death saves. One of them is to be in a party with an Eschatologist. I believe there's also a feat somewhere that gives a 4th death save before dying.

Is the "twice per encounter" a hard and fast rule, or simply an extension of the idea that most people would die with their third death save failure? The "so" seems to imply the second. (If the first, it should be in a separate sentence)

(way late on the power feedback, I know)
 

Awesome. Thanks.

Rules question: Vekeshi Excoriant's Live for Vengeance says that it causes a Death Save failure, "so it can only be used twice per encounter." There are several ways to not die from three failed death saves. One of them is to be in a party with an Eschatologist. I believe there's also a feat somewhere that gives a 4th death save before dying.

Is the "twice per encounter" a hard and fast rule, or simply an extension of the idea that most people would die with their third death save failure? The "so" seems to imply the second. (If the first, it should be in a separate sentence)

(way late on the power feedback, I know)

Calling [MENTION=63]RangerWickett[/MENTION] (I didn't write it, so best the expert answers you!)
 


Awesome. Thanks.

Rules question: Vekeshi Excoriant's Live for Vengeance says that it causes a Death Save failure, "so it can only be used twice per encounter." There are several ways to not die from three failed death saves. One of them is to be in a party with an Eschatologist. I believe there's also a feat somewhere that gives a 4th death save before dying.

Is the "twice per encounter" a hard and fast rule, or simply an extension of the idea that most people would die with their third death save failure? The "so" seems to imply the second. (If the first, it should be in a separate sentence)

(way late on the power feedback, I know)

Ah, that was sloppy on my part. It wasn't meant as a hard and fast rule, but more like a guideline of "This doesn't make you immortal."
 

Just a quick question about the Firearm Expertise feat. Any particular reason why it was changed so much between guides?

Original guide version:

You gain a +1 bonus to attack rolls with firearm weapons. This increases
to +2 at 11th level, and to +3 at 21st level. You can load firearms
as a minor action instead of by spending a standard action. When you
use a power that lets you make multiple ranged attacks, reloading between
the attacks takes no action.

Extended guide version:

You gain a +1 bonus to attack rolls with firearm weapons. This increases
to +2 at 11th level, and to +3 at 21st level. You ignore partial and superior
cover with firearms attacks.

Great stuff. Keep up the good work. I'm really enjoying Zeitgeist :)
 

Guns were too good, basically. And unrealistically fast. And the combination of speed loader and the original version of the feat made revolvers useless.
 

I think we're going to stick with the original for now, in my game, but I certainly understand.

We reskinned a musket into a pair of pistols for a Minotaur Ranger in my game, and it's working great so far. She's a Gunsmith, so Clip/Revolver will be the first thing she picks at 5th anyway.
 

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