Burnt Offerings replacements needed


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I'm looking for 2-3 replacements for Burnt Offerings. We're about half way through the adventure.

The party is currently made up of an archer paladin and a melee druid. I'd like one of the new characters to a skill monkey of some sort.

Character creation rules:
Level 2
Core and APG classes, class variants, and racial variants
1 standard trait and 1 campaign feat from the player's guide
2500 gp


Varisian Chronicler wrote:

I'm looking for 2-3 replacements for Burnt Offerings. We're about half way through the adventure.

The party is currently made up of an archer paladin and a melee druid. I'd like one of the new characters to

Character creation rules:
Level 2
Core and APG classes, class variants, and racial variants
1 standard trait and 1 campaign feat from the player's guide
2500 gp

I'd be game if you'll allow it, never played burnt offerings before or heard of it for that matter!

What other rules are there for character creation?


Burnt Offerings is the first part of the Rise of the Runelords AP.

To clarify, when I say "1 campaign feat from the player's guide", I mean the Rise of the Runelords Player's Guide. The PDF is available for download for free.

I can't think of any other character creation rules. If you have a something specific in mind, please ask.


Point buy?

Do you just want 'concepts' first, or statted out applicants?

When's cut off/decision/start date?

:)


20-point buy.

I don't need full character sheets, and won't for at least a week and probably longer. Concepts are fine for now.

The cut off for applicants will be roughly four-five days if I get at least two applications.


Sorry just having my oddball character concept moments, when you say 'racial variants', does that mean Core Rule book, or strange things, such as Goblins etc from the monster manual?


I mean the alternate racial traits and favored class options in the APG.


Varisian Chronicler wrote:
I mean the alternate racial traits and favored class options in the APG.

Righto - I was way out there on a merry old tangent of my own :)

I was considering a heavy CHA based Dark Elf Witch (not evil, just...persuasive) with beefy social skills. If it is a rp/immersive campaign that could work well with the Paladin (some interesting rp angles) and with the Druid - deep discourses on the nature of...Nature? If the campaign is more light hearted rompage then that probably wouldn't work well.

But if Drow is out then I'll file that one away for another venture...

I tend to just run with whatever jumps into my head after reading a players guide and looking at the art/themes. USUALLY turns out to be a good idea :)


How bout a human rogue from riddleport looking to increase his lot in life after living on the streets running through ally's and leaping rooftops to get to a target. allways watching his back and looking for new contracts (working toward assassin)

I plan on fleshing out a little bit more cause I've never gotten the chance to play a rogue type! definetly a rogue sniper!

Sovereign Court

Everyone, take your hat off for Una, the female half-orc witch from Belkzen.

When Una's father died in battle, the social status of Una and her mother fell drastically within the Dead Eye Clan. Seeking protection and avoiding slavery, the two females fled. Their random wanderings landed them to a cave occupied by an all female witch's coven consisting entirely of orcs and half-orcs. Here Una grew up learning how to commune with and draw power from the great beyond.

Unfortunately, the cave that the coven occupied contained a lot of mithril ore. Eventually, a Dwarven expedition came to claim the cave for themselves. They overwhelmed the coven through sheer numbers rather than skill. Many of the women fought to the bloody death in line with the finest traditions of orc-hood.

Una was faced with certain death........that is if it hadn't been for Lord Galron. Lord Galron, a dashing, wickedly handsome human paladin of Iomedae appeared out of nowhere towards the end of the blood bath. Lord Galron summoned water and made it rain down upon the combatants simply to cause them to take pause. Galron immediately broke into his best diplomatic gaze, and within minutes he got the few remaining half-orcs and mob of dwarves to stand down.

When Lord Galron spared Una's life, her heart immediatly turned to pudding. She was so taken that she grabbed him and inflicted a wet slimy kiss upon him. This memory will forever haunt Lord Galron.

Lord Galron and Una parted ways of course, but Una writes letters to her love regularly on stationary with a crest at the top that identifies her as Lady Unalfia. Lord Galron, a noble-born paladin of Varisia finds this practice to be most embarrassing and irritating, but Una will not give up so easily. She is determined to win the heart of her gallant Lord Galron at any cost. She has taken up the life of an adventurer specifically so that she may impress him with her bravery and strong will to endure. She followed him to Varisia, and there she will make her mark and win her man.

This character is fleshed out on paper as level one currently, but it hasn't been entered into the website yet.

As far as skill monkeys go, she will have 13 skill ranks at level two possibly even 14 if I choose to add one more for favored class.

Sovereign Court

Is it okay to take a trait from the Adventurer's Armory?


Varisian in due course let me know if the concept is something you might look at and then I can detail accordingly :)


Dotting to show interest, will come up with a concept.


Ok here is what I got, short version

Jathal Human[Shoanti] Summoner 2

Jathal was born of the Shriikirri-Quah, the hawk clan of the Shoanti. Jathal had long known he had an affinity for magic, it seem to run in his blood. Often was his dreams hunted with creatures and totems.

Many thought this was a sign his path lay with the Quah's shaman, but he often had trouble bring forth the magic of the totems. He grasped magic, but the power of the shaman seemed to be always out of his reach, always almost there.He questioned his Quah's sorcerers, traveled far and wide speaking to shamans and wise folk, always on a quest to understand his visions. To understand why this power everyone seemed sure he was destined to wield was beyond his grasp.

The plummet showed him another path. One that lay away from the shamans path he had for long struggled with.It was as he plummeted toward his doom that his path became clear, he understood so much of what lay barred to him. It was not the path of the shaman, but one that demanded his will to command. He understood it at last! As the shaman lifted him, pulling him from his doom he was overjoyed, he whooped with pure joy for at last he understood.

The mark of Iyavak was still fresh upon his skin as he travled alone deep into the Churlwood. There under the stars he completed the sign he dreamed. He etched the great circle into the earth with his fingers and with stone. As his ravaged fingers bleed into the earth he chanted the words of his vision.

With the last word echoing across the grove a mist arose within the circle, his blood flew from the ground and before his eyes Granoc formed. The firepelt sit upon the ground with with that rune upon its forehead. Jathal felt the burning upon his on, and knew from that moment on him and this beast were one.

Granoc looks like a firepelt. A bit small perhaps, but other then the rune upon his head he looks to be a firepelt.


Pathfinder Adventure, Adventure Path Subscriber

I'd like to enter Rhianni Verdani, a female human Varisian entertainer and mystic, in reality a sorcerer

Background:

Originally from lands west of Nybor down to the Yondatakari River her nomadic gypsy people were led through the divine and mystical powers of her mother Juinahia. Her mother, a sorceress/cleric who read the dreams and fortunes of her people, passed down her knowledge, or all that she could to her only daughter Rhianni. But Rhianni's fate like the destiny of many, led by her dreams to make her way for Sandpoint, where the either she will meet with greatness or die in the trials and challenges she will face. Her mother has given her a silver charm, which she wears around her neck for luck and to remind her of the family and people she left behind. She plans to best the challenges she will face and once she has proved herself, will return to her people and take up her mother's place. In doing this, it will allow her mother to seek peace with the spirits of the world and death, before passing trough to the other world. This is the circle that bring all things to peace and fulfilment, so the sages say. The Rhianni will complete her circle and guide her people, giving them hope and connection with the worlds within and without.
Both she and her mother know the power of dreams, and manipulate the destiny of their people through them, or through moulding the dreams of others. As it was fortold, her father died shortly after she was born and the families of her nomadic people provided for both her and her mother, as was right and proper. It is the way with the customs of the people. It too will be Rhianni's fate, when the time to choose a mate is upon her.

Currently Rhianni is making her way in Sandpoint by telling fortunes, and otherwise entertaining people. She has a small stall close to the Sandpoint Theatre, where she makes small money by reading the palms of the theatre goers before they enter for their nights entertainment. Though most of what she does is a sham, the people of Sandpoint enjoy the diversion from their normal lives. Rhianni will also read the stars, the crystal ball or even cards when the price is right. Though most might be wishful thinking on the part of her patrons, sometimes when Rhianni feels, sees or reads their dreams or communes with the stars, the fortunes are predicted with some accuracy.

She will have either an association with Cyrdak Drokkus as she sees him quite a lot going to and from the theatre. She may well have given fortune readings to either Ameiko Kaijitsu or Ethram Valdemar and thereby got to know them a bit better, as she has foretold the truth to them about some events in their life. A similar meeting/event could have occurred to meet the current members of the group, but I'll play whatever as an intro into the campaign.

Not sure if these traits are available, but they would go with the character:

  • Lucid Dreamer (Varisian Wanderers, Wonderseekers)
    Source Faction Guide 63
    Your dreams are a special place of power that only you get to enjoy; driving away threats to your subconscious is as easy as slamming a door. You receive a +1 trait bonus on Knowledge (planes) checks and a +2 trait bonus on Will saves against effects on your dreaming mind or subconscious, such as a night hag’s dream haunting ability, the nightmare spell, and illusions of the phantasm subschool.
  • World Traveler (Human - Varisian)P
    Source Legacy of Fire Player's Guide 8
    Your family has taken the love of travel to an extreme, roaming the world extensively. You’ve seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus to that skill, and it is always a class skill for you.

  • In all this Rhianni knows she is just treading water, waiting for fate to present the challenge to help her grow in power and knowledge.
    I expect Rhianni to be a Sorcerer of the Dreamspun bloodline, although she could equally be an Oracle of the Heavens Mystery or Wizard(Diviner). But I'd like to try her as a Sorcerer. I would see her having at least 1 rank in Perform(Oratory) or Profession(Fortune Teller). She is probably going to be more into enchantments/illusions/divination rather than doing massive damage type of magic. Stats and stuff to follow, if the background gets her into consideration or she's accepted.


    SilentMan wrote:
    How bout a human rogue from riddleport looking to increase his lot in life after living on the streets running through ally's and leaping rooftops to get to a target. allways watching his back and looking for new contracts (working toward assassin)

    I won't allow the Assassin PrC or evil characters, but I could use a rogue.

    Shifty wrote:

    I was considering a heavy CHA based Dark Elf Witch (not evil, just...persuasive) with beefy social skills. If it is a rp/immersive campaign that could work well with the Paladin (some interesting rp angles) and with the Druid - deep discourses on the nature of...Nature? If the campaign is more light hearted rompage then that probably wouldn't work well.

    But if Drow is out then I'll file that one away for another venture...

    Drow is out, but otherwise I like your concept.

    Pelican wrote:
    Is it okay to take a trait from the Adventurer's Armory?

    No.


    Pathfinder Adventure, Adventure Path Subscriber

    If the traits in the background aren't acceptable then alternatives:

    Spoiler:

    Trait: Skeptic, as being a fortune teller she is used to using tricks of the trade to read fortunes and make it appear that the spirits are present. Not every time is she able to read real fortunes.

    Not sure where the RotRLs traits are, I don't see any in my players guide? But I'm willing to work with you to get the correct traits that suit the character.

    I would probably use the Varasian Tattoo feat, unless you count this as the campaign trait.


    Deevor wrote:
    Not sure where the RotRLs traits are, I don't see any in my players guide?

    Not applying, as I am already in a RotRL game, but thought I'd throw this bit of information out there.

    There weren't any traits in RotRL player's guide, just feats. Paizo did put a selection of campaign traits that were tailored for RotRL in the APG (pgs 330-331)


    Sumbitting for your concideration.

    Concept: Human (Varisian) Bard (Desnite Sandman) built as a melee/skill monkey.

    Jalin is in town for the Swalowtail festival, he is part of the Varisian Caravan present to perform at the festival. A skilled orator and a member of the dancing troup his role is to orate the performance as he dances alternately with the performers and the crowd as he orates the story.
    Some thoughts:

    Spoiler:

    *Living all his life with the family caravan Jalin has come of age and is looking expand his horixon as encouraged by Desna.
    *Acustomed to accuations, false or true, as the caravan traveled from town to town have developed skills in Jalin to twarth angry pesants and befuddle non too bright policemen.
    *Developing the Varisian trait for magic through his performance and escapades.
    *Raised around the campfire by close family amongst stories and dance he goes armed with knowledge and good hope into the world.

    Note: I'm playing RotRL in RL atm. We're near the end of book 4 and just hit lvl 10. I'm fairly buisy in RL so I've missed a few sessions so I'm not intimate with everything in the AP but I am confident I can keep player knowledge out of the game.


    For a skill-monkey, here's Quinion Trepanar, Rogue Guardsman (not what it sounds like)

    Background:
    Quinion grew up in Korvosa, and like his father before him (and his father, and his father, for at least six generations) he served in the Guard. Unfortunately, ever since the fall of Aroden, the style of guardwork practiced by the Trepanar family has become less and less acceptable. When once their primary duties were keeping the peace, Quinion found more and more often that the focus of his barracks was no longer on serving the neighborhood, but on finding someone to punish...sometimes with little regard as to actual guilt.

    Finally, Quinion's compassion went too far. Having caught a small child attempting to filch the purse of Aerodus Alazario, a member of Korvosa's new gentry. Quinion refused Aerodus' order to take the child's hand to make an example, and when Aerodus attempted to do so himself, Quinion drew his guard issued shortsword and faced him down. As a result, Quinion found himself challenged to a duel. To everyone's surprise, including his own, Quinion won, leaving a bloody and unconscious 'Sir' Alazario on the green.

    Knowing the political climate, Quinion's father told him to get out of the guard, and get as far from Korvosa and the reach of the Alazario family as possible, so with his Watch Commander's letter of recommendation in hand, he headed westn towards Magnimar. As a reference from a Korvosan Watch Commander was worthless in Magnimar, Quinion has headed to Sandpoint to see if Sheriff Hemlock can use a deputy...

    (Guardsmen, at least lower class ones, are often issued light armor and shortswords, and it seems a sap or truncheon is a natural weapon for a guard not necessarily bent on killing troublemakers...so a skilled rogue seemed like a natural for a City Guardsman. Quinion is NG, lacking the strong lawful bent of many Chelaxians. He can get nasty if needed, but it's not his inclination. Yes, he'll still have stills like disable device, sometimes a good cop needs to get places he's not welcome, and people who smash in doors get noticed.)


    Description:
    Tall and thin, Quinion shows classic Chelaxian traits, sharp-featured and pale. His body language is fairly relaxed however, unless he is angry.

    Personality:
    Quinion is fairly pleasant, unless he sees people taking advantage of others. He moves with an easy grace, and blends in socially.
    His only sore point is religion; the Trepanar family were devotees to Aroden for generations..."Our god up and died on us, so you'll forgive me my disinterest in yours."

    Traits:
    Militia Veteran - Your first job was serving in a civilian militia in your home town. Skills learned through daily drilling and protecting your fellow townsfolk gave you special insight into military life. Select one of the following skills: Profession (soldier), Ride, or Survival. You gain a +1 trait bonus on that skill, and it is always a class skill for you. (In this case, read 'Militia' as 'City Guard')
    Outlander: Exile - You are not from Sandpoint; you’ve recently come from somewhere else and are hoping to make your fortune here.
    For whatever reason, you were forced to flee your homeland. Chance or fate has brought you to Sandpoint, and it’s here that your money ran out, leaving you stranded in this small town.
    You are also being pursued by enemies from your homeland, and that has made you paranoid and quick to react to danger. You gain a +2 trait bonus on Initiative checks. (I took this from the Shadows over Sandpoint Traits in the APG, as it fit the backstory perfectly. The enemies described would be Aerodus Alazario, his family, his mommy, and probably his wet nurse, all of whom seem irked that Quinion didn't just fall down and die for the sake of the Alazario family reputation.)


    Thanks for the replies, lacking a different pitch I will have to concede this one to these other guys with their multitude of great ideas - good effort being put in from the applicants!

    I can recommend Deevor though :)


    I'd like to reinstate Jane Silverheart.
    A cleric of Sarenrae with a hatred against all things undead.

    See her as the party healer and diplomat, who can safely join in on the fight with her mace when talking is no longer an option.

    Jane Silverheart

    Short short background (I've deleted the old one since it was for another campaign)

    She has led an pretty straightforward life under the tutelage of Sarenrae's clerics in Magnimar. She tended to the sick and helped the poor. Living a pretty good life she felt something missing and after prayers to her beloved god she found her answer.

    She took up her meager belongings, said goodbyes to her parents and friends and took off, spreading the word of Sarenrae and helping people in need wherever she could.

    On her travels she had heard about the new cathedral up in Sandpoint and of the Swallowtail festival where the blessing of the gods could surely be felt.

    She arrived in Sandpoint a few days before the festival and took up residence in the Rusty Dragon Inn.


    Deevor wrote:

    If the traits in the background aren't acceptable then alternatives:

    ** spoiler omitted **

    Campaign feats are in the Rise of the Runelords player's guide. I'll allow one of the campaign traits in the APG instead.


    Pathfinder Adventure, Adventure Path Subscriber
    Varisian Chronicler wrote:


    Campaign feats are in the Rise of the Runelords player's guide. I'll allow one of the campaign traits in the APG instead.

    OK...I'll look some up...

    Spoiler:

    The following traits would suit the background of being from a nomadic clan;

    • Exile - APG Campaign Trait
    • Skeptic - APG Magic Trait

    Both these traits fit with the nomadic theme and the fortune telling aspect of her magic.


    Ramarren, Deevor, seeker, I'm going with you three. Post in the *OOC thread* to confirm that you're playing.

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