Pathfinder: Burnt Offerings

Don't sweat it, Whizbang. I've reviewed the thread and will post selections first thing my time Friday morning--that equates to about 12 noon EDST (New York). If someone new slips in a character concept before tomorrow, I'll give it consideration as well, but for now I feel I've seen what I need to see. :)
 

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Thus far, the following are folks interested in this game:

Kaodi, gnome fighter
Whizbang Dustyboots, human paladin
Jdvn1, TBD
Olaf the Stout, halfling rogue
Insight, human ranger
Ivellious, TBD
Rolzup, human hexblade
fenixdown, human monk

Jdvn1, Ivellious--got a concept you've been mulling over? Last call...
 

Hope it's not too late for me to submit a concept...

Name: Mathaino Synetos
Race: Human (male)
Class: Cloistered Cleric
Deity: If gods from Deities and Demigods are allowed, then Athena, focusing on her role as a goddess of wisdom and crafts rather than war. Domains: Artifice, Community, and Knowledge from Cloistered Cleric.
Alignment: Neutral Good
Weapon of Choice: Crossbow
Skills: Would focus primarily on Concentration, Diplomacy, Spellcraft, and as many Knowledge skill as he is able to max out, particularly Arcana, Religion, and The Planes.
Feats: At early levels, perhaps item creation feats; at later levels, probably metamagic. Augment Healing is also a likely choice for first level.
Quick concept overview: A nervous, stuttering, scholarly priest who--for a reason I will probably find it easier to decide upon when I have a little more information about the AP and setting--feels compelled to strike out and join the party's adventures... a sort of reluctant nerd hero.
 

Starting line-up:
Kaodi, gnome fighter
Whizbang Dustyboots, human paladin
Olaf the Stout, halfling rogue
Insight, human ranger
Blind Azathoth, human cloistered cleric

Alternates:
Jdvn1
Ivellious
Rolzup
fenixdown
 

All Dragon material will be allowed. Let's make this game a homage.

Selected players, please feel free to tinker with your race/class make-up. You're not locked in to the concept you tossed in the ring. Alternates, a space is reserved for you in the order posted should players drop out or die and not be raised. All of you are welcome to follow along and post in the OOC.
 

CanadienneBacon said:
All Dragon material will be allowed. Let's make this game a homage.

Selected players, please feel free to tinker with your race/class make-up. You're not locked in to the concept you tossed in the ring. Alternates, a space is reserved for you in the order posted should players drop out or die and not be raised. All of you are welcome to follow along and post in the OOC.

Cool idea. I'll try to find something in a Dragon Magazine to put in my character, somewhere!
 

Damn...I can't believe I somehow missed this thread until just now. Have fun you guys. I'm going to have to follow this game when it starts so I can watch some goblins feast!!!

:D
 


I'll be posting a few excerpts from the Pathfinder blog and product description that might prove to be helpful in creating and fleshing out character concepts. Please note that the follow is all direct from Paizo.com.


[sblock=From the Burnt Offerings product description]
The Rise of the Runelords Adventure Path begins in the small coastal town of Sandpoint. In a time when rumors of rampaging dragons and massing armies of giants have everyone on edge, the people of Sandpoint eagerly anticipate the coming festival to commemorate the consecration of a new temple. Yet, at the height of the ceremony, disaster strikes. A band of goblins assaults Sandpoint, and it falls to the heroes to defend the new temple.

In the days that follow, a mysterious malady that leaves its victims monstrously deformed and dangerously insane spreads through the town. The PCs must not only determine what’s causing this strange contagion, but also discover the sinister connection between the plague, the goblin attacks, and the emergence of a strange rune from an empire thought to be long dead.
[/sblock]


[sblock=A little regarding the setting of Varisia]
During the course of Rise of the Runelords, we'll visit six major locations on the map of Varisia, including two cities, two legendary mountains, a fortress of giants, and a lost city. Yet those account for only six dots on a map—at current count, Varisia's got approximately 40 locations (including cities like lawless Riddleport and ruins like sinister Brinewall) and 20 sub-regions (including the inhospitable Mushfens, haunted Ashwood, and the giant-ruled Storval Plateau) waiting to be explored. In Rise of the Runelords alone, we have three extensive city write-ups detailing cities that the PCs will visit in the course of their travels—Sandpoint, Magnimar, and Xin-Shalast.

Chorak's Rest:

Although the Varisians have no name for this tiny and remote island, the giants of the Gnasher Mountains do. They call the place Chorak's Rest, after the legendary warlord said to be buried in a great tomb there. The giants of the Storval Plateau were not always the barbarians they are today; this much is obvious from even a brief perusal of the texts stored in the History Wing of the Great Library of Magnimar. Yet the giants of Chorak's Rest seem to have retained more of the old ways than their brutish cousins in the Gnashers. Whispers hint that these island giants are the descendants of King Chorak's honor guard, and that they've remained guardians for the past several centuries, preventing approach to the island by giant and human alike. Boats attempting to land on the island are quickly bombarded with boulders and spears, and aerial approaches are shot down with massive ballista bolts carved with strange runes or blasted from the sky by bolts of lightning. Yet for all these defenses, none have approached close enough to determine what, exactly, is behind this prodigious defense. What awaits the lucky (unlucky?) souls who finally manage to reach the island's shores is unknown, but many treasure seekers are sure it would be well worth the trouble.
[/sblock]


[sblock=Gods worshipped in Sandpoint]
Presented below is a brief snippet on the six gods worshipped most frequently in Sandpoint, the location of the first Rise of the Runelords adventure.

Erastil, Old Deadeye
LG god of farming, hunting, trade, and family
Domains: Animal, Good, Law, Plant
Favored Weapon: longbow

Saranrae, the Dawnflower
NG goddess of the sun, redemption, honesty, and healing
Domains: Fire, Good, Healing, Sun
Favored Weapon: scimitar

Shelyn, the Eternal Rose
NG goddess of beauty, art, love, and music
Domains: Air, Good, Luck, Protection
Favored Weapon: glaive

Desna, Song of the Spheres
CG goddess of dreams, stars, travelers, and luck
Domains: Chaos, Good, Luck, Travel
Favored Weapon: starknife

Abadar, Master of the First Vault
LN god of cities, wealth, merchants, and law
Domains: Earth, Law, Protection, Travel
Favored Weapon: crossbow

Gozreh, the Wind and the Waves
N god of nature, weather, and the sea
Domains: Air, Animal, Plant, Water
Favored Weapon: trident
[/sblock]


[sblock=Snippets regarding The Runelords]
The Runelords

In the first Pathfinder blog post I mentioned how we needed to build a new region to set Rise of the Runelords in. In fact, it's more complicated than that. We actually had to create TWO regions. The first of these is Varisia, the realm in which the new Adventure Path takes place. The other is Thassilon, the ancient empire that once sprawled across much of this corner of the world. An empire that was, at its height, ruled by seven powerful wizards known as Runelords.

Thassilon was a sprawling empire that covered an area about as large as the western half of the United States. The Runelords were maniacal arcanists who used magic to fuel their own decadent vices. They forged alliances with dragons and enslaved giants by using secrets of rune and glyph magic stolen from the aboleths. With their enslaved giant armies, the wizards of Thassilon built massive tombs, enormous magical constructs, and staggering monuments that survive today, mute testimonies of a mysterious age long past. Yet as all evil empires must, Thassilon fell. The reason for this fall remains a mystery, but as the end drew near, the seven Runelords retreated into the depths of their greatest monuments, entombing themselves with orders for their minions to release them later to reclaim their empire. Alas, Thassilon's minions were enslaved or slaughtered. No one was left to waken them, and so the wizard kings of Thassilon slumbered for countless ages. Virtues of Rule, Sins of Magic

At Thassilon's dawn, the Runelords held that wealth, fertility, honest pride, abundance, eager striving, righteous anger, and well-deserved rest were the seven virtues of rule—rewards that one could enjoy for being in a position of power. But the Runelords soon abandoned the positive aspects of these traits, instead embracing greed, lust, boastful pride, gluttony, envy, wrath, and sloth as the rewards of rule. Today, long after the fall of Thassilon, the original seven virtues are held as the great mortal sins, although only a few scholars who have studied ancient Thassilon know of their true sources.

The Runelords' magic was closely tied to these seven categories, to such an extent that they developed their own schools of magic. All of the Runelords were specialist wizards. They recognized seven schools of magic (lumping divination magic into the universal school), and each school was associated with one of the seven sins. A Thassilonian wizard selected one sin when he became a specialist, and that determined his prohibited schools, as detailed below.

Envy
Focused on the suppression of magic other than your own.
Specialty: abjuration
Prohibited Schools: evocation and necromancy

Sloth
Focused on calling agents and minions to perform your deeds for you, or used magic to create what you needed as you needed it.
Specialty: conjuration
Prohibited Schools: evocation and illusion

Lust
Focused on using magic to control and dominate others to force them to satisfy your desires, and in the control of other creatures' minds, emotions, and wills.
Specialty: enchantment
Prohibited Schools: necromancy and transmutation

Wrath
Focused on the destructive powers of magic, and the use of magic to channel destructive forces.
Specialty: evocation
Prohibited Schools: abjuration and conjuration

Pride
Focused on using magic to perfect your own appearance and your domain through trickery and illusions.
Specialty: illusion
Prohibited Schools: transmutation and conjuration

Gluttony
Focused on the use of magic to manipulate the physical body in order to maintain an unending thirst for continued life.
Specialty: necromancy
Prohibited Schools: enchantment and abjuration

Greed
Focused on the use of magic to transform things into objects of greater value or use, and for the enhancement of the physical self.
Specialty: transmutation
Prohibited Schools: enchantment and illusion
[/sblock]
 
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Woo, thanks, CB.

My paladin's going to worship Abadar. It'd be nice if we knew which temple was going to be consecrated, since that would be a natural hook for a cleric or paladin character in the first adventure.
 

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