
GM Bone Man |
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Whatever your motivation, whatever your crime, whatever little spark sets you apart from "them", you've been deemed not to belong in the righteous utopia that Talingarde strives to be. It's a hollow lie and you know it. In fact, perhaps the very crime you committed was in trying to expose their hypocrisies and their own crimes. They aren't righteous, they're self-righteous, and for not fitting their vision you have been sentenced to a swift and merciful death, perhaps the salt mines if you're lucky. Or unlucky, perhaps. The axe gives you a freedom that the tight shackles dug into your wrists make you long for.
But before you can know its cleaving liberation, you must toil away three more days within this horrible cell. Damp, dismal, and almost oppressive in its bleak greyness. Your bindings are too tight, and the your arm burns with the runic F that was branded into your arm upon arrival. That's why they call the prison Branderscar, too lacking in imagination to think of anything better. Its rigid walls have never once given way to a prisoner, each who occupied this cell before you met with their fate hopelessly. There is no escape from Branderscar, and you've now three days before you in which to accept your fate and meet your death honorably. Or, if you would prefer, kicking and screaming obscenities up toward the sky in one last act of defiance.
Lurking within the murky shadows of the future though, is a third option. A sort of freedom you can't even fathom in this awful prison. Though you don't yet know it, fate is conspiring to give you not only another chance at life, but the opportunity for vengeance. For power. To burn down everything the zealous worshipers of Mitra have ever strode toward and rebuild something upon its ashes. A difficult path, and one fraught with danger and its own twisted needs, but rewards nonetheless await those willing to walk the way of the wicked.
"Guilty You are a lawbreaker – the worst of the worst. Too dangerous to live amongst the good people of Talingarde, they dragged you in chains before a magistrate and condemned you. They sent you to the worst prison in the land and there they forever marked you. They held you down and branded you with a runic F. You are forsaken.
You won’t be at Branderscar Prison for long. Branderscar is only a holding pen. In three days – justice comes. In three days –everything ends. What a pity. If only there was a way out of this stinking rat-hole. If only there was a way to escape. If only…
No. No one has ever escaped from Branderscar Prison. This is where your story ends..."
What is Talingarde?
Talingarde is the most virtuous, peaceful, noble nation in the world today. This land is ruled by King Markadian V called the Brave of House Darius. He has only one heir – the beautiful princess Bellinda. This benevolent monarchy is heavily intertwined with the Church of Mitra, the Shining Lord. You are from Talingarde. This is your home. You have lived here your entire life. And if they gave you half a chance, you would have your revenge on all of them.
Who is Mitra?
Mitra, the so-called Shining Lord, is the god of the sun, bravery, honor, justice, charity and other such pusillanimous rubbish. The Church of Mitra is the preeminent religion of Talingarde these days. The Knights of the Alerion, the elite warriors of Talingarde, are a Mitran order. The monks of St. Macarius, who travel the land healing the sick and the helping the needy, are also a Mitran order. The House of Darius, the royal family of Talingarde, are devout followers of Mitra. It wasn’t always this way. Before the Darians took over, Talingarde worshiped an entire pantheon of deities. Preeminent among those deities was Asmodeus, Prince of Hell, Lord of Ambition and Order. Now it is forbidden to worship Asmodeus. To do so is to be condemned. The Mitrans destroyed all the Asmodean temples and burned his books and priests. There are no followers of Asmodeus anymore in Talingarde – at least none you know of. Devout Mitrans will not say the name Asmodeus. He is simply “The Fallen” or “The Enemy”.
How did they catch me?
You tell me. You must pick a crime (there is a list provided below) that you were condemned for. They are only two requirements – you got caught and you really did it. It’s not surprising that the Talireans (the people of Talingarde) caught you, though. Talingarde is a fiercely lawful and good society. Crime (especially heinous crime like yours) is not tolerated.
Each character chooses one heinous crime that has earned them a place in Branderscar Prison. Each crime grants a different benefit, similar to a trait. You may have committed many crimes during your lifetime, but this is the crime that finally got you branded and condemned.
Besides simply choosing a crime, you should also consider how the crime was done. Was this a well planned criminal enterprise or a crime of passion? Did you do it alone or did you have accomplices? Was this the first time you did this crime or are you a repeat offender? Answering these questions will help flesh out your character’s background.
This has been said before, but it bears repeating. Your character actually perpetrated this crime. You may have done it for what seemed like noble reasons. You may have gotten entangled in this criminal enterprise unwillingly. But there is no doubt that you are guilty. You have not been sentenced to the worse prison in Talingarde unjustly. You are here because you deserve to be.
Arson:
You have willfully started a fire that destroyed property. To be sent to Branderscar, you didn’t start just a minor little trash fire. Your act of arson threatened a major town, city, church or castle and likely cost someone their life. You’ll be punished for your crime by facing the fire yourself.
Punishment: Death by burning
Benefit: Whenever you score a critical hit with a fire attack, you receive a +2 fire damage bonus to your damage roll. This bonus is a trait bonus.
Attempted Murder:
You tried to kill someone and botched the job. To be sent to Branderscar Prison, you did not try to kill just anyone. You likely assaulted someone of great importance and prominence.
Punishment: Death by beheading
Benefit: You gain a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Blasphemy:
Either you have defamed the great god Mitra or you have been found guilty of worshiping one of the forbidden deities (who preeminent among them is Asmodeus).
Punishment: Death by burning
Benefit: +2 trait bonus to Knowledge (religion) and Knowledge (religion) is always a class skill for you.
Consorting with the Dark Powers (Witchcraft):You have been found guilty of summoning an evil outsider. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was, “May Mitra have mercy upon your wretched, damned soul.” If only you could get a chance at revenge!
Punishment: Death by burning
Benefit: You receive a +1 trait bonus to Knowledge (planes) and Knowledge (arcana) checks, and one of these skills (your choice) is always a class skill for you.
Desecration:You have violated one of the churches, cathedrals or holy shrines of the great god Mitra. To be sent to Branderscar this was no minor act of vandalism. Instead you have done something flagrant and spectacular to dishonor the Shining Lord.
Punishment: Death by burning
Benefit: You receive +1 trait bonus on all saving throws against divine spells.
Desertion:You have deserted from the Talirean military and been recaptured. To get sent to Branderscar this was not some minor or routine dereliction of duty. Instead, you abandoned your post during a time of crisis — perhaps battle or while defending the Watch Wall. Regardless of the exact circumstances, your laziness and cowardliness must have caused loss of life.
Punishment: Death by hanging
Benefit: You receive one bonus skill point per level that must be spent on the Profession (Soldier) skill. Profession (Soldier) is always a class skill for you.
Dueling unto Death:You have engaged in a duel to the death and mortally wounded an opponent. The opponent was honorable enough to say nothing before he expired. Alas that his family or companions was nowhere near so honorable. Dueling was once common in Talingarde before the House of Darius came to power. The House of Barca all but encouraged duels of honor. Now, dueling of any sort is punished severely. Dueling to the death is a sure way to be sent to Branderscar Prison.
Punishment: Death by beheading
Benefit: You gain a +1 trait bonus to Fortitude saves
Extortion:You have defrauded money from someone by holding information of their wrongdoing over their heads. To end up in Branderscar, this was no minor act of merely threatening to expose someone. Instead you ave attempted extortion against someone of great prominence and for exorbitant stakes.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Intimidate checks, and Intimidate is always a class skill for you.
Forgery:You have forged documents issued either by the crown or by the Church of Mitra. Alas, that your forgery while competent was not entirely undetectable. To be sent to Branderscar, this was no minor finagling of paperwork. This forged document could have cost lives, undermined the reputation of the Church or endangered the security of the realm.
Punishment: Life at hard labor in the salt mines
Benefit: You gain a +3 trait bonus to Linguistics skill checks to commit forgery and Linguistics is always a class skill for you.
Fraud:You tried to bilk someone out of their cash. To end up in Brandescar Prison, this was no petty con job or penny ante racket. Instead, you brazenly tried to defraud someone important of a huge sum of money. And it almost worked too!
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +2 trait bonus to Bluff checks and Bluff is always a class kill for you.
Grave Robbery:It is forbidden by sacred law to dishonor a corpse after it is been sealed in its tomb by a clergy of the Mitran faith. Some may not honor this ban: necromancers, golem crafters, self-styled scientists, and alchemists delving into the forbidden secrets of life and death. These ghouls can expect no mercy from the Talirean Magistrates. And by sending you to Branderscar Prison, you have received none.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to confirm critical hits.
Heresy:You have denied the supremacy of Mitra and been condemned for it. For this to be a crime, you were not content to keep your heresy to yourself. You tried to sway others. Likely you were captured by the famed witch hunter Sir Balin of Karfeld. The last thing he said to you was: “Mitra may forgive you yet for your lies. Talingarde will not.” If only you could get a chance at revenge!
Punishment: Death by burning.
Benefit: You receive a +1 trait bonus on all saving throws against divine spells.
High Theft:You had a foolproof plan to steal some great treasure. Alas, the scheme had a fatal flaw and went horribly awry. To be sent to Branderscar prison, this was no ordinary robbery attempt. You tried to steal something of great value or religious significance.
Punishment: Life at hard labor in the salt mines
Benefit: You receive a +1 trait bonus to Reflex saves.
High Treason:You have willfully worked to bring down the current Monarch of Talingarde — the beloved King Markadian V called the Brave of House Darius. To be successfully tried for High Treason you have done more than merely dislike the king, you did something tangible to undermine his rule. Alas, that you failed at your plot and are now headed to Branderscar Prison. Treason is the only crime that is still punished by the gruesome ritual of being drawn and quartered. Your stay at Branderscar will be brief.
Punishment: Death by drawing and quartering
Benefit: You receive a +1 trait bonus to Will saves.
Kidnapping:You have abducted someone perhaps to ransom them or do unspeakable things to them. Unfortunately, you were caught and your victim was rescued (if they weren’t rescued — you would be guilty of murder instead). To be sent to Branderscar Prison, you must have abducted someone of great importance or in a particularly gruesome manner.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Murder:You have killed without just cause and been condemned for it. To be sent to Branderscar Prison, this was no typical killing but a particularly savage and unforgivable act. You may also have killed someone with powerful friends. Note: You are not allowed to have killed someone in the royal family of Talingarde. You may have tried (his would instead be High Treason — see above) but ultimately they are too well protected.
Punishment: Death by beheading
Benefit: You deal 1 additional point of damage when flanking a foe. This additional damage is a trait bonus.
Piracy:You have been caught in the act of piracy on the high seas. This is a rare crime these days since Markadian I called the Victorious burned the last major pirate fleet to threaten these isles. Still the crime is punished harshly. Likely you are the sole survivor of your ship.
Punishment: Death by hanging
Benefit: You may select either Bluff or Intimidate. The selected skill receives a +2 trait bonus and is always a class skill for you.
Sedition:You have attempted to covertly stir up rebellion against your rightful sovereign. This differs from high treason in that you attempted to convince others to make war against Talingarde instead of taking direct action yourself. A subtle difference to be sure. But it is the difference between receiving the swift justice of the axe instead of the slow suffering upon the rack.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.
Slave-Taking:Slavery is illegal in Talingarde and a very rare crime. Still, once in a great while, slavers from the mainland will foolishly make an incursion into Talirean protected territories. When they are captured alive they are always made an example of.
Punishment: Death by beheading
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.
Slave Trading:Slavery is legal in other parts of the world and it can be tempting to the most decadent of Talingarde’s nobility to acquire a “souvenir” when traveling abroad or to purchase the object of their desire from a less reputable merchant. However you ended up trading slaves in Talingarde, you were caught red handed and now you will lose more than simply your freedom.
Punishment: Death by beheading
Benefit: You receive one bonus skill point per level that must be spent on the Appraise skill. The Appraise skill is always a class skill for you.
Before i will look at your Crunch i will need Phase 1-3 to be completed entirely. To me the background of a character is the most important part. i would rather have a team if fighters that think than have that perfectly balanced group
1. Your experience with the rules.
2. Your experience with PbP.
3. Expectations for playing and what you want out of the experience.
4. Philosophy as a PbP player.
5. Why you are applying to this game?
6. Define what you think good role-playing is in PbP.
7. What is your experience with this adventure path?
In an attempt to get all the information I need to create stuff from character backgrounds without having to continually push for information, I am asking that you create backgrounds the following way:
Step 1:Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
Step 5:Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor
1.How does your character interact with the others within a group?
2. What is your character's role in a group?
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
4. What are your character's goals, conscious and, perhaps, subconscious?
5. How easily does your character love? Have they been in love?
6. Is your character racist at all, either now or in their past?
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
8. How is your character about material possessions?
9. What does your character perceive their major problems to be?
10. What does he perceive the solutions to those problems to be?
11. What are your character's religious beliefs?
12. What does your character fear?
13. How much of a temper does your character have? What sorts of things set them off?
ALL PLAYERS MUST USE THIS FORMAT FOR THEIR CHARACTER SHEET...-=CHARATER SHEET=-
i need this so it will be easier for me to review you characters, i have taken care of most of the formation for you, feel free to add hyperlinks & spoilers as you see fit, but keep to that format.
Level: Characters will be starting at 1st Level.
Note:Your first level will be triple gestalt one of the three wll have to be a -=NPC class=- have your background work with what you choose be it one day discovering your powers/ or practicing witch craft/ Training and this is what lead you to be evil, if you have any questions on this feel free to ask
Attributes: Ability scores will be purchased using a 15 point buy, with the popular 1-1 purchase method that helps MAD characters, which is to say: all scores start at 10, before racial modifiers, and each point you put into an ability score raises it by a single point. You may, if you so desire, take up to 2 points from an ability score, gaining a similar number of points.
Note: stat can be above 18 or below 8 after racial mods.
Hit Point Generation: Max every level no one likes to die...
Classes: Pretty much anything officially released by Paizo is fine. i am manly looking for thematic characters more than filling roles. I will also allow -=Psionics=- and Occult Adventures Note: Changes may have to be made once released.
Note: i don't mind power gaming but i will adjust the difficulty if i see it ^_^
Races: all allowed. Be advised races that have certain environmental requirements (Merfolk, Gillmen) or difficult to hide (Strix wings) may prove difficult. Also a team of all Orcs will have difficulty Bluffing and Diplomacy with NPCs.
Alignment: Any, but you should keep in mind I don't like player conflict unless it's natural for it to happen and fun for all but, please just don't kill one another.
Starting Wealth: Nothing
Traits: Everyone will begin two traits of their choice One must be a crime trait. Each player may take a single Drawback to gain a third trait. Traits should be part your background and feed into your character's overall narrative.
Also i would like everyone to have this under their character names so it will be easier for me to reference your stats I will provide a sample:
Bloodrager level 1[spoiler= HP|AC ] {HP:12} {AC:18,T:15,FF:14}[/ spoiler ]{Inish:+2}{Perception:+4}
half-orc[spoiler= Saves|Skills ] {R:+4};{F:+6};{W:+1}|{Acrobatics:+5}{Climb:+6}{Craft:+4}{Intim:+5} {Spellcraft:+2}{Survival:+4}{K(Arcane)+3}{Use Magic Device:+5[ / spoiler]
Just remove the spaces
For those who want to here are the -=Vampire Feats=- also have this, if you take it at first level be part of your story
Finally i ask all players to have at lest two reference photos linked to Google drawings. This helps me when i and writing the way NPC's act to your presence
i will be using these alternate rules
-=Called Shots=-
-=Armor as DR=-
*Everyone gets a free rank in a Profession skill of choice at 1st level. Give your PC some background and depth
* Combat Expertise, Deadly Aim, and Power Attack are no longer feats, but simply combat options. They may be done freely by anyone with the requisite ability scores. Also, Point Blank Shot is no longer a feat. It’s just a natural consequence of being closer to your target. Please, still declare when you’re using one of these options though, for clarity’s sake.
* The Improved [combat maneuver] feats no longer have as prerequisites Combat Expertise (Improved Dirty Trick, Improved Disarm, Improved Feint, Improved Reposition, Improved Steal, and Improved Trip), or Power Attack (Improved Bull Rush, Improved Drag, Improved Overrun, and Improved Sunder) because those feats aren’t feats anymore. I would love for combat to be more dynamic and cinematic than just a hackfest.
* Combat Maneuver attempts only provoke attacks of opportunity if they fail, or if the target of the combat maneuver has a greater feat in that maneuver than you. (no feat < Improved < Greater) Same as above, maneuvers make combat more fun.
* Creatures under a fear effect receive a new save each round to decrease the fear effect by one step. (shaken < frightened < panicked) No one, not even the GM, wants characters taken out for long. Shake it off and get back in the action.
*I will roll initiative for combat using the Combat Manager application and post the order. Everyone can post their action as they are able and then I will string them together into a cohesive narrative. I’ve never tried this before, but I hear it’s the smoothest way of doing it. This may mean I have to make some minor calls on your behalf (you attacked monster 1, but it’s dead now so I’ll just have you attack monster 2). It’s just faster than waiting for everyone to post what they rolled.
* I will use each player’s passive Perception score (10 + bonuses) at all times, UNLESS a player indicates that they are actively searching something or being especially vigilant for something in particular. It just keeps things moving smoother. And I’m not a stingy GM with searching stuff anyway. I’m not going to pull the “You did SAY you look there!” nonsense on you.
*I realize that this is a fair number of house rules. I have only included rules that I believe will contribute to the style of game that I would like to run. If you have questions/concerns with any of these, please, speak up.
--------------------------------------------------------------------
Geastalt
1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.
2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.
3) Strengthen Each Others Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.
4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats
5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)
6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.
7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).
8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side.
9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)
10) DM/GM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."
ok i know that a lot ^_^ i am looking to take 5-6 players i have some big requirements so i will level recruitment open until August 4th dose that seam like enough time?

Rosa Luminaass |

I will change rosa to house rule GM but she is 80% there,
love the idea of this game.
LE Tiefling Devil-Spawn (Hellspawn)
Classes/Levels Cleric (Asmodeus)[1] /NPC Warrior [1]/Dread [/1]
Finely I get to make an Evil Dread pc :)

Doomed Hero |

Depends on your viewpoint, motive, and knowledge of events.
This good nation is not without its victims.
You won't get a paladin, sure, bug not everything that dwells in darkness is out for innocent blood.
According to a review I read, this Adventure involves things like the sacrifice of innocent people, summoning demons, releasing a horde of goblinoids on an unsuspecting countryside, and other acts of deliberate, straightforward villainy.
Unless you plan on playing out the full decent of a good person into evil, I don't think this is a good fit for a character who is even remotely redeemable.

Rosa Luminaass |

1. Your experience with the rules.
been playing pathfinder form year 1, know them well, not all splat books but most.
2. Your experience with PbP.
Been on here close to 3 years and played for years PbP wr games.
3. Expectations for playing and what you want out of the experience.
Good background good believable NPCs, respectful fellow players, an understanding communicative and regular posting GM. :)
4. Philosophy as a PbP player.
Fluff is where the PC is, not keen on Meta gaming and Munchin play, in may view RPGs are not about 'winning' a game but 'playing' a game. If my PC gets killed as long at it follows the logic of the world and what the PC would do thats fine. I love roll playing not playing RPGS, play 1st rules 2ed.
5. Why you are applying to this game?
To try out a new and original PC, in a setting that will allow me to see what she is like and how she will act. A chance to intercalate with other interesting PCs. I really want to see how a Evil group will bond, if at all.
6. Define what you think good role-playing is in PbP.
Roll play over ruleslawyering, I like the rule of cool, I good roll player should really understand and play their PC as they are, not to the rules and not for an idea of a 'Win' it means more to me of the PC is real over OHK power PCs.
7. What is your experience with this adventure path?
started it once but the game did not last past getting out the cell.
Lot of GMs try this path and find it to much.

Theodoric Redner |

I'm going to rebuild this fellow as a Brawler/Bard/commoner who was convicted of being a slave taker. Before his life of crime, Theodoric was a barkeep raised in poverty who had an eye for stories. He kept less then savory contacts and when his burgeoning inn fell under the scrutiny of the city guard, he lost his clientele and was forced into a life of crime himself. Bitter and resentful of the hand dealt to him, he found he had a knack for the life of a criminal. He lived a decent life, repaying many of his business debts, until he was captured in a sting by the guard. Now stuck in Brandescar prison, Theo plots his escape while quietly worrying about a bite he suffered shortly before he was captured.
- Your experience with the rules. I've been playing and DMing Pathfinder/3.5 for around a decade.
- Your experience with PbP. I've been using PBP for the last couple years. I've played through a few games, with the longest running of them that's still going started in September 2013.
- Expectations for playing and what you want out of the experience. I've wanted to try out this particular adventure path for a long time. I like the idea of a set of evil characters seeking to overthrow a kingdom while finding ways to work together.
- Philosophy as a PbP player. I like strong roleplaying with a bit of an emphasis on the political. I enjoy a good crunch, but without a solid set of RPers to back it up, it all falls apart.
- Why you are applying to this game? I've always wanted to play in Way of the Wicked and the gestalt format provides an opportunity to play some interesting characters.
- Define what you think good role-playing is in PbP. Good roleplaying requires that you're able to think like your character would, same as tabletop. It also requires you to be able to post coherently so that your character can be clearly communicated to everyone else. It also requires that you are consistent with your posting so that the flavor of a moment isn't lost.
- What is your experience with this adventure path? None whatsoever.
1.) Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
- Grew up poor and disillusioned with the mainstream worship of Mitra, who never deigned to help him out.
- Started running with criminals in his teens from whom he learned about Asmodeus (in whispers). The strict hierarchy matched his worldview and he started to learn more of him.
- As a young adult, he tried to start a legal (if shady) establishment that was shut down as a result of Talingarde's interference (oversight looking for criminals).
- Turned to slaving to pay his debts and rebuild his life after his inn fell apart. Had some aptitude with his fists while acting as his own bouncer in the inn.
- Built up combat expertise based on former parlor tricks and bouncing from past over 4 years of slaving. He built on his base hand-to-hand fighting ability and started learning more magic.
- During one of his last attempts at taking a slave, he bit off more then he could chew when the 'merchant' he was trying to take with his gang turned out to be a vampire. He was bitten and has been feeling increasingly ill.
- Was captured during a sting and taken to Brandescar prison.
2.) List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
- Theodoric wants to build his personal power and rise up the world's 'hierarchy'. His first step is to escape his death sentence. From there, he will play it by ear.
- Discover who his father was and pay him back hundredfold for the misery of his childhood.
- As Theodoric turns into a vampire, it would be interesting if he either sought out the vampire who bit him for revenge or for guidance (depending on details). It might also be both (backstabbing). I'm also interested to play around with the idea of his transition from a handsome young man into an undead abomination.
3.) List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
- Theodoric was born to a prostitute in the slums of one of the larger cities of Talingarde. He doesn't know who his father was.
- He was bitten by a vampire!
- Last one was a bit lame, so here's another: While running with his slaving gang, Theodoric had a personal code that he'd never take kids and would help them escape if he could. The idea was to painful given his own miserable childhood. Adults were capable of defending themselves and earned their fate if captured.
4.) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
- Theo's father is an unknown quantity who he blames for his miserable childhood. If he can find him, his father will not be happy.
- The guard captain, Lothar, who effectively shut down his inn. He knew Theo from his childhood on the streets and Theo feels that the captain's prejudice influenced his decision to focus on his inn.
- Markus, a fellow slaver, who wasn't on the raid when Theo was captured. He knew Theo from his childhood and had always been straight with one another. A shared interest in gambling (dog fighting, pit fighting, racing, etc) led to a friendship. He is one of the few who Theo trusts.
- Viktoria Redner is Theo's mother. She did what she could to raise him well, but given their situation there was very little to go around. She started working as a maid, then cook, in an inn after Theo was born. She acted as cook in his inn for the short time before it closed. She is unaware of his affinity for Asmodeus and still worships Mitra.
5.) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor
- Theo attended the Mitran church as a child at his mother's request. He found the entire experience remarkably boring, but one lecture always stood out in his mind. He remembers the priest droning on about Mitra's justice and inherent fairness, and feeling disgusted with idiocy of the idea. Mitra was manifestly unfair. This was the start of his rebellion against mainstream worship.
- Theo tends to seek out fine clothing as often as he can. Having come from a poor background, he hates the common clothing worn by 'riff-raff' and loathes situations where he must wear it.
- Theo has never been an experienced liar and his tongue has gotten him into more trouble then he cares to remember. He has a nervous tic on his cheek that is a dead giveaway when lying.
1.) How does your character interact with the others within a group?
Theo is not generally malicious. He sees his deeds (evil or good) as means to an end. He doesn't generally go out of his way to inflict harm unless there's a significant gain for him involved. As such, he can play nicely with others in a group as long as they're all working towards a common goal. He is true to his word (mostly) and is willing to sacrifice for close friends who've proven true before. He's genial and charming, though rough spoken.
2.) What is your character's role in a group?
Theo is meant to be a front line combatant who buffs and debuffs. He'll likely spend the first round of combat tipping the odds in the group's favor (bardic performance and spell), before wading in and beating things into pulp. He supplements his beatings with a variety of control abilities (grapples, trips, dirty tricks, etc). As he levels up, he'll become increasingly better and better at social interaction as well (versatile performance).
3.) How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
In present company, his distaste for harming children probably stands out. He is also not sadistic and takes little pleasure in schadenfreude. That said, he is vicious when he has a goal in sight and he feels he's being thwarted. He has an affinity for cats, kittens in particular, that strikes those who've seen him with his hands bloodied as odd. He's an accomplished story teller and genuinely relishes telling a good tale.
4.) What are your character's goals, conscious and, perhaps, subconscious?
Seek out power so that he may live comfortably and in a position of influence. He also wishes to see his mother living in comfort after her life of hardship. He wouldn't mind seeing those who've wronged him hung out to dry. He wouldn't admit it if asked (or even to himself), but he wants to see Talingarde burn for the pain inflicted on him. He has a deep rooted hatred for Mitra, though he would say he is only apathetic about the "weakling god".
5.) How easily does your character love? Have they been in love?
He has not loved, though he has affection for a number of women he has been with. He has felt that he couldn't provide for anyone he might want to marry so he has kept his distance purposefully. Hurt by his past, it will not be easy for him to come to intimately trust anyone.
6. Is your character racist at all, either now or in their past?
Theo is not racist, given how he has seen all struggle and toil in the muck that was his childhood home. He does have a distaste for the upper classes of Talingarde. He has been called street rat while begging for food too often for him to hold any affection for the richest. He turns a blind eye to any charity that is available, calling it a "sop to the vanity of the stuck-up bastards on the top of the hill".
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
While he might disdain the rich, he isn't willing to admit that he envies them and their comfort. When he imagines himself risen to the top of society, he purposefully keeps himself far humbler then many of the nobility. All of this is a lie, he has a strong vain streak and his lowly position irks him.
He also ignores much of the good Mitra's priests and servants do. This is a bias, long ingrained, that isn't likely to fade in his lifetime. He sees the god as helpless to undue to wrongs in the world and his worshipers to be banal sheep.
8. How is your character about material possessions?
That which he considers his is defended closely. He has had to do without far too often to be free with his goods. He isn't greedy *cough*, but just wants what should rightfully be his.
9.) What does your character perceive their major problems to be?
He was born into poverty through no fault of his own and the world has been stacked against him. He has been imprisoned for trying to free himself of the arbitrarily inflicted destitution that his obvious superiority demands he be free of. He is to be beheaded in a grossly unfair perversion of justice. The system grows increasingly corrupt the more you study it.
10. What does he perceive the solutions to those problems to be?
He currently feels that there is only a little he can do to right the world's wrongs, but he can maybe save himself and a select few. By abusing the corrupted system, he can right the stacked deck and help out a few of his fellows. Anything more then that is a futile and quixotic waste of time.
11. What are your character's religious beliefs?
He is a devout worshiper of Asmodeus. The god's descriptor of how the world should and does work makes tremendous sense to Theo. He is where he is due to the tyranny of those who are his 'betters'. They claim to worship the puppet god, Mitra, but their actions speak for themselves. All the self-righteous and vain bleating about 'honor, justice and fairness' are facades for the corrupt world that exists today.
12. What does your character fear?
Death. He hasn't had time to claw his way into a position of power that is rightfully his. He fears dying before he can prove that he is much stronger then his birth and current station would lead others to believe.
He also fears the death of his mother, who is one of the few positives in his life.
13.) How much of a temper does your character have? What sorts of things set them off?
He is generally calm, but excessive preaching by Mitran priests will set him into a foul mood. Add in any prattle about his position being 'a reflection of the ills in your soul' and he is likely to become violent.
Threats to those he genuinely likes and loves are also likely to earn his ire.
He can be vain, so he can be set off after sufficient agitation about his lot in life, though this takes more prodding as he encounters it often enough to have become somewhat inured.

GM Bone Man |

Going to see if I can think up a compelling character backstory and personality!
Edit:
Question! It says that worship of Asmodeus is banned, are all other religions banned also, and can our characters worship deities other than Asmodeus?
that happily is up to me so i will allow players to worship him^_^
Note:Players that worship Asmodeus would as the god love contracts and making deals Evil ones {\\_//} so play accordingly
oh and for anyone that need it
-=Way Of The Wicked Players Guide=-
edit
and to be clear only the first level will be triple gestalt with the NPC class. After that only the player classes will continue to level with normal gestalt rules

Rosa Luminaass |

Oooo contracts, cool, all you need do is sign in blood
Step 2: List at least two goals for the character.
1: Earn a place as a powerful Devil in hell but Bring Asmodeus back to is rightful place in this lost kingdom.
2: Just see what a Dread can do when fully evil and linked to an Evil faith. I see her as the 1st high priestess of the new game.
3: Find 'Dark contract' it was taken from her, a Devil possessed Hell Blade and a Symbol of her being a Hound of Hell.
Step 3: List at least two secrets about your character.
1: She will go back to Hell if killed, there to face her commander, who she knows is in league with a group of devils seeking to challenge Asmodeus, but she has no evidence yet.
2: She has an older sister, of which she knows nothings about [Hellana Luminass] a good cleric who helped, Grand Inquirer Sir Gilon Hiblle to hunt her down and is now seeking her their father.
3: Unknown.
Step 4: Describe at least three people that are tied to the character.
1: Her Father, a powerful LE mage, she both hates and respects him, for his power [Dalron Luminass] now in hiding.
2: Lord Kaleen a secret Asmodeus worshipper, who sold his soul v her for power and money.
3: The Devil lord Vilrnus, the Devil in charge of the Hounds of Hell. [Think police chief, ruthless hunter of demons and run away Devils]
4: Grand Inquirer Sir Gilon Hiblle, a cleric and her Nemesis who hunted her down and placed her on death row. She hates him with a vengeance.
5:NPC 'Dark Contract' A Hell blade, now lost, taken from her, a Devil Possessed Hell blade.
Step 5:Describe three memories, mannerisms, or quirks that your character has.
1: Her time in hell, Endless war, end blood war, fighting as a near mindless slave, then the day she slow a renegade Devil, The Hell blade, she dreams of it and it calls to her. The blade burned itself into her mind.
2:The day her father sold, her as a child to hell, the whole event, the Devil taking her and the loss of a life she could have had. But now she is what she is, she knows her looks mean she will always be out cast, always hated by the weak.
3:Her Mother, the last time she looked up from her child's bed, not long after she was gone, and soon she was sold by her father.

Philo Pharynx |

Do you allow tiefling variant abilities? If so, tiefling ability: 1d100 ⇒ 88
Melee weapons are treated as evil for penetrating DR
If not, I'm okay with this.
My concept is a person born to be a warrior. Bred and raised to take advantage of powers in the bloodline.
Soulknife(cutthroat)/Psychic Warrior (Meditant) going into elocator.

Alexander BadAxe |

I'm going to rebuild this fellow as a invulnerable Barbarian/Scared witch doctor/expert who was charged with Consorting with the Dark Powers (Witchcraft). I didn't I just owned a lot of books on how to do it as well as the true names of many dark powers. But I so far lack the skill to even attempt to do a summoning. But when they found the books and practice diagrams I had drawn up they wouldn't listen to a thing I said. I swore revenge on the inquisitor Count Ruben.
Your experience with the rules.
I've been playing and DMing Pathfinder/3.5 for around a decade.
Your experience with PbP.
I've been using PBP for the last 5 years. I've played through a few games, with the longest running of them that's still going started in Apr 1, 2014. Of course that is likely because I have good players. This will be my second time playing an evil campaign although my first one was more of an evil overlord type.
Expectations for playing and what you want out of the experience.
I want to be proactive. In most games you are given quests and you have to go do them, but since this is an evil game I want to try and hit unexpected targets. Very interested in getting revenge taking over the empire.
What is your experience with this adventure path? None whatsoever.
1.) Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Alexander always had some trouble fitting in as an orc.
He started his research in order to get in touch with his cultural heritage.
Alexander is somewhat of a kung fu wizard. He uses magic to help his physical might.
Ever since Alexander started his research animals have hated him. No horse will carry him.
Alexander is a gambler. He loves to gamble, but he only plays with friends so that even if he loses at less one of his friends win. Also so that if he finds they have been cheating he can knock their teeth in. He considers play a fair game to be a point of honor.
2.) List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.
Alexander is interested in summoning dark powers now! If he's going to be punished for it then the Crime should fit the punishment!
Alexander is searching for the Anestral weapon of his clan the BadAxe. An adamantium great-axe that has been passed down from BadAxe to BadAxe of the clan.
3.) List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!
Alexander does in fact know the true names of many evil outsiders.
Alexander's very successful research was not only by his own efforts. He does not know it, but his has been an object of interest of dark forces for some time now.
4.) Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.
The inquisitor Count Ruben! Revenge!
Olg an old wise women who I have know for years. i consider he more of a mother then my own mother.
Otfar GENTLEMEN ADVENTURER! He and me have worked together to explore many dark tombs and repositories of forget lore.
5.) Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor
Whenever he kills something or charges into battle he shouts BadAxe.
He never fails to get in by crashing though the door or window for a dramatic entry.
Animals hate him and he hates them.
1.) How does your character interact with the others within a group?
Alexander is a very straight forward guy. You are ether his friend who he will protect with his life or you are his enemy who will soon die.
2.) What is your character's role in a group?
Alexander is a front line combatant. He sometimes casts spell, but only when time allows usually out of combat.
3.) How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
Animals hate him and he hates them!
Alexander is very loyal friend.
4.) What are your character's goals, conscious and, perhaps, subconscious?
He's not that complected his conscious and subconscious goals are the same.
5.) How easily does your character love? Have they been in love?
He is an Orc there are few Orc's were he lived and no half-orc's you do the math.
6. Is your character racist at all, either now or in their past?
He has been subject to alot of racism and now whenever he encounters a non-orc he expects it.
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
He believes that half-orcs don't exist. They are just a story.
8. How is your character about material possessions?
He values knowledge most of all, but he has a good memory so that does not tend to be a problem. He does tend to get possessive about artifacts that have to do with his cultural heritage.
9.) What does your character perceive their major problems to be?
He is an Orc.
10. What does he perceive the solutions to those problems to be?
Overthrow society.
11. What are your character's religious beliefs?
He plays some lip service to the Destroyer, but he is not very devote.
12. What does your character fear?
Death. He hasn't had time to claw his way into a position of power that is rightfully his. He fears dying before he can prove that he is much stronger then his birth and current station would lead others to believe.
13.) How much of a temper does your character have? What sorts of things set them off?
Orc jokes or perceived orc joke get him real mad.

GM Bone Man |

sorry it took me some time to get to your request, it has been a hard day...
I see that you wanted to have a shaman as your second class..well ill hit you with a few points and you can do with wit what you wish ^_^
*hes a student studying magic and found shamanism was one he favored
*Your character could be someone that has been studying magic in order to contact a loves love/friend for some reason
*But instead he contacted the soul of the character you told me about and now he is in control or corrupting him with the promise of power
*your character could be some legend of the necromancer that has been plaguing the land for century's and for some unknown reason even when he is killed he keeps coming back luckily for the "good" guys he losses all of is power when he takes a new body
*ill think on this more but it has been a hard day for me and i have to get up in 4 hours, let me know what you think
edit oh and about your Grumbeljack ill have to day the only way you could play him would be as a orc the half-ogre is way powerful sorry if that kills your idea

Rosa Luminaass |

1.How does your character interact with the others within a group?
She is a cleric and as so will seek to shepherd her group in the ways and teachings of Asmodeus.
2. What is your character's role in a group?
As a healer and spiritual guild, seeking to protect the group from demonic corruption. Not a leader but a guild for doomed souls
3. How is your character not as they seems? I want one or two skills that would surprise others if they found out he knows them. Also include personality traits, positive or negative, that would similarly surprise others.
She is a dread, she hides her mind mage ways, to all she is just a cleric but in fact she can but the fear of hell in others.
She is a noble, this also she keeps to herself.
4. What are your character's goals, conscious and, perhaps, subconscious?
She worrys she will not please her master, that she will fail in her task to being about his return to the lands.
She has also lost her hell blade, taken from her when she was betrayed she wants it back.
5. How easily does your character love? Have they been in love?
She dos not and has no idea what that word really means, hate she understands but love is a mystery to her.
6. Is your character racist at all, either now or in their past?
Yes to all Chaotic beings, to her they are the fallen.
7. All people believe something that is not true, both about the world around them and about themselves. What lies/untruths does your character believe about themselves and the world around them?
She believes her father sold her to hell for her own good, because he wanted her to be strong. To be like himself, but the truth is he sold her because he was weak and never gave it another thought, he believed she would die and that would be the end of it. He did not care for her no love her, she was just a means to and ends.
8. How is your character about material possessions?
Her holy items, the book of Asmodeus and her Hell Blade have all be taken from her, they are the only objects she cares about.
9. What does your character perceive their major problems to be?
weakness and powerlessness, she is facing death and the horror of going back to hell a failure.
10. What does he perceive the solutions to those problems to be?
Get out, crush all opposition and being the faith of Asmodeus and the true hard rull of law to the land.
11. What are your character's religious beliefs?
Asmodeus, she one of hells clerics
12. What does your character fear?
Chaos and its rule over all of creation.
failure to do Asmodeus's bidding and the punishment that comes from that.
13. How much of a temper does your character have? What sorts of things set them off?
None, she is cool calculating, unfeeling and relentless, loss of self control is something Chaotic. Asmodeus demands absolute disappoint at all times.

Doomed Hero |

your character could be some legend of the necromancer that has been plaguing the land for century's and for some unknown reason even when he is killed he keeps coming back luckily for the "good" guys he losses all of is power when he takes a new body
This is very close to my original idea. What I was thinking was that he was captured while doing an experiment with Magic Jar that involved jumping into one host body, and then jumping into a second one from the first one. The Inquisitors captured the first host body, and essentially trapped his mind in a body that isn't his.
All his power, equipment, books, and everything else he had gained over the years was very carefully hidden away somewhere completely inaccessible (like a demiplane or something).
Now, he's trapped in a new body, starting from scratch, with anti-sorcerery handcuffs welded around his wrists and a pending public execution.
What do you think?

Alexander BadAxe |

I guess it works.
DM: I tried to put
Barbarian / Scarred Witch Doctor / Expert level 1
Under the name, but the rest does not fit.
Also do you want us to include our first level feat in your template? Also My character is a Scarred Witch Doctor and instead of a familiar they start out with a mask that their store their spells in. However given that we are starting the game with nothing how does that work?

Kaseema Ruan |

There we go (Newbienice's alias)
Half-elven Fighter/Cleric/Expert of Urgathoa, focusing on melee combat and using Scythes. Can pick up a bit of out of combat healing, a limited number of times per day, and also a bit of social skills.
All the questionnaire answers are in the profile. Lot of background stuff is in there, but I am going to work on compiling it into one and putting it in the background section, and expanding the appearance part.
Edit: Oh dang, just noticed that we don't keep the NPC class. Gotta find some way to boost my skills, 2-3/level isn't great haha.

GM Bone Man |

I guess it works.
DM: I tried to put
Barbarian / Scarred Witch Doctor / Expert level 1** spoiler omitted **{Inish:+0}{Perception:+2} Blood-orc[spoiler=Saves|Skills ]{R:+0};{F:+9};{W:+1}|{Climb:+9}{Swim:+9}
Under the name, but the rest does not fit.
Also do you want us to include our first level feat in your template? Also My character is a Scarred Witch Doctor and instead of a familiar they start out with a mask that their store their spells in. However given that we are starting the game with nothing how does that work?
you can place them under gender /class/ sex space it out and it will all fit [url=paizo.com/people/RogelioMonteo]Here is this character as you will see it can all fit also you can use an abbreviation for your classes ie Barv/SWD/Ex 1 but since the NPC class is manly so yo can have some background as a person before you trained in your classes you can leave that one out.
edit
@ every body
wow i am impressed that some of you completed all the requirements i set so fast. ^_^ let me know when your completely sure that your ready to have me audit your characters ok.

GM Bone Man |

Ok I read the guide. I have some spells prepared, but do not have my mask.
thats the rub...everything you have was taken if it was a animal familiar it ran away to not be killed....or was killed, in your case the mask was broken you have to get a new one, at no cost since its forced on you ^_^ so yes for you you wont be able to cast any spells but your part barbarian so yo be fine lol.
@Doom
how about you have magical/divine handcuffs welded to your wrist that lock you into this body so this time if you die you'll stay dead. hows that sound?
@Unchaind classes are fine

Rosa Luminaass |

Ok looked long and hard at her and found she was spread to thin, so given her more focus.
LE Tiefling, The same
But Classed are now
Cleric Asmodeus [Fiendish Vessel] [1] /NPC Warrior [1]/ Psion (Telepath) [/1]
I have also formatted her as per you speck.
All the Questionnaire's are done and in her profile.

Ictoo |

Very interested in this! Have yet to play in a Way of the Wicked game.
I have a few questions. How will combat work out? will you be using maps? I'd also like to ask about the chain feats for becoming a lich / vampire are we allowed to take these? with obvious big cues from our backstory?
My current plan would be going down the Alchemist(vivisectionist(feral)/Fight/Expert - Background being a doctor/ scientists/ dark sherlock.

GM Bone Man |

I have posted a link to the vapor feat chain
note: I do expect players to rp the change i mean the bouns and the minus of transforming, not just I have the feat now I get this. .. have the bite be in your story. I don't know how I feel about the Litch but that won't be until far later in the ap. I'll have my decision before that