
GM Snowe |

I posted a thread for this recently to see if there was interested; I've gotten enough replies and PM's to conclude that there is. I wanted all pertinent information in the first post, so I'm rebooting the thread as one of formal recruitment.
I would greatly prefer if you've had experience in the WotW AP, and while not required to play, I will take experience into consideration when choosing players. For those who have played in a WotW campaign, know in advance that the order of events that occur here will not be the same as WotW.
For those unfamiliar with WotW, it is an evil AP written by Gary McBride of Fire Mountain Games. I have thoroughly enjoyed running the AP, and am familiar enough with it now that I would like to reverse engineer it and have the players be heroes. I will recruit four of five players for this, based on applications.
Talingarde, is an island nation, a kingdom ruled by Markadian V and a predominantly lawful good human society. Mitra, the lord of light, is worshiped throughout most of the land, save for the Savage North and the western borders of the land. A massive wall, with twelve guard castles spans the west-east border about three quarters of the way up the island, separating the prosperous society from the Savage North above, which is home to bugbears, intelligent polar bears, and the mysterious ice elves. Talingarde has known peace for hundreds of years, since house Darius emerged victorious in war over house Barca. But peace will soon be replaced with panic as Cardinal Thorne, last high priest of Asmodeus in Talingarde begins to execute his plan to destroy the peaceful nation. Talingarde is in desperate need of heroes...
Players will begin in the small town of Aldencross, located in the northwest of Talingarde. Aldencross exists primarily to serve the soldiers who live at Tower Balyntne, a castle along the watchwall that separates north from south. The players guide to Talingarde can be found here: http://www.firemountaingames.com/Players_Guide.pdf
The most useful thing you will find there is the map, since we won't be using these rules for character creation. For those of you not familiar with Talingarde, it's geography, or major cities, and want help building a backstory for your character or a reason to be in Aldencross, feel free to message me privately. I'd love to help.
LEVEL:
Starting at 3, 3k gp, use suggestions under character creation for spending limits.
HP:
Max first level, 1/2HP rounded up for all others.
RACE:
Because Talingarde is both geographically exclusive and lacking in racial diversity, race selection is limited to Humans, Half-Elves, Halflings, Elves, Dwarves and Gnomes. I will allow one Half-Orc and one Aasimar in the group (though the Aasimar will take a -2 to CON to shore up the racial point buy, I'll devise an actual reason for this later.)
CLASSES:
Again, because of Talingardes general lack of diversity, there are some class restrictions. You are not permitted to play: Gunslingers, Ninjas, Samurais, or Witches (witchcraft is highly frowned upon in Talingarde....and by frowned upon I mean they burn you alive.) You may play a summoner if you use the unchained version. Archetypes are allowed but please avoid 'eastern' themed archetypes.
GESTALT:
Do not forget that we are gestalt! You may only take prestige classes on one side of your tree, ever. In other words, let's say you went Fighter/Sorcerer and decided you wanted to use the Dragon Disciple Prestige class, If, for your first level of Dragon Disciple you gave up your fighter side and Took DD/Src, you can not later take a level of DD/Fighter. This is just to prevent some major cheese you can do with flipping around PrCs.
STATS:
17, 15, 15, 13, 11, 8. Alternatively you can use a 25pt buy for more customization, but the previous listed stats total a 30pt buy.
SKILLS:
You will receive one additional skill point per level, we will also use Background Skills unchained rules.
TRAITS:
You will receive one standard trait and one campaign trait. Because this AP was originally written for an evil party, I will not be using the original traits provided. Instead, after character submission and acceptance, we will tailor one to your character!
FEATS:
All players, monsters and NPCS get Power Attack, Deadly Aim, Weapon Finesse, and Weapon Expertise for free, regardless of if you meet the prerequisites or not. Unchained rogues will get their dexterity to damage at level 1 instead of level 3, and will receive an extra rogue talent at level 3 to compensate for this. Players will also receive a FREE TEAMWORK FEAT every 4 levels, decided upon unanimously by the players.
EXPERIENCE:
I will not give out exp. Leveling is based on where we are in the story.
ALIGNMENT:
Preferred: LG, LN, NG.
Allowed: CG, N Also allowed, but tread carefully. LE, CN
Please include a description and background of your character. A full submission is not necessary; but please include the theme of our character, their motivations, and the direction you want to take them. On a final note, we will more than likely use automatic bonus progression, as a great deal of the magic items you acquire from foes will be evil (and generally unusable).
I'm looking forward to submissions!

Arachnofiend |

I've had a concept I've wanted to try for a while that involves a Paladin with a Swashbuckler dip for some panache-based flair (as well as strength based TWF because I loooove the cestus).
Before I apply though, I need to ask: how strict are you on the Paladin code? The character I wish to submit is the kind of person who would be most likely to exist in a wildly pro-good society; someone who, while generally a good person, is far from perfect and who's initial motivations for joining the order were the power and prestige it brings. It's not a concept that'll work if I'm in a campaign in which Paladins are under constant risk of falling but would be very interesting (I think so, at any rate) in a campaign in which falling involves a serious, narrative-altering event.

Johnnycat93 |

Not sure about my odds since I wasn't in the original interest, but may as well go for the gusto.
I'll be shooting for that aasimar slot. Character will have Incorruptible and Scion of Humanity. Class will be Oracle 2/Inquisitor 1/Bloodrager 3 with a handful of archetypes (sanctified slayer, reaper of secrets, not sure on the bloodrager side yet).

GM Snowe |

@Arachnofiend: I don't believe that Lawful Good = Lawful Stupid. I'm not painfully strict about what a Paladin can and can't do before he loses his code. I'd love to open up a dialogue about this, I'll PM you.
@Johnnycat93: Those with prior interest get no special treatment as well. I'm selecting based off prior WotW experience, party composition, and character backgrounds.

oyzar |

Would a swashbuckler also get dex to damage?
I really dislike the odd numbers in the statarray. 16 14 14 12 10 8 is 20 point buy. At level 4 this increases to effectively 23 point buy as you get use of the 17, then 25 at level 8 (if you put your second point there).
I'm thinking to for a trip focused character, but I'm not sure about classes, monk, cleric, druid, bloodrager and barbarian are all interesting, probably with a dip in rogue (or swashbuckler) as well.

Sundakan |

How do you feel about Third Party options? Particularly Path of War? I feel a Warlord would fit in well in this campaign, as a tactical leader. I was thinking that plus a Bard, Skald, or Exemplar Brawler.
As for prior experience, I've played Way of the Wicked up to book 4 or 5 (whichever one involves the dragon). We decided to stop there because it got so railroady and generally nonsensical.
I'll be interested to see how you flip it around though, as the general plot was sound (just lacking in PC agency). Book 2 especially should be interesting to see flipped on its head.

nate lange RPG Superstar 2012 Top 32 |

I'm very intrigued... I have too many ideas soaring through my mind to even try to pitch something... even just paladin ideas I have too many: a pally/bard leader and liturgist; a pally/swashbuckler who's very popular with the ladies (though too much of a gentleman to let it go too far); a pally/rogue who ferrets out the hidden evils that decay society (kind of like an uber-inqusitor); a pally/eldritch scion magus->dragon disciple who reveres Bahamut (or some cognate)...
Does anyone else think it would be kind of awesome to do a whole party that's part pally? Or is that just me?

Johnnycat93 |

Submission
Named Warden Eranor
Race Male Aasimar (incorrupted/scion of humanity)
Class Oracle 2/Inquisitor 1/Bloodrager 3
Alignment True Nuetral
Background Eranor belongs to Talingarde's warden class, an organization of officers that work outside of the normal jurisdiction when the situation requires. He is a moderate, believing that the ends justify the means and that the stakes go beyond simple matters of good and evil. To save lives one has to be willing to commit themselves along darker paths when convenient, lest righteousness come at the price of victory. To that ends he carries a ranthon's verdict a sword that, while steeped in blood darkness, is useful in its ability to steal life. Eranor specializes in subtle arts of manipulation rather then overt violence in the hopes of averting crisis before it can begin.
Personality restrained and secretive, but otherwise malleable in any given situation. His duty stands above all and he is absolutely committed to safeguarding Talingrade's peace.
Male Aasimar (incorruptible, scion of humanity) oracle 2/inquisitor 1 (sanctified slayer, reaper of secrets)/bloodrager 3 (id rager, urban bloodrager)
TN medium humanoid/outsider (human/native)
Init +1; Senses Perception +9
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DEFENSE
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AC 17, touch 11, flat-footed 16 (+1 DEX, +6 armor)
hp 23 (3d10+3)
Fort +6, Ref +4, Will +7
Resist acid 7, cold 7, electricity 7
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OFFENSE
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Speed 40 ft
Melee mwk longsword +6 (1d8+8), ranthon's verdict +6 (2d8+8)
Special Attacks controlled rage, studied target, soul-piercing gaze, dutiful strike
Oracle Spells Known (CL 2nd; concentration +5)
0th - detect magic, enhanced diplomacy, guidance, light, read magic
1st (5/day) - divine favor, lead blades, shield of faith
Inquisitor Spells Known (CL 1st; concentration +2)
0th - acid splash, create water, resistance, sift
1st (2/day) - bless, heightened awareness
Aasimar Spell-Like Abilities (CL 3rd; concentration +3)
1/day - corruption resistance
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STATISTICS
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Str 17, Dex 13, Con 13, Int 8, Wis 13, Cha 17
Base Atk +3; CMB +6; CMD 17
Traits Unscathed, Memorable, Warded Against Nature
Feats Skill Focus (Sense Motive), Mad Magic, Extra Revelation, Power Attack, Deadly Aim, Weapon Finesse, Combat Expertise
Skills Bluff +9, Diplomacy +10, Disguise +9, Intimidate +9, Linguistics +5, Perception +9, Sense Motive +8, Sleight of Hand +7
Languages Common, Celestial, Infernal, Draconic
SQ Celestial Resistance, Skilled, Darkvision, Incorruptible, Scion of Humanity, Mystery (Metal), Oracle's Curse (Lame), Orisons, Revelation (Dance of the Blades, Armor Mastery), Domain (Espionage), Orisons, Studied Target, Deceitful Lore, Soul-Piercing Gaze, Fast Movement, Uncanny Dodge, Atavistic Avatar (Dedication), Iron Will, Dutiful Strike, Controlled Bloodrage, Restrained Magic
Gear 1255gp; ranthon's verdict, masterwork longsword, masterwork breastplate, wand of cure light wounds,
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SPECIAL ABILITIES
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Incorruptible (Sp)
Occasionally, aasimars arise with the ability to further ward away evil. Aasimars with this racial trait can cast corruption resistance against evil once per day as a spell-like ability. If an aasimar uses this ability on herself, the duration increases to 1 hour per level.
Deep Cover (Su)
When you prepare your spells, you can also choose one cover identity—whether that of a real person or a fictitious one. You can assume the disguise of your cover identity in half the normal amount of time. When targeted by a spell or effect that would compromise your chosen disguise (such as detect evil, detect thoughts, or zone of truth), as an immediate action you can force the creature using the ability to attempt a Will save (DC = 10 + 1/2 your cleric level + your Wisdom modifier). If the creature fails, it gains false information in keeping with your cover identity. You can use this false information ability a number of times per day equal to 3 + your Wisdom modifier.
Soul-Piercing Gaze (Su)
At 1st level, as a swift action, a reaper of secrets can focus on a single creature she can see. She then gains an insight bonus on Perception and Sense Motive checks against that creature equal to 1/2 her level (minimum +1). The effect ends if she focuses on a new target.
Controlled Bloodrage (Su)
When an urban bloodrager rages, she does not gain the normal benefits. Instead, she can apply a +4 morale bonus to her Constitution, Dexterity, or Strength. This bonus increases to +6 when she gains greater bloodrage and to +8 when she gains mighty bloodrage. She can apply the full bonus to one ability score or split the bonus between several scores in increments of 2. When using a controlled bloodrage, an urban bloodrager gains no bonus on Will saves, takes no penalties to AC, and can still use Charisma-, Dexterity-, and Intelligence-based skills. A controlled bloodrage still counts as a bloodrage for the purposes of any spells, feats, and other effects.
Ranthon's Verdict
The large cleaving sword that belonged to Ranthon, one of Talingardes most infamous judges. Its heavy, curved blade is useful for chopping and hacking flesh.
Ranthon was ruthless and was reported to have condemned a single souls to death every day at the height of his influence
Wardens Sigil
You carry the sigil of Talingarde's warden class and it commands universal respect when you present it.
You gain a +1 bonus on Bluff, Diplomacy, and Intimidate checks when interacting with creatures that recognize your authority and once per week you can request the aid of your countrymen. The GM has final say in what sort of aid you can reasonably request, but in general you may ask for the casting of a 1st-level spell or for a non-magical item worth 50 gp or less.
comment/commentary/feedback welcome and appreciated.

GM Snowe |

@Sundakan: I think the party is going to need those to survive. I've run WotW several times, and I've kept all the evil PC's my players made from each run. Some of them are quite nasty. I've been running games for combat-focused heavy handed optimizers for the last decade, so it's hardly frustrating to me! Part of the beauty of this is that you'll be fighting a lot of evil NPCs. Eventually, word is going to start circulating around the cult of Asmodeus about who you are and what you're doing; some of those NPCs will know the parties capabilities and be ready for them. From my experience, all the optimization in the world takes a back seat to roleplay and strategy.
I do have to agree with your earlier comments about the later books in WotW. I only intend on using hard material from the first three, and then possibly moving the campaign into the Savage North. I am really looking forward to the Horn of Abbadon, though this leg of the campaign will obviously take much less time than it does on the evil side! =D As for third party content, I'm reluctant because of balance issues; if I were to accept any third party classes, I would have to do it on a case-by-case basis. I'd hate to waste a lot of a persons time having them show me content, plead their case as to why they could use it, build the character with me, and then not get accepted into the final group for the campaign. Also, which Warlord are you talking about? DSPs or Adamant Entertainment? I think the later of those is a little unbalanced.
@oyzar: I know. Odd stats for an odd campaign. I'm sorry you don't like it, but you're welcome to use 16, 14, 14, 12, 10, 8 if you want. Sadly, a Swashbuckler does not get dex to damage; that's a mechanical over reach for me as it's something specifically given to the new rogue to make him a little more effective. If you are given the power attack, deadly aim, finesse, or expertise feats from a class feature, select another combat feat to replace it.
@Nate Lange: Thematic parties tickle my jimmies, sir. The last time I had the pleasure of playing gestalt, we all played bard on one side and were a travelling metal band. Though, if you are playing a Paladin in this campaign, you would thematically be incredibly out of place, as pretty much all Paladins in Talingarde are Knights of Alerion, in service of Mitra.

Arachnofiend |

I'm already planning on playing a panache Paladin (though taking the Swashbuckler level as a dip rather than going fully with it) so I wouldn't have any issue with the Paladin party, of course.
@oyzar: If you really want to trip people your best bet is the Underfoot Adept Monk, though that comes with the hangup of needing to play either a Halfling or (preferably) a Human with Racial Heritage: Halfling.
@GM: Are you expecting characters to be fully statted out in the submission? Your notes on the subject in the OP sound like the answer is no but I just want to make sure I'm right before I try to turn in without one, haha.

TheGodd*mnGM |
Well gestalt is 3.5 so I figured I would ask. Every question's answer is no till you ask.
Also Kung Fu Genius was a paizo thing from Dragon Mag so figured what the heck. Unchained Monk//Empyreal Sorcerer it is.
EDIT: What about Dreamscarred Press?
Mostly want to know if you would allow Deadly Accuracy as a feat (Dex to dmg rather then Str for any weapon that can be used with Weapon Finesse) 3K doesn't quite buy me an agile amulet of mighty fist.

Cuàn |

Would you be ok with playing one of the Yutak?
The character would run Skald(Fated Champion) on one end of the gestalt but I'm not sure on the other. Basically he is suspected to be a hero of legend for his people and part of that legend is that he must join the southerners in a fight against some sort of evil. The prophecies are vague beyond that point and don't even tell if he'll be successful.
EDIT: One option for the second line would be a Bloodrager with the Destined bloodline.

nate lange RPG Superstar 2012 Top 32 |

Wait... Now I'm confused...
@Nate Lange... Though, if you are playing a Paladin in this campaign, you would thematically be incredibly out of place,
But then...
A paladin would only be out of place if he didn't worship Mitra
edit: Was your original comment specifically directed towards the dragon knight? (The pally//eldritch scion->dragon disciple that I suggested might revere Bahamut? He could totally work with another god)

Sundakan |

DSP's Warlord. I actually didn't know there was another.
Just needed a direct Y/N on this before I started. Allowance or lack of Warlord will change a few things (building that kind of viable tactician is much harder with only Paizo classes, so it would probably shift my concept considerably).
As for this array:
Odd stats for an odd campaign. I'm sorry you don't like it, but you're welcome to use 16, 14, 14, 12, 10, 8
If you're allowing variant arrays, might I suggest going for one that doesn't have a dump stat instead?
The original array is 29 PB.
A 16 14 14 12 12 10 (24 PB) would be closer to what that entails (and the 17's and 15's DO make a pretty big difference, especially for TWFers).
Just throwing out an idea. I personally don't like dumping a stat unless I have to, so I might be tempted by the overall lower stats just to get rid of that 8.

nate lange RPG Superstar 2012 Top 32 |

Also, is anyone interested in working on a themed party? It doesn't have to be all paladins... I just have so many ideas it would really help me narrow things down. Off the top of my head, here's a few possibilities:

Sundakan |

Sundakan nothing is stopping you from throwing your +2 into the 8 spot
That seems an incredibly bad choice but I just remembered he said 25 PB was available as an alternate, so all is well.
As for themed parties, the Church unit seems intriguing, or the military unit.
Gives us a reason to know each other and work together.

oyzar |

While I love path of war, I do not believe it's even slightly balanced against paizo martials. The biggest issue with the is not balance though, but the fact that they introduce such a huge quanity of material that everyone are forced to read or end up with a inferior character. The initiator classes are insanely good to dip into from any paizo martial class due to the way initiator levels work (and that they are very front loaded) and even if you can't spare a level you can instead take 2 or 3 Martial Training feats just to get a good stance and a couple counter/boosts. In order to take advantage of either of those two options you are pretty much forced to read through several martial disciplines, essentially the same as a whole school of magic...

Sundakan |

oyzar wrote:While I love path of war, I do not believe it's even slightly balanced against paizo martials. The biggest issue with the is not balance though, but the fact that they introduce such a huge quanity of material that everyone are forced to read or end up with a inferior character. The initiator classes are insanely good to dip into from any paizo martial class due to the way initiator levels work (and that they are very front loaded) and even if you can't spare a level you can instead take 2 or 3 Martial Training feats just to get a good stance and a couple counter/boosts. In order to take advantage of either of those two options you are pretty much forced to read through several martial disciplines, essentially the same as a whole school of magic...
Of course they're not balanced against Paizo martials. They're not meant to be.
They're balanced in an attempt to make martial classes that are as powerful as 6 level casters.
And still kind of fail in that regard, but they're a big step closer.
Introducing PoW classes is no more an issue of balance than allowing someone to play an Inquisitor, Bard, Magus, etc.
You're forced to read and use all that material or end up with an inferior character regardless.
...Except in the case of Path of War, you have the option of taking a few Feats to add a bit of power instead of losing entire class levels dipping into one of the aforementioned caster classes.