
cosmiy |

Way of the Wicked recruitments are fairly common around these parts, and for good reason. I've tried out for one or two myself on this and other forums, and have figured that at this point I might as well run the thing myself to get a 100% chance of getting into one. So I will be running Way of the Wicked for six people. That's more than the adventure path is designed for, and so I'll also be playtesting a 6-person conversion for the game as well.
We'll be doing this on these very forums, play-by-post.
So, for those who are unfamiliar with the game, Way of the Wicked is an adventure path that starts with you breaking out of prison and ends with you taking over a kingdom of law and good, the famous Talingarde, and taking it for your own.
You and Your Character
Stat Generation: Focus/Foible. Choose one score to be an 18, and another to be an 8. Roll 1d10+7 in order for the other four stats.
Alignments: LN, NN, LE, and NE. You will eventually have to swear loyalty to a god of tyranny, and your character should be ready to make this choice. While your character should be evil, don't overdo it. And as always, you can have an evil character, but don't be an evil player.
Background: Your background ends up with you incarcerated in the worst prison of the land for a crime you truly committed, Branderscar, and this is a crime you truly deserve punishment for. Background will probably be a critical component for rejection/acceptance into the group.
Allowed Classes: You may play as any class except for Paladin, Gunslinger, Ninja or Samurai. Antipaladins are changed to be allowed to be LE and NE, and in fact have to be according to the rules, guns have not yet been invented, and this is not an eastern setting (and Talingarde is too far from any eastern continent). I also allow Dreamscarred Press's Psionics material.
Divine spellcasters are recommended to worship Asmodeus. If you would really like to worship any other deities, let me know, but it's not the best idea.
Skills: You gain 2 bonus skill points each level.
Posting Frequency: At least once a day.
Experience: Level 1. You get two traits, one a standard pathfinder trait (though nothing setting-specific) and one from the crime list below.
Your Experience: If you have previously read, played, or DMed a version of this game, I would prefer you tell me ahead of time and not abuse your knowledge. If I feel someone is reading the book or otherwise metagaming, I'll start to change things up. Doors will go other places, creatures will be altered, etc.
Equipment: You're in jail, you don't have anything. Prepared Spellcasters have a full preparation of spells. Any class that gets something from their first level will get it later. Keep in mind everything this entails- alchemists don't have a kit, clerics don't have a holy symbol, etc.
Hero Points: They still exist, though perhaps a better name would be villain points. They'll be given for things like interesting or unique acts of villainy, good role-playing, the favor of Asmodeus, etc.
Me and My Campaign
Posting Frequency: I will also try to post once a day.
Talingarde and Mitra: The Kingdom of Talinguarde is the most prosperous, peaceful, lawful and beautiful nation in the world. It exemplifies law and good like no other country does, and it is because of one deity- Mitra. The triune god of good, justice, and the sun, he despises the worship of all other deities, particularly the lord Asmodeus. In centuries past many deities were worshiped in Talingarde, but now it is only Mitra.
Asmodeus: In olden times the people of Talingarde worshiped many gods, and especially Lord Asmodeus, the King of Hell, Prince of Darkness, called only “The Fallen” by the faithful of Mitra. His worshipers have been slain many times, priests and acolytes burned on the fire with their unholy texts and artifacts. Are there any worshipers of this god left in the kingdom of Talingarde that can avenge their god and return him to prominence in the land?
Rest of Campaign World: Talingarde is a bit of an isolationist nation, so little is known about other countries except for perhaps their names or the fact that they exist. The plane layout is not the same as standard, and it involves "celestial spheres". Other gods aren't well known.
And here's the list of criminal traits, pick one from the list. If your crime doesn't precisely fit, pick one close to it. For example, if you tortured someone, think of the steps you took. Did you kidnap them first? Did they die from their wounds?
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.
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, cowardice or neglect 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 Branderscar 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 (this 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 agony of 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.
I will be ending recruitment this Wednesday, the 20th of February.

Viscount K |

I've got a character or two that could jump in on this, color me interested. Never played in Way of the Wicked, although I have read up on the Talingarde Gazetteer in a previous attempt to get in on a PbP.
As for what I'd bring to the table, I'm a bit more interested in playing an actual criminal, someone in it for the money, power, or maybe a spot of revenge, with maybe a bit of a grudge to spread around. That is, a selfish sort of evil, rather than an abhorrent monster or someone who's all about crushing their enemies beneath their heel and bringing the Mitrans down come what may. A person like I envision could easily be convinced to swear allegiance to Asmodeus in order to ride the Archfiend's coattails to power, but probably wouldn't be there for the glory of the religion or what-have-you. Does that sort of thing work for you?
In the meantime, I'm intending to throw a Rogue Charlatan your way, but let's see what the dice have to say, shall we?
Strength=8
Dexterity: 1d10 + 7 ⇒ (9) + 7 = 16
Constitution: 1d10 + 7 ⇒ (8) + 7 = 15
Intelligence: 1d10 + 7 ⇒ (6) + 7 = 13
Wisdom: 1d10 + 7 ⇒ (5) + 7 = 12
Charisma=18

Viscount K |

Hm. That's pretty dang good, actually. I could hope for a slightly higher Int, but that's what racial bonuses are for, right? Alright then, along those lines, presenting a variant on an old favorite of mine:
Sholano Gale, Silver-Tongued Sneak
Or at least, that's what they'd have told you last week. This week, though, the entire neighborhood has heard - that nice Gale boy is under arrest, for fraud of all things! That's the story going around, anyway; apparently, the lad was trying to get Treblefast to fund an expedition to northern Varisia, to hunt after a treasure map - but it turns out the map was a fake, and when Treblefast found out, young Gale tried to make a run for it, and was snatched up. Or at least, that's what the guards are saying. Hard to believe, though.
There he is: trickster, con man, and personality shapeshifter. He becomes whoever he needs to be to fit the situation, and almost everybody thinks he's on their side right up until they start wondering when he's coming back with their money. Pretty clearly, Fraud was what landed him in Branderscar. I'm still putting together the details of his back story, but here's the short version.
He was a bastard of a noble house, the product of his mother's dalliance with a passing elf in her youth. Picked on in school for being half-elven, he learned how to rule the schoolyard with his sharp tongue and quick wit, and figured out the ways one could win a fight without ever taking a swing. Eventually, his shenanigans caught up with him, and that combined with his bastardhood got him disowned. He wandered around a bit, picking up various tricks, and mastering his craft, but he's settled down in Talingarde. That last could change, depending on how isolated you think Talingarde is - it's possible he never saw the need to head anywhere else, he just learned how many different people you could be on the island and went with it. He eventually intended to work his way up to what he thought of as the big job - conning his family out of their riches to leave them as destitute as they left him. Either way, I figure he's put a considerable amount of time building up a set of different personae around the kingdom, but when he finally got caught, they all came to light. Now, he's left with practically nothing except a burning resentment and a continuing desire to take back what once was his.

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Background
A quarrelsome youth in his day, he found himself a large man and with great pride. The oldest of his family, he was entitled to much. His father though had married after his mother had given birth to him, and the new mother could not stand how her son was bullied and pushed around by this child.
So she worked her charm, this is how he saw it at least, and forced him out of his fathers graces. He grew angry and cynical, and like most rebellious teens sought an outlet for his anger. He was eventually forcibly enrolled into a monastery where his step mother hoped to put him out of his fathers mind. Sadly for them he had no such desires, he would have revenge and he would have destruction.
While in the monastery he became in awe of his masters destructive powers, even if he never used them except in lecture or in example. The potential he had was incredible! He begged him for more instructions, he honed his body, and his mind to be worthy, but he never was. The master said he had too much anger, he even dared called him evil at one point!
As time progressed he was allowed out of the temple and through back alley prowling he eventually found rebels and renegades with like feelings. Disenfranchised and angry with the world, they sought to be in control, and Asmodeus was their god, and so it soon became his.
Time passed and he bid his time, he eventually stole his temples manual and poisoned the lot as revenge for the slight to his pride. The slight to his power. He'd show them all he thought as he poisoned their food and their well. The cult leaders he was in contact with had provided him with a special parasite that was insidious in design, and yet brutally effective on the acolytes and masters alike.
Sadly the Grandmaster was too old and stubborn to just die. He found him despite the parasites and poison. Grappled him in a death lock, that despite all his efforts he could not break. And that's how the authorities found him. Locked in an that hold, the old man a gentle smile on his face as he calmly explained what the acolyte he was pinning had done... Even as parasites were crawling through his skin, eating him alive as he spoke.
How it burned to be in this prison, this cage with these low lifes and scum who weren't worth a second thought. He should of been free, should be out there showing the world what he was capable of... and yet he was here in this cell helpless, and Asmodeus had no use of those weak enough to be captured like him. How it burns and seethed in his skin, but he was not dead yet, and with life there was hate and with that hate perhaps some hope still.
The Crunch
Str 18
Dex 17
Con 16
Wis 13
Cha 8
Int 15
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
Trait: Murder
Lawful Evil Monk.
The OOC
I will flesh out the race and skills etc, but I really love the idea of this character. What races are permitted and do we get more than one trait? Also I will post at least once a day, I'm always on the internet several times a day, and when at work I am extremely bored and have lots of free time for the internet.

Kyonko |

Interested. Possibly thinking of a Sorceress right now, but will roll stats to see what I get.
Array: Fixed: 18, 8
Variable:
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8
Edit: Sigh... two eights. Hate dump stats. Alright, lets see here.
Edit 2: Okay, making a slaving trading Oracle.
Str: 8 Forible
Dex: 12
Con: 10
Int: 15
Wis: 8
Cha: 20 Focus + Racial

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Name- Gregor Kardoff
Human, Male Ranger
Align- NE
Crime: Slave-Taking
Focus: Dex- 18
Foible: Cha- 8
strength, racial +2: 1d10 + 9 ⇒ (4) + 9 = 13
consitution: 1d10 + 7 ⇒ (2) + 7 = 9
Intelligence: 1d10 + 7 ⇒ (4) + 7 = 11
wisdom: 1d10 + 7 ⇒ (9) + 7 = 16
down and dirty background- Born to a middle class family, gregor is always lookin for a way to get out of merely getting by and make it rich. Some quick talking Slavers 'conned' the 'hunter' into plying his trade on human prey. It didnt take much coning..or much gold to encourage the amoral Gregor.
He did well for a short time, climbing up the sordid ranks, until he was leading his own slave band. The problem with Gregor is he just didnt like to stay in the shadows, he had to have the 'goodies' that his new found 'wealth' (so to speak) was 'entitled' to. Loose woman, hard drink, and fine foods...and soon the Guard came looking for Gregor The Slaver.
Talingarde snatched away his entitlements, and condemned him to beheading. Damn Them!
;)

JAF0 |

Interested... here are my stat rolls. taking the 8 in cha, the 18 in wisdom... leaving
str: 1d10 + 7 ⇒ (10) + 7 = 17
dex: 1d10 + 7 ⇒ (10) + 7 = 17
con: 1d10 + 7 ⇒ (4) + 7 = 11
int: 1d10 + 7 ⇒ (5) + 7 = 12
LE monk
stats:
17
17
11
12
18
8
Trait: Kidnapping
Benefit: You receive a +1 trait bonus to both Disarm and Grapple attempts.

Namtarou |

Stat Generation: Focus/Foible. Choose one score to be an 18, and another to be an 8. Roll 1d10+7 in order for the other four stats.
I'll roll and then think of what I can do with the results.
So : Str 18, Charisma 8 (although I hate dumpstats :o )Dex : 1d10 + 7 ⇒ (2) + 7 = 9
Con : 1d10 + 7 ⇒ (8) + 7 = 15
Int : 1d10 + 7 ⇒ (1) + 7 = 8
Wis : 1d10 + 7 ⇒ (2) + 7 = 9
Edit : And now I know why I hate random ability scores... XD

Gilthanis |

I am thinking alchemist
Quick background:
I have a brother and a father. Mother died while giving birth to us. Father was an alchemist to the King, and wanted one of us to take over for him. After much studies and tests, father chose brother for his successor.
I filled with rage and attempted to murder my father, in which I thought I succeeded, only to see him at my trial and conviction, he was a internal alchemist which had a clone and is relieved to know I will be put to death.
Str 8
Dex 1d10 + 7 ⇒ (10) + 7 = 17
Con 1d10 + 7 ⇒ (7) + 7 = 14
Int 18
Wis 1d10 + 7 ⇒ (4) + 7 = 11
Cha 1d10 + 7 ⇒ (3) + 7 = 10

LastNameOnEarth |

I've found the same, that there tend to be many Way of the Wicked recruitment threads, but even more people applying. I think I'll through in an application, though. Here's my set.
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
Gunna let that simmer for a while and see what idea I can come up with.

BinkyBo |

1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
have a few ideas... if you are OK with Dreamscarred Press stuff, maybe cryptic (distorter archetype) High Theft trait.
... regarding cryptic I would suggest limiting the disrupting pattern ability. Maybe 4+int bonus/day or something

Lady Rose |

Doomed Hero here.
Lady Rose is a character I developed for another Way of the Wicked game. Sadly, she didn't get picked. Glad for a second chance to submit her.
She is deeply tied to some of the major NPCs in the story. I've played through the first book with a drastically different character, but I love the story and the concept enough to want to see how things are different a second time through.
Please look her over and let me know what you think.

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What the hell, let's give this a shot!
Quomaugh Ironmaw
NE Dwarf Barbarian (will be multiclassing Barbarian/Druid)
Strength 18 Focus
Dexterity: 1d10 + 7 ⇒ (8) + 7 = 15
Constitution: 1d10 + 7 ⇒ (10) + 7 = 17 + 2 = 19
Intelligence 8 Foible
Wisdom: 1d10 + 7 ⇒ (9) + 7 = 16 + 2 = 18
Charisma: 1d10 + 7 ⇒ (3) + 7 = 10 - 2 = 8
Fluff to come at a later date! ;)

Kyras Farson |

Lady Rose is a character I developed for another Way of the Wicked game. Sadly, she didn't get picked. Glad for a second chance to submit her.She is deeply tied to some of the major NPCs in the story. I've played through the first book with a drastically different character, but I love the story and the concept enough to want to see how things are different a second time through.
Please look her over and let me know what you think.
Lady Rose and I are in the same boat in that we both applied for a game and weren't selected. I would also like to toss my hat in the ring for your campaign.
The mechanics will be different for Kyras in yours, but I am most interested in seeing what your opinion is of his story; it's in his profile.

cosmiy |

Alright, time to look over things. I'll critique anyone's background who wants me to critique it, but I know that some people don't like critique so for now I'll just be answering the questions, and for those who want critique I'll be doing that in a bit.
Though the answers are directed to certain people, there's a lot of useful information in them for everyone.
Viscount K: That's more than fine, actually! I'll probably be looking for a a variety of motivations for the final party, to keep the roleplaying interesting. The only problem is that I don't quite picture this taking place in Golarion: I'm afraid I don't know enough about the setting to place it in there.
lantzkev: You get one trait in addition to the crime trait, so two in total. Later you gain another one through training. And it is straight down for stat rolling. Most of the races are fine for me, or at least of the Core, Featured, or Uncommon ones (I'm not sure if that's an actual grouping or just how d20pfsrd groups them, though).
Ember Firesong: Ifrit are fine, I'm quite fond of non-standard races in fact.
BinkyBo: I'll look into the disrupting pattern ability.
Lady Rose: I'll look over it in an bit, I just want to get this initial post out now and answer some of the immediate questions.
JAF0: Yes, you get still get the adjustments in addition to the dice roll, and in addition to the 18/8 adjustment as well.
Kyras Farson: I will also get back to you on my opinion on his story in a little bit.
Everyone: I'm happy to see the turnout has been good, I appreciate that so many people are interested. I'll probably be compiling a list of everyone soon (probably in the same post as critique?)

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Okay, so I've done some beginning work on Quomaugh, and I took a character I've had sitting around in my head (a Dwarf raised by Orcs who becomes a sort of fighting druid/shaman-type character) and started working him up for Way of the Wicked.
Quomaugh Ironmaw, Warrior Shaman of the Ironmaw Clan.
Background is still in progress, I need to get working on the part where he actually committed High Treason against the King of Talingarde, but I imagine it'll be a case of poor living conditions leading him to joining a resistance or something of that nature, and being caught in subversive acts against the crown. I'll hammer that out later, but if you have a name/description of a group that was actively trying to sabotage the royal family, I'd love to hear about it. :)
The TL;DR of Quomaugh's background are that he and his younger brother, Xoruk, were found as infants in the wreckage of a Dwarven caravan by some really, really dumb Orcs, who brought them back to their Clan's leader. For some reason, the Orcs decided to raise the two as fellow Orcs, never noticing the boys weren't actually Orcs. After many years, an upstart Orc Antipaladin comes, kills the former leaders, and takes control of the Ironmaw, which causes Quomaugh and Xoruk to flee, eventually hoping to return and curbstomp the usurper.

Travis Brogan |

Howdy - this is JAFO posting with my character's alias and profile - all info including his background is in the profile (see the spoilers). Cosmiy, your input is welcome, and I'll make any changes you want -
Also, for tieflings do you use the variant tiefling abilities?
if so, here's my die roll:
1d100 ⇒ 41

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Hmmmmm... and actually, on second thought, maybe playing the Orc Antipaladin would be more fun for this campaign?
Kilg Bloodletter, Former Chieftan of the Ironmaw Clan
LE Orc Antipaladin (Knight of the Sepulcher archetype)
Strength: 1d10 + 7 ⇒ (8) + 7 = 15 + 4 = 19
Dexterity: 8 Foible
Constitution: 1d10 + 7 ⇒ (10) + 7 = 17
Intelligence: 1d10 + 7 ⇒ (9) + 7 = 16 - 2 = 14
Wisdom: 1d10 + 7 ⇒ (3) + 7 = 10 - 2 = 8
Charisma: 18 Focus - 2 = 16
Traits: High Treason, Outlander: Exile (though I'd love to get Valashmai Veteran, but I would refluff it for an area much closer to Talingarde)
Would have tried to invade Talingarde, and been captured because the Ironmaw clan is not nearly smart enough to pull off Kilg's plan properly.
I'd be down with playing either one, honestly, so whichever you think would be a better fit will be the one I'll work on. :)

LastNameOnEarth |

Following up on my previous post, I think I have settled on an idea. A Dhampir Antipaladin. He will have travelled the full gamut of directions, having started out as a true paladin, dedicated to routing out the undead. However, over time, he began to question the reasons for what he was doing, and start to suspect that people were far more in need of control than the undead were in need of destruction. He shifted in goals, and gradually shifted in methods as well.
Eventually he came right around to LE, believing that people are frail of will and in need of strict control and leadership to help them overcome their duplicitous nature.
Character profile to follow.

Viscount K |

Viscount K: That's more than fine, actually! I'll probably be looking for a a variety of motivations for the final party, to keep the roleplaying interesting. The only problem is that I don't quite picture this taking place in Golarion: I'm afraid I don't know enough about the setting to place it in there.
Not a bit of an issue. Golarion isn't where Sholano originated, and none of the places/things in Golarion are necessary to his story. Those elements are only in his story 'cause it's the world I assume Pathfinder games are in to start with. More than glad to sub those out for places/things appropriate to your world.

DM Jelani |

Katrine Whitebranch
NE Female Aasimar (Angel Blooded) Barbarian (Titan Mauler)
Str 18
Dex 1d10 + 7 ⇒ (5) + 7 = 12
Con 1d10 + 7 ⇒ (10) + 7 = 17
Int 1d10 + 7 ⇒ (1) + 7 = 8
Wis 1d10 + 7 ⇒ (3) + 7 = 10
Cha 8
Arrgh. Just wrote out stats and background to lose them to the board ghosts. Will rewrite and post them separately.

Sholano Gale |

Alrighty then. Sholano Gale, ready to roll. The full background runs on a little long, so if you're just looking for the gist/personality, I'd check out the shorter post I did earlier, or take a look at the "character hooks" section. I think I removed all the references to Golarion, although I do have a blank spot in my languages known that used to be Varisian. I was hoping to fill that slot with something setting appropriate; if there isn't one that comes to your mind, I'll just drop Dwarven in or something.
I think all the crunch is done, too, although I may have a number wrong here or there.

DM Jelani |

Kyonko |

Alright. I'm suffering from writer's block. Basic summary of Janna Haven is that she is a courtesan, someone that goes to the various courts and noble gatherings. Talking and socializing, gathering up contacts and learning who wants slaves and selling those people the slaves that they want. Picked the wrong person (damn you, haunted background!) once and got caught and sent the prison.
Yeah, I have no faith in getting picked. ^^;; Ah well. Was a nice exercise and I learned more about the Oracle class.
And to answer some of your questions...
Your Experience: If you have previously read, played, or DMed a version of this game --- I have read several reviews and read some comments about the adventure path as several of my normal players have expressed interest in the game. However, the more I read, the more I wanted to play over GMing it.
And please, feel free to critique me if you so desire to.
Edit: Removed a few unnecessary words.

Rasputin17 |

Ah, Way of the Wicked. Never got into one of these either. Couldn't hurt to try again.
I'm thinking of a way to try and Mix Savage Skald bard and Blood God Disciple. Full stats and bio will be forthcoming; I'm just throwing my name out there:
Here's Mavro, a Half-Orc... something or other.
Strength: 1d10 + 7 ⇒ (1) + 7 = 8
Dexterity: 1d10 + 7 ⇒ (4) + 7 = 11
Constitution: 1d10 + 7 ⇒ (7) + 7 = 14
Intelligence: 1d10 + 7 ⇒ (1) + 7 = 8
Wisdom: 8
Charisma: 18
Well, that was beautiful... keep in mind, at my table, I'm a notoriously bad roller. I suppose bad luck's universal. Three stats at 8, yikes.
Edit: Anyway, I'm thinking Consorting with Dark Powers is a good fit, also I've decided I'll be making him out to be a shaman's apprentice and giving him sacred tattoos to signify the aspect. Not a lot to work with though. He's a dumb and scrawny little guy with surprisingly good looks.

cosmiy |

Here's a map of Talingarde for anyone who's interested. I've heard that its size is comparable to Great Britain?
http://www.firemountaingames.com/images/Talingarde.png
Getting from Talingarde requires a long boat ride, or for the wealthy expensive teleportation services.
If you type in "talingarde gazetteer" into google, the first link appears to be the gazetteer typed up. And to answer language questions, Dwarven is the second language of Talingarde (after common) so it might be useful to learn.
If you'd like to and you have three scores at eight or nine, you can roll again. But you have to take the second roll, even if it's worse.