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   Thank you all for the warm welcome back! ^_^ The cutoff date is 5 days, since most already have characters ready. These days are just for those with questions and those who are new to the thread. This is for your CONCEPT. If for whatever reason, I want your character in but it is not finished, I will let you finish it after I make selections. GM Snowe: No he doesn't! He will bring the wrecking to any evil prisoner's party. Sir Longears: I feel hurt... you didn't even bribe me with evil cookies! T_T Payn, the Bloodthief: I like your response! Oyzar: You can flurry with the hair anyway. It is in my opinion the same as any of your PCs other appendages and can be used for things like flurry of blows as it is. No need to penalize a cool, not-broken ability with technicalities. No fractional saves. Yes to broad study but you don't need magus levels, so long as you have the other requisites of the feat. Philo Pharynx: That's the spirit! Now, let us see if you will put that into action! :P  
   Oh and to give you all a sneak peak at a sample on how I will be building some of the simpler enemies for your villain's 'enjoyment'! ^_^ Nameless Guard #12
 So yeah, some of the most basic NPCs are not as powerful as your PCs, but they are still quite deadly. And considering that holy weapon and armor penalties are doubled in Talingarde, most of this particular guard's equipment will be near-useless to the PCs. Edit: This was a rough draft which saw a few numerical changes. I believe the AC and ATK are a point too low or high in this sample, but you get the basic gist of it, yeah? Edit: And perhaps this guy was built around a nice schtick with cleaving but by Talingarde, HE WILL SPILL SOME WICKED BLOOD! Edit: The good guys get nice things like bonus feats too!  
   I HAVE RETURNED AND I BRING COOKIES! Well, figurative cookies that exist only in your head, but cookies nonetheless! ^_^ I will update everyone on how things went. Deborah's funeral took a bit longer to put together than most because of Desiree's plans for everything. The purple casket, a color she chose because of pancreatic cancer, had to be custom ordered, a lot of distant relatives had to be called and allowed time to show up, and it took a while to get other special arrangements set up for the funeral. After the funeral, I stayed with TSP/Divinitus. My boss asked me to fulfill the secondary duties of my position as his now-primary secretary and represent him in Tokyo, so I took TSP/Divinitus with me to help him take his mind off of the recent tragedy. It worked extremely well and in between business meetings, which went surprisingly well despite how sexist most claim Japan is, we saw the hanging gardens, went to a cool little niche restaurant where monkeys dressed as waiters serve the food and booze, got to visit the neon district, and lots of other cool stuff! So, after that period of tragedy and emotional cleansing, I feel ready to come back and return to my campaigns. So, that all said... ARE YOU BADDIES READY TO RAISE SOME BLOODY HELL?!!! >:D Edit: TSP/Divinitus' slot has been forfeited by his own personal choice so another player could be selected.  
   Finally got back from work after pulling a double shift on the fly, so I will be making this post brief. I will hopefully not have to work double shifts tomorrow at the office. Oyzar: I don't see a question...? Something with WHW that was changed in my home group is that the WHW's hair is obviously magical and therefore needs no feat to be used for purposes of many class-class interactions, like feral combat training. It is more of a magical ability than a true natural weapon, even though it technically is one. Maybe after I get some sleep I can explain it better, yeah? Bognus 'Bluebeard' Dolgrin: Did you get it? Sir Longears: Classic wolf tactics! Sundakan: I will review the preview tomorrow. This campaign is set in Golarion. I think that the opening post said this, but that was a lot of posts and text ago, so you may want to double-check if I added it.  
   To get the elephant out of the room, I fudged pretty bad when I was drunk and put Hell's Rebels gameplay and discussion under this campaigns tab then tried to correct it by deleting them. Based on what a few people have said, this screws with other people being able to post, so we will probably migrate the game to a new game tab. How Branderscar handles high level prisoners: Prisoners were screened extensively by the inquisitors by means both mundane and magical means, then had their abilities contained by various means. Magical manacles of various sorts were implemented to restrain prisoners with magical or supernatural abilities. Those who were physically powerful were outfitted with manacles that weaken them tremendously. These are by no means the only ways, just the easiest to give generalities about. As well, there is no ability for most individuals to teleport on or off the island due to a strange magical interference. It is possible to move short distances with things like dimension door but actual teleportation cannot happen for story reasons that may be revealed if you are diligent enough. Divinitus: His campaign slot is now tentative, since he said that his aunt has gotten worse and has not replied to texts and has not been home for days. I live right down the road from him and have not seen his red car at all so it is a bit worrying. If he does not show up in a week or so to post, I will probably give his position away. Pratorix: Paralysis will receive some sort of nerf if it is allowed. It IS a monster ability for a reason. Maybe a static DC and/or limited duration? Number of uses per day? Send me a PM to discuss it. And I have no problems with normal ghouls as spawn for several reasons: 1) They are a LOT weaker than the general power level of the camp 2) Foes only fail on paralysis on VERY low saves 3) Most will probably die in one shot 4) Having multiple ghouls following the group is the best way to get an alarm raised, which will probably lead to a TPK. And have you seen the noble ghoul from 3.5? That would save you a feat or two. Helvetica Quinn: ALL possessions and companions were found and discovered before you were taken in. The inquisitors of the Radiant God are quite thorough with their magical battery of detections and divinations. BigBenClockTower: Those are fine, but summoner gets some nerfs, even the unchained one. Bognus 'Bluebeard' Dolgrin: Your background is interesting and gives me a lot to work with! I will probably send you a PM soon about your vampiric sire. Gobo Horde: The entirity of Branderscar Prison is hallowed to prevent ghosts and other undead from arising as well as to weaken already-existing undead within the cells. Honest Tom: Comments like that make me want to select Honest Tom! "This? This is no sword, it's a metal toothpick I got from a giant. Radiant God's honest truth, sir!". Sir Longears: I have no problem with you playing as a variant Devil in Grey! I made him a werewolf in my Carrion Crown game and faced him against the PCs. I like Gannak! What is your fighting style going to be like? Bobbity: "...outclass most fights..." Hehehe, you have no idea what's coming just from Branderscar Prison, do you? >:D Sundakan: Yes and no. The basic plot is BASICALLY the same. It is still railroady, partly because I don't want the PCs to go off on a separate campaign entirely and forget about laying waste to the nation that condemned them and partly because, well, reasons. If you can link me the playtest material, I will take a look at it. DSP is pretty good with their playtest consistency. Thecooldudenextdoor: The recruitment is still open. James Knowles: Yes. Did I satisfy everyone's curiosity?  
   Familiars, animal companions, arcane bonded stuff, ect.: You do not start the campaign out with these, but they will be smuggled in at some point by an agent of your patron. Those of you who have played the beginning of WotW probably know how. Don't spoil it for others! :P Sir Longears: It is assumed that the crime you are charged with was either commited in Talingarde or else assumed to have been so heinous that a wandering missionary of the Radiant God deemed it necessary to carry you back to the holy isle to have you executed. Oyzar: See, I actually agree with all the fist-shaking about the slumber hex. The reason why is that it scales in save difficulty, can affect any HD of creature, and worst of all, has unlimited uses per day. You could incapacitate an entire group of enemies in just a few rounds, leaving them all vulnerable to coup de graces... and you could do this all day long. That's a balance issue to me, just like with unlimited use dominate gaze on vampires, create spawns that templates creatures instead of creating basic undead, and other things that were never designed for PC use. I have no idea what Paizo was thinking with slumber hex. All you need to do to see abuse is how much people rage about it on the forums and know that it is a pretty widespread problem and that is without the more powerful options that you have in this campaign that could push it past broken. Slumber is not a witch's main thing, not most anyway. 1) Yes. 2) Yes.  
   Class skills: Everyone has access to all class skills, allowing you all to distribute points into any score. Monkeygod: Sorry! :/ 1) You literally have no gear in the beginning but a simple prison uniform. These heroes are smart and either destroy or sell all personal possessions of the Forsaken. Not to say that a certain tricksy, fair-haired lady individual might have smuggled out a prized possession or two though, like maybe a spellbook or memento... 2) Yes... all of them in fact! ^_^ 3) All class skills. Oyzar: If you take slumber hex, there are a few things you need to know. Since it is one of the most heavily abused abilities in Pathfinder, I will be pretty critical of those who have it on their list in-game. It is easy to slumber each enemy after debuffing them, then simply coup de gracing all of them en masse, among other abuses, so you see my concern, yeah? With the undead morale bonus, there is a feat for that somewhere. Praetorix: 1) YW! 2) That was the plan for all create spawn was creating base creatures, not applying templates. 3) But there are still balance issues with on-demand paralysis, particularly when you can try it as many times as you can attack in a round. That's why you don't really ever see it on PC ability lists or, at least, very rarely. Most templates that I am allowing are getting heavy nerfs because of how powerful they are in relation to PC use. 4)Yes and you have no gear apart from prisoner clothing. 5) Yes.  
   Praetorix: 1) Substitute revelations. 2) My biggest issue isn't create spawn, since legions of undead could fall rather easily and are better served being placed in the organization, but paralysis. That is a powerful ability and could make combat trivial in many cases. The question is are you willing to git rid of that power?  
   Okay, so good and bad news! The good news: recruitment closes tomorrow and selections will be a day or two after that! The bad news: a woman at my workplace, let's call her Suzy Q. to conceal her real name, has decided to lay off her 2nd shift work because of a sprained pinky finger... so I will be working double shifts until someone fills in for me on Sunday! My posting will likely be as bloody scarce as it has been the last two days for that period of time as a result. :( Lycanthropies: No adjustment needed. If DR10/Silver is something I have a problem with in-game, I built the heroes of Talingarde pretty rubbish. It is still a +1 level adjustment because of ability score bonuses and the various useful abilities that you have for it. Nightmare lord: There is no nightmare lord template for PC use. Nightmare creature is the only template I approved. Other templates: That's why I have a long ban list on templates, they are limited to one per customer, and you have to justify it storywise. Sir Longears: You may use dire wolf lycanthrope. Oyzar: What are the Quills goals though? 1) What do you mean? 2) What would you replace? Karactus, the Dream Stalker: 1) Yes. 2) Yes but is it no shadow or creepy shadow? 3) Yes, though remember it caps at level=level.  
   Well, yesterday was productive! Finally finished Fallout 4 at level 89 and teared up at the ending! T_T Today was less fun, with a 'fun' double shift but I finally got done with that sodding garbage. Templates: Just treat your character like it is a normal gestalt and it's a lot easier to grasp. Vampire template changes: First, you lose dominate and energy drain. Your AC bonus is reduced to +2 and your ability score bonuses are cut in half. You are not harmed by sunlight by you can't you any of your vampiric powers within it and take a -1 to all rolls while exposed to it. Oyzar: OoQ sounds reasonable. Any thoughts on what the organization would be? Veldrin d'Shraen: If you take the feats or take a level cut on part of your gestalt you can be a ND. Josh.Ingle: There is no sneaky character slotted. Bobbity: Characters who can learn all of their class spells will be assumed to know them all after the prison break. The spells that you know during the break will be limited to what you know from the 'gift' you get when the first book truly begins.  
   Templates: They take up levels on one side of the gestalt as per the typical ruling. :) Big Ben Clocktower: I have no problems with creepy children type villains! The Book of Vile Darkness, for example, had the elven Shadowchild. If you haven't heard of her, she was an interesting example of evil child, along the lines of Damien the Omen. Sunderedhero: PBP of course! Doomed Hero: You may take that template but with a few alterations. Instead of regeneration, you get 'Not Dead Yet', which allows you to heal back to 1/2 your maximum HP once per day upon receiving a blow that would otherwise kill you and allows you to use your feign death ability immediately. That should preserve the unstoppable killer vibe and not have regeneration. Fear aura is something that you can selectively turn on and off and probably should in some cases, since it affects allies and enemies alike. HighonHolyWater: Half fiend is allowed, but without stat bonuses. The base abilities are powerful enough, yeah? Philo Pharynx: Quickling is a little bit too much. Bane88: Of course! The only reason that you wouldn't in Hells Rebels is because it is a much lower-powered game by comparison. Jonny...Panic: There is a post about it in my Hell's Rebels recruitment, so you could check there. If you need elaboration then I will explain. About half of the campaigns listed with me as GM is when I was attempting to co-GM for TSP, now known as Divinitus. Two of the campaigns were recruitments that never got off the ground. And the others I had to quit because at the time I was in an abusive relationship, going to college, having financial troubles, and I was trying to help TSP/Divinitus with his problems as well. My internet was turned off due to lack of money about a week later, so it wouldn't have done any good to continue them anyway. Itsme: You get all weapon/armor proficiency listings from both classes. All classes have access to all skills.  
   HP: Max HP of course! ^_^ Archetypes: As far as I know, most archetypes are not a problem, apart from some that give you leadership and some of the summoner archetypes. Multiclassing: You can only multiclass on one side of the gestalt. Rovagug/Groetus/Daemonic Horsemen Patron: While these are probably going to be popular choices, even other villains tend to be somewhat unwilling to work with gods of the apocalypse. Path of War: Allowed. Psionics: Allowed. Akhashic: Allowed. Spellbooks and familiars: This will be handled in-game. You will have all the BASIC things that you need to utilize your classes after a certain point. Helvetica Quinn: All that you get from your class and upgrades count towards prestige classes. And fey taken is a fine trait refluffed for you! Nidoran Duran: I would rather wait until people post a template they are asking for before I state whether it is allowed or not. As for changes, things like removing a vampire's energy drain and charm gaze to get an ability to walk in daylight with no more of pretty decent penalty to rolls and inability use vampiric powers when so exposed. Oyzar: For the Lamashtu concept, there are two main issues. The first is being pregnant in the campaign would carry penalties for you and if my guess is correct, it would probably be a red-button for other players if you wanted to impregnate someone else. The second is that there are not newborns in every place that you may visit, so the deific obedience may be quite hard to fulfill. Atlas2112: Sucks that the game was nowhere near as cool as the trailer! Bobbity: Nothing like classic villains! And I certainly have no problem with UR, with all it's snicker-snack, stab you in the back glory! :P QuidEst: Either one you believe is more beneficial to you!  
   Hello hello, welcome one and all to my WotW recruitment ^_^ So what is this campaign? That's an easy question to answer: it's Way of the Wicked! But what makes it special, you ask? I'm glad you asked! The first book starts out at 10th level super gestalt! With mythic by the end of book 2! And the campaign will end at 25th level/mythic level 10! And METAL!!! Well, only if you feel like listening to metal... it's totally optional. If you don't know what Way of the Wicked is, do yourself a favor and look up the free player's guide. No more shall the villains start out as underpowered slayers of goats and other farmlife! No longer will the heroes that oppose them be bumbling oafs that seem like something out of a paladin spoof thread! No, this campaign will see light and dark clash on an epic scale. The conflict between good and evil will be put into focus and only one side will come out victorious in the end. Will you, the villain, gain your vengeance against the kingdom who branded you as 'forsaken' and condemned you for your crimes? Or will the heroes of light emerge triumphant and send your character to the Great Beyond receive their just punishment? It's all up to you and the dice! To get the immediate question out of the way, "But RVT, the interest check said that the recruitment would probably be up in a month! What's going on?". Well interest was high for the campaign and I have been wanting to see player ideas, so I am listing the guidelines that the first adventure is being playtested with. While I expect these character guidelines to hold, I make the reservation to change any aspect of the recruitment at will, for better or for worse. Just to give a full disclaimer, there are TWO slotted players. Monkeygod plans on reprising his old necromancer Veldrin and Divinitus will be using a mobile master of shadows and swordplay. I will probably select three more players for the campaign, but I MIGHT be convinced to add another if there is another that I feel MUST be included in the campaign! CHARACTER CREATION 
 EXPECTATIONS 
 FAIR WARNINGS
 CHANGES TO WOTW'S LORE
 2. Talingarde's patron deity is not Mitra, but a nearly identical deity of light with a thousand and one sacred names. Most in Talingarde simply know him as the Shining One or the Radiant God due to the fact that it is considered sacrilege for his name to be used in any sort of speech but the most fervent of prayer. It is said that the sun and stars are his many eyes looking down upon the mortal world vigilantly. He is an obscure deity in the rest of Golarion, nearly forgotten since the Starstone fell almost ten thousand years ago, but in Talingarde his worship is strong. 3. Corruption is not nearly as prevalent in this version of Talingarde. The people of the island have been faithful by and large over the countless millenia and the recent Markadian king's enlightened rule has seen many become content with the peace that has settled over the land. Edit: Recruitment will last as long as I feel is necessary. | 
 
	
 
     
    