Way of the Wicked Reversed (Gestalt), Be the Heroes of Talingarde (Group Three)


Recruitment

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Way of the Wicked Reversed is my home brew of the Way of the Wicked AP by Fire Mountain Games. This AP is pretty well known for being a solid "evil campaign" (at least for the first three books).

In my campaign, we flip the roles. You will take on the role of the heroes of Talingarde that foil (or at least...attempt to foil) the sinister schemes of Cardinal Adrastus Thorne, last High Priest of Asmodeous in Talingarde. The campaign will begin in the small town of Aldencross.

I am presently running two groups of this, and have had enough requests that I am opening recruitment for a third. I'll be running character creation a little differently than my last two groups, so the info is listed below in the spoilers.

You do not need to have a fully created character to apply. What I really want to see is (and what will give you the greatest chance of being selected) a compelling and immersive backstory. I prefer people who have experience playing or running WotW. I'd like your backstories to reflect that you have some familiarity with Talingarde.

Character Creation:

CONTENT: We will not be using any third party material unless it pertains to things published by Fire Mountain Games for the Way of the Wicked AP.

STATS: SPECIAL 18, 8, d10+7 for the remaining stats. If you roll more than one 1, or your final stats do not equal at least a 20 point buy, then you may reroll the set.
LEVEL: 3. Gestalt
HP: Max
RACES: Core Races. Talingarde is an isolated island and predominantly human. This reflects in the available racial-selection pool as a group of exotic races would be highly unlikely.
CLASSES: Talingarde is a happy, peaceful, prosperous nation; but not a very diverse one. The following classes are prohibited:
Ninja, Samurai, Summoner, Unchained Summoner, Gunslinger (exceptions are made for the Bolt Ace Archetype).
GESTALT: Don't forget that we are using the gestalt system. Take two classes and pick the best of both. You may only take PrCs on one side of your gestalt tier. You may not take PrCs like Mystic Theurge or other PrCs that combine two classes. An exception lies in Arcane Trickster. For anyone wanting to run a wizard/rogue, I will work with you individually on your character.
SKILLS: Similarly to WotW AP, you will be on your own for a great deal of this campaign. You will get 1 extra skill point per level and we will also use the Background Skills variant rule.
TRAITS: Select ONE Trait, NO Flaws. A second campaign trait will be given to you after character completion and selection. I will allow one and only one Aasimar into the group, at the cost of this trait.
FEATS: All PCs, NPCs and monsters have Power Attack, Deadly Aim, Weapon Finesse, and Combat Expertise regardless of whether they meat the prerequisites or not.
ALIGNMENTS: Allowed alignments are LG, LN, NG, CG, N. Alignment restriction rules for classes are to be respected still. A note on Paladins though: I do not consider Lawful Good to have to be Lawful Stupid or Lawful Annoying. I am not painfully strict for adherence to the code. Telling one lie will not get your powers taken away (though you may have to do some repenting). A great example of this is: You could work WITH an evil person, but you would not tolerate seeing them perform an evil act.
STARTING WEALTH: 1,500GP. You may not spend more than half on a single item. We will be using the AUTOMATIC BONUS PROGRESSION rules variant! At level 3 this gives +1 to all resistances.

Player Expectations:

I was running a game last night on roll20, and one of my players did a few things that struck me as peculiar. First, when the party made its way to their very first dungeon, he brought a ladder with him. He tied some meat on the end of it, and proceeded to drag the ladder along the floor ten feet in front of him. While I understand we might think that's a pretty clever way to find and deal with traps, here are my problems with it.
1. I've played with this guy before, and he did the same thing on another character. He also takes Profession Lawyer on every character he takes and tries to abuse it. I don't think there's anything wrong with creative uses of Profession Lawyer, but where I get annoyed is that when he takes it on every character, he's no longer really role playing anything, he's just regurgitating stats for a machine.
2. The party had a rogue. Poor guy didn't even get a chance to try and utilize one of his key abilities because some lunatic was running down the hall with a ladder with meat tied to the end.

Basically, build characters, not "you," and let other people have fun!

Oh, and post once a day (or let me know if you will be absent).

Pretty simple, right?

About teh GM:

I'm a 33 year old IRL hobbit. No...seriously I'm like 4'10". I've been playing tabletop fantasy games since I was 10. My father tortured me with second edition, but it was all we had so I didn't know how bad it really was until 3.0 came around. When I'm not working or in school, I'm playing video games (probably League of Legends) or hatching schemes for my Pathfinder groups. I run two groups out of my home, one on ROLL20, and two here on the messageboards. I am very new to PbP gaming, but not completely unfamiliar with forum/thread based role play. I wasted many an hour on Gaiaonline and (shamelessly admitting) AoL chat room RP. I try to stick to the printed rules, usually at my table if there is a disagreement or if no one knows, I just side in favor of the player and look it up when the session is over. That's definitely much less of a problem with PbP! I'm having a great experience with PbP so far, and because of the demand in PMs, decided I'd run a third group here.

I will keep this recruitment open for a week. Looking forward to concepts and submissions!


What if we roll more then one 1?
I rolled a 10, 1, 10, 1 and that seems a little... bad.
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (10) + 7 = 17

Rerolls
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (7) + 7 = 14

18, 17, 17, 15, 14, 8

Nice stats


Howdy,

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.

Sheet:

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
--------------------
DEFENSE
--------------------
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
--------------------
OFFENSE
--------------------
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
--------------------
STATISTICS
--------------------
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,
--------------------
SPECIAL ABILITIES
--------------------
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

Proposed Trait:

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.


Tormund, I've added some additional info for stats that will answer your question.

Johnnycat. For this group, we will be rolling stats, so you'll have to make some modifications for your original submission you made for group 1. Glad to see you again btw.


1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15

Woof, two 8's and I'm out of dump stats. That's quite the predicament you've put me in.


Ty, I rerolled in my original post.


I think you have to reroll all the dice, not just those that ends up as one.

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (4) + 7 = 11


You misunderstood, Tormund. I meant reroll the entire set!


1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (4) + 7 = 11
18, 17, 16, 11, 11, 8


So I have, JohnnyCat! #FirstWorldProblems


Still not a bad set at all


Yeah, those are pretty nice. And with a +2 into the 8 I have 18, 17, 16, 11, 11, 10


1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (3) + 7 = 10

So 18, 13, 11, 10, 10, 8... I think that gets a reroll....

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (7) + 7 = 14
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13

18, 17, 16, 14, 13, 8. Much better! Will have to build something now just to take advantage of that stat block!


Would you be willing to allow the pre-errata of Amateur Swashbuckler? I'd like to use Daring Champion and I'd be willing to sink a feat to pick up opportune parry


Can I roll? Rolling is so cool!

first set:

1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (2) + 7 = 9

Alright, another set then ;)

second set:

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (6) + 7 = 13

Damn ugly rolls :)


I don't suppose I can reroll my set? It's effectively 18 16 10 10 8 8, which is far from exciting...


1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16

I can work with this


@Oyzar and a EDIT TO MY FIRST POST:

You may reroll any set of stats that doesn't at least total to a 25 point buy. (this gives oyzar a reroll). I hadn't considered it when I made the 20 pt rule that with a forced 18, we can still end up with some pretty lackluster stuff.

Happy rolling.


As much as I think Paizo overkilled it when they drew up the errata for ACG, if I threw out one thing I'd have to throw out the whole 9 page errata.


1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17

Oh, that's nice. Let me muse on this for a while. Or rather, let my muse muse. :)


Wow...nice rolls Archlich. I can see Allyo Shan dying on his very first combat!


GM Snowe wrote:
Wow...nice rolls Archlich. I can see Allyo Shan dying on his very first combat!

So long as my Paladin/Bloodrager stands nobody else is going to die.


My Submission:
Aren Leyweave
Human Paladin/Arcane Bloodrager 3
LG
Init +0; Senses ; Perception +5
DEFENSE
AC 16; Touch 10; Flat-Footed 16
HP 39; Wounds —; Non-Lethal —
Fort +10 ; Ref +5 ; Will +6
DR —; Immune —; Resist —; SR —
OFFENSE
Speed 40;
Melee +8 Longsword (1d8+10, 19-20x2); S;
Melee +10 Longsword(raging) (1d8+13, 19-20x2); S;
Spells Known/Prepared
STATISTICS
Str 20, Dex 11, Con 16, Int 8, Wis 8, Cha 17
Base Atk 3; CMB +7
Feats Fey foundling, Power attack, Deadly Aim, Combat expertise, Weapon Finesse, Furious Focus
Skills Diplomacy +9, Knowledge Nobility +5, Perception +5, Perform: Oratory +6, Sense Motive +5, Spellcraft +5
Languages Common
Traits Rich Parents
SQ Arcane bloodline, Aura of good, Smite Evil, Divine Grace, Lay on hands 4/day 1d6, Mercies(Fatigued), Divine Health
Gear Wand of shield: , Wand of bless: , Agile Breastplate: ; Money 500 gp

I'll get his backstory written up soon but I'm not particularly familiar with Talingarde or Way of the Wicked.

Liberty's Edge

1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (3) + 7 = 10

Reroll....

1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (6) + 7 = 13

Awesome I can definitely work with that.


fearcypher wrote:
GM Snowe wrote:
Wow...nice rolls Archlich. I can see Allyo Shan dying on his very first combat!
So long as my Paladin/Bloodrager stands nobody else is going to die.

Archlich is party of group one :) You won't be saving him ^____^


Tossing my hat into the ring as well

1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (4) + 7 = 11

18,16,15,11,11,8

I've apped to several WOTW games, but this is the first that I've seen where people are heroes.

Also, would you allow the vigilante class? Ultimate Intrigue drops this month, and I've been itching to play one for a while.


Let's give those lucky dice a whirl...

18
Roll A1: 1d10 + 7 ⇒ (2) + 7 = 9
Roll A2: 1d10 + 7 ⇒ (10) + 7 = 17
Roll A3: 1d10 + 7 ⇒ (9) + 7 = 16
Roll A4: 1d10 + 7 ⇒ (5) + 7 = 12
8

...I'd say those are pretty lucky rolls, disregarding the second ability score that is under 10 before racial adjustments that is.


I will try my hand

Ignore these horrible rolls:

1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8
1d10 + 7 ⇒ (2) + 7 = 9
1d10 + 7 ⇒ (1) + 7 = 8

18
1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (9) + 7 = 16
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (5) + 7 = 12
8

Those I could work with.


I'm thinking magus/urogue. Seems like an interesting game to play in.


GM Snowe wrote:
fearcypher wrote:
GM Snowe wrote:
Wow...nice rolls Archlich. I can see Allyo Shan dying on his very first combat!
So long as my Paladin/Bloodrager stands nobody else is going to die.
Archlich is party of group one :) You won't be saving him ^____^

I'm glad I already rolled for Allyo before! If I was to build him with these rolls... Lol! I'm terrible rolling


If he falls we shall drink to him with our heartiest mead

Liberty's Edge

There is some source for the background that I can read?


1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (6) + 7 = 13
1d10 + 7 ⇒ (6) + 7 = 13

18,17,15,13,13,8


I'm still looking around and familiarizing myself more with the campaign as I've unfortunately never been in a group that really made it past the first book, but with that in mind I would like to at least throw out my interest in creating a Human Inquisitor/Monk who is dedicated to finding what little corruption there is within the church and quenching it before it can further infect the other members.

He would of course be very eager to serve in removing any faction of an evil deity from the country of Talingarde as he believes it for the well being of the country that such temptations be removed.


The Lucky Halflin- The first book is the bulk of what I'd like you to know. I don't intend on using much content past the third. It's not necessary to join, but I think some of the fun of the campaign would be lost on you if you weren't like "oh man...I remember when we did this as evil guys"

Diego- There might be one on paizo, but im just linking the first google result, there's a players guide here with some information
http://satansgame3.666forum.com/t8-way-of-the-wicked-player-s-guide


any thoughts on my using the vigilante playtest to roll into the core book?

Liberty's Edge

Hmmmm.... I see where you are going with this now GM. On that basis I think I will withdraw. I have never played WoTW (I generally have little interest in evil campaigns) and so wouldn't get the references and easter eggs and therefore get the most out of what you are trying to do.

Good luck all, hope you have a great game.


Are you allowing any 3pp?
Dreamscarred Press perhaps?


1 person marked this as a favorite.
Whitewalker Jon wrote:

Are you allowing any 3pp?

Dreamscarred Press perhaps?
Character Creation wrote:
CONTENT: We will not be using any third party material unless it pertains to things published by Fire Mountain Games for the Way of the Wicked AP.


@Vrog - I'm not open to playtesting for this campaign, sorry.


okay, no problem. I can go another way.


I haven't played wotw. Should I read the first book to understand what's going on?


"The Lucky Halfling" wrote:

I'm still looking around and familiarizing myself more with the campaign as I've unfortunately never been in a group that really made it past the first book, but with that in mind I would like to at least throw out my interest in creating a Human Inquisitor/Monk who is dedicated to finding what little corruption there is within the church and quenching it before it can further infect the other members.

He would of course be very eager to serve in removing any faction of an evil deity from the country of Talingarde as he believes it for the well being of the country that such temptations be removed.

Let there be warning that I have statted a very similar character - in that he is a human monk//inquisitor! Time for a Monk-Off!


For those that submit very similar characters that I wouldn't take both: If I find that I'm leaning towards one over the other before submissions are finalized, I'll let the other know so they can make another submission if they feel so inclined.

A monk-off though...lol.


hmmm... Perhaps have everybody be monk on one side of the gestalt and say we come from the same monastery?

Everybody was Kung Fu Fighting
Those kicks were fast as lightning
In fact, it was a little bit frightening
But they fought with expert timing

Grand Lodge

Well here is my half of The MONK-OFF!!

****************************************
Ladies and gentleman, put your hands together for Ashlion the Still!

Umm, boss. He's not waving?

Ashlion the STILL you silly boy!

Oh... right... Sorry boss.

Fluff will be done soon. :)


Or bards and be a travelling metal band


1d10 + 7 ⇒ (5) + 7 = 12
1d10 + 7 ⇒ (3) + 7 = 10
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (8) + 7 = 15

Hello again GM Snowe

I showed interest in the original thread but ended up unable to decide what to go with in time for the deadline and ended up not going with anything. I do have am idea now.

The character is loosely based on the same concept as the Excinder Archon, the destruction of forbidden lore. As such I'm looking at combining Occultist(Tome Eater) with a Pyrokineticist.


My character is going to be an Inquisitor/Bolt Ace.


Sounds fun let me give this roll a try

1d10 + 7 ⇒ (10) + 7 = 17
1d10 + 7 ⇒ (4) + 7 = 11
1d10 + 7 ⇒ (8) + 7 = 15
1d10 + 7 ⇒ (1) + 7 = 8

Well, that throws my MAD Ranger/Solar-Oracle out the window. But challenge accepted. Let's see if a I can make a Swashbuckler/Solar-Oracle work.

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