
Albion, The Eye |

As promised, here follows the crunch first (and most likely final) draft:
Aggrammar
Male dwarf cleric (evangelist) of Iomedae 3 (Pathfinder RPG Ultimate Combat 40)
LG Medium humanoid (dwarf)
Init +6; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex)
hp 30 (3d8+6)
Fort +6, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 20 ft.
Melee longsword +4 (1d8+2/19-20) or
. . mwk longspear +5 (1d8+3/×3)
Special Attacks channel positive energy 4/day (DC 14, 1d6), countersong, fascinate, hatred, inspire courage +1, sermonic performance
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—touch of glory (+3)
Cleric (Evangelist) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—bless weapon[D], cure moderate wounds, summon monster II
. . 1st—bless, cure light wounds, divine favor, shield of faith[D]
. . 0 (at will)—create water, guidance, purify food and drink (DC 13), stabilize
. . D Domain spell; Domain Glory (Heroism subdomain)
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Statistics
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Str 14, Dex 14, Con 14, Int 13, Wis 16, Cha 12
Base Atk +2; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Augment Summoning, Improved Initiative, Power Attack, Spell Focus (conjuration)
Traits armor expert, fate's favored
Skills Acrobatics +2 (-2 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Craft (weapons) +8, Diplomacy +5, Heal +10, Knowledge (planes) +5, Knowledge (religion) +6, Linguistics +5, Perception +3 (+5 to notice unusual stonework), Perform (oratory) +5, Sense Motive +7, Spellcraft +5; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Celestial, Common, Dwarven, Infernal
SQ public speaker, spontaneous casting
Combat Gear healer's kit; Other Gear +1 chain shirt, longsword, mwk longspear, cloak of resistance +1, masterwork artisan's tools, 30 gp
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Special Abilities
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Armor Expert -1 Armor check penalty.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bardic Performance: Fascinate (1 targets, DC 12) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Heroism)
Cleric Channel Positive Energy 1d6 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Fate's Favored Increase luck bonuses by 1.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-4 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier (
Sermonic Performance (standard action, 9 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above:
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Touch of Glory +3 (6/day) (Sp) Grant +3 to a CHA-based skill or ability check.
Any feedback is welcome ;)

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As a note, I am planning on sticking with 1-2 monk levels. DMHW has indicated that the lawful alignment restriction for monks can be loosened a little. Will switch her from Monk(Martial Artist) to Monk(Maneuver Master) is the only change from the finished character sheet, unless I made a mistake that I have missed so far.

Gregory Geilman |
I am not snooping Sorek. Just running games mostly these days:) aka brvheart. Did a lot of work for Judges Guild. If I should use it I will make sure you get the credit. I don't know about demoralizing them, but the Undead Hunter would put the fear of god in most undead. Then again it was a 3.5 advanced prestige class and would need converted. Need to be around level 11 to qualify if not higher and it is a 10 level PRC. My wife is trying to play hers converted to pathfinder as a warpriest. It is still rather effective.

WabbitHuntr |

I did a little searching for that Undead Hunter but my google fu must be lacking. Couldnt find it. Regardless I think a paladin or cleric bard prestige class that imbued his music with channeling would be pretty cool. Feel free to run with that idea if you ever get back in the content creation biz.
There are so many cool prestige classes from 3.5 that would be great if they were converted and made official.
Swiftblade. is just one of many that come to mind
Or this guy who I feel would be great to have in Rappan
Go to Radiant Servant of Pelor.

brvheart |

Yeah your google fu is not likely to find it unless you know where to look. It is in the Advanced Player Guide by Sword & Sorcery
It had some really nice options in it. I ran the Scarred Lands at the time and a lot of Necromancer Games Stuff (Now Frog God Games) so S&S was one of my main sources. Relics and Rituals and Relics and Rituals II were great also.

Aggrammar Deepdelver |

Hello everyone,
After some bumps in the road, we're recruiting again for the most deadly dungeon ever written :D
Recently we have lost two of our players, and are looking for options to replace them - we believe two 'roles' would benefit our group, and there is really no set recipe for success, but in any case the ones that left were a fighter - strong and decisive frontliner, and a Slayer, who acted as trapper/scout, while laying down some pain as ranged.
Below follow the ground rules from our GM for character creation:
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only, plus Inquisitor, Swashbuckler, Warpriest and Alchemist. I might consider Gunslinger, but the gun powder rules are the simplified rules from Razor Coast and not Ultimate Combat. I might discuss others if they fit an old school theme.
D) Sources: Core Rules, Advanced Players Guide, Ultimate Combat and Ultimate Magic after 5th level on DM approval on a case by case basis only. Additional Sources: Freebooter's Guide, A Brace of Pistols, Book of Magic Pirate Spells, 101 Pirate and Privateer Traits, Fire As She Bears, Pirates of the Inner Sea, Heart of the Jungle, Inner Sea World Guide, Isle of the Shackles and Dead Man's Chest.
E) Races per Core rules only.
Like I said, there is no set recipe for the characters to be chosen, but now that you have all the info, show us what you can come up with lads!

Otm-Shank |

What level are you recruiting for?
I see 5th level mentioned in the sources but I'm unsure what the after 5th level bit is referring to? Are you saying Ultimate Magic options are only available to take after 5th level?
I don't see the Advanced Class Guide as an available source but you've listed Swashbuckler and Warpriest as class options and you just lost a Slayer, is it's absence simply an oversight?
I'm very interested and tossing around several options. I'm curious if you would consider a Daring Champion Cavalier? It loses all of the mounted abilities for swashbuckler panashe and a few other dex based abilities. Thematically, it's very similar to a swashbuckler, simply less roguish and more team focused.

brvheart |

House Rules
1) Character creation:
A) Characters will be created with a 25 point buy.
B) Classes and weapons are restricted to European only.
C) Classes are Core Only with some noncore on a case by case basis.
D) Sources: Core Rules, Advanced Players Guide, ACG, Ultimate Combat and Ultimate Magic on DM approval on a case by case basis only. Dunes of Desolation
Glades of Death
Dead Man's Chest
Into The Breach
A Brace of Pistols
Book of Lost Spells
E) Races per Core rules only or other approved campaign races.
We are looking for 2 players at level 3. I am your DM.

brvheart |

Bumping still needing two.
The Legend of Rappan Athuk
Many hundreds of years ago, the forces of good allied to destroy the main Temple of Orcus in the ancient city of Tsar. With their temple in ruins, the surviving high priests of this accursed demongod fled the city with an army of enemies on their trail—an army of heroic fighters, clerics and paladins—led by Zelkor, a powerful wizard. The exact fate of these evil priests was then unknown, for not only did the remnants of the followers of Orcus disappear from all human reckoning, but so did the army of light that followed after them disappear as well. Some said that in the eternal scales the loss of so many good men was a fair price to pay to rid the world of so much evil.
The evil cult, however, had not been destroyed. The surviving priests and their followers instead settled on a hill near the Forest of Hope, a sylvan woodland near the Coast Road. There they found a vast underground complex of caverns and mazes, carving out a volcanic intrusion beneath the hill. There, the priests of Orcus found the perfect lair to continue their vile rituals. For many years, they carried on in secret, hidden from the light and from the knowledge of men.
Many years later, their underground delving completed, the evil priests erected a hideous mausoleum and a sunken graveyard atop the hill. It is believed that these graves are in fact the final resting place of the pursuing army of heroes that had been destroyed to a man. Soon after the mausoleum was erected the peaceful creatures of the wood began to disappear. Though many rangers and druids investigated these happenings, the cause of the creatures’ disappearance was not immediately determined. Some years later a powerful group of adventurers, led by Bofred, a high priest of Thyr, investigated the evil happenings and found the sunken graveyard leading to a labyrinthine complex. Bofred and his companions found great hordes of evil creatures in the complex. Though some of his companions returned from their expedition, telling tales of fantastic treasure and ferocious monsters, Bofred was never seen again—lost in the catacombs beneath the cursed mausoleum.
For the last one hundred years, ranks of adventurers have ventured to the newfound dungeon. Many fell prey to bandits and monsters in the surrounding wilderness. Rumors suggest that of those who survived to reach the mausoleum and sunken graveyard, most were slain by guardians of green stone or perished on the very first level. Those rare few who return from deeper treks speak of horrible undead and creatures that cannot be slain. All who have explored Rappan Athuk offer this one universal piece of advice: “Don’t go down the Well.”

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Here is the fighter (brawler archetype) all the characters will have the same personality, so that doesn't matter much.
Rough outline
Human, seeker and reckless
Stats
Str 19
Dex 16
Con 14
Int 08
Wis 12
Cha 10
Feats-
1- improved shield bash, power attack, weapon focus 'shield'
2-shield focus
3- Iron Will
Vitals-
Hp: 36,(28 if taking avg. After first)
AC: 21 FF:18 T:13
Saves
Fort: +6
Ref: +5
Will: +6
Offense:
Heavy shield (spiked)
+10/+9 (+8/7 twf) (3+4+1+1+1)
Damage: 1d6+10/13 (6+3+1)
Cestus(or a guantlet):
+9/+8 (+7/6 twf)
Damage: 1d4+7
Ranged: daggers
+5
Damage: 1d4+4
Gear:
+1 shield
MWK chainmail
Mwk Cestus
10 daggers
+1 cloak of resistance
5 potions of CLW
3 sunrods
10 torches
Back pack
Chalk(20)
100ft silk rope
Hammer
Belt pouch
Grappling hook
Rations (20)
Waterskin(3)
To be continued.
Skills-
Perception -2
Climb-1
Acrobatics-2
swim-1
Survival-1
Linguistics-2
Know. Dungeoneering-1
The idea at higher levels is to get up in the enemies face, and keep them from moving. (Via combat relfexs+stand still+no escspe from the archetype)

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Here is my paladin- (please note, I made item selections based on appearance, if, as many say, this dungeon is highly deadly, I will change some. also, hate to ask, but would a 12 T make any difference? )
Can said paladin be an aasimar? I'm running off the assumption of no and going human, but I may go aasjmar if it's an option.
Sacred shield archtype. (Possibly warrior of the holy light as well)
Traits- seeker, reactionary
Str 16
Dex 12
Con 14
Int 07
Wis 12
Cha 18
Hp 36 or 28(with avg. After first)
AC:23 FF:22 T:11
saves:
Fort: +9
Ref: +6
Will: +8
Offense: move: 20ft
Heavy shield:
+8
Damage: 1d6+7
Feats: improved shield bash, fey foundling
3-Additional lay on hands.
Gear:
+1 heavy spiked shield (1175)
MWK full plate (1650)
(Misc)
Skills:
Perception-2
Climb-2
Swim-1
Survival-1
Linguistics-1
Acrobatics-1
Sense motive-1
Background (short)
Darrien rossberg lead a simple life, from his birth, to his teens, he farmed with his father, worked odd jobs around his small village, and enjoyed strong friendships with many people. Even the day he got married was a simple, but happy day for him. He did his best for his family, he provided food, and comfort. He had a 3 year old son. He was happy. Alas, one day a roving band of ghouls swept down upon the farm, and Darrien could only watch as his wife and child, the lights of joy in his life were taken from him. As chance would have, several of his childhood friends had been on their way to visit, and saw darrien finally smash dead one ghoul with half of a broken metal door. Some fled back to town for aid, others picked up tools and ran to his aid. But they were not warriors, and soon they too began to fall. Had it not been for a ranger, descending from the shadowed woods to cut down the ghouls, they would have all died that day. While the others thanked the ranger, Darrien could only hold the half eaten corpse of his wife in stunned silence. Finally after what seemed like ions, the ranger strode over to Darrien and placed a hand on his shoulder, suddenly Darrien rose and turned on the ranger in anger. He blamed him, he cursed him for not coming sooner, he yelled more curses than any man ever should, and with a heart filled with anger and despair, he fled to the northen woods, up the mountain. What happened during that time is a haze to Darrien and he cannot recall how much time passed, perhaps days,but eventually he found himself at the peak of the mountain, carrying the metal door, and the corpse of his wife. He sat the door down on the snow and looked out over the ledge, a steep drop. He closed his eyes, but before he did anything else, a faint voice came, and with it, something his father had said to him countless times when he had been depressed.
"Remember son, the darker the night is, the brighter the stars shine. The only option is to keep going, and find new joy."
Later the next morning Darrien returned, carrying the metal door, but having left his wife buried on the mountain peak. He had realized something. The joy of life was precious, and while it could be found everywhere, in anything, losing any of it to the ever encroaching darkness was a horrible loss, that night he had made a vow, a vow to his family, to Continue to live and find joy in life enough for all of them, and a vow to himself, to protect that light of joy whereever he found it, and to kindle it in places he did not. He forged the beaten metal door into a shield, a shield of a make far beyond what his skill should have been capable of, and upon that shield resided an emblem, as if it were a stamp of approval.

StFrancisss |

Here's a link to my character. Since it sounds like damage is a need and rorek looks like he has a decent AC I went with a Falchion wielding monster as a Barbarian 1/Inquisitor 2.
I would like to use the Unchained Barbarian as it makes the math easier for raging.
While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).
A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.
Also, for the Inquisitors domain I choose something from Ultimate Magic, Anger Inquisition. Let me know if that's ok. HP calculated by max at first lvl and then average.
Character Sheet here on myth weavers.
Am currently thinking about backstory. Something about an angry dwarf who likes to chew rocks...

StFrancisss |

Ah, well for traps I've always wanted to do a swashbuckler (inspired blade)/Investigator. Both are from the ACG guide and may be pushing the limits of allowed content so I will be awaiting prior approval before going forward with the idea.
I have also updated the barbarian/inquisitor by using a trait to make disable device a class skill. The main thing holding him back is the armor check penalty (and of course not being able to deal with magic traps, but the slayer wasn't able to do that either).

Sorek |

@rorek55 definitely thinking a paladin will be a stronger addition for us here in an undead heavy Rappan
@brvheart the investigator has the Rogues trap finding and trapsense abilities. And so will definitely fill our trap expert need.
@@stfranciss if you are going a high int investigator the empiricist archetype is worth looking into

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OK folks just to make sure we know what my paladin does, he won't be smiting the evil in the normal way.
Bastion of Good (Su)
At 1st level, a sacred shield can call upon the powers of good to defend her and her allies against evil. This ability functions as smite evil, except that the paladin gains no benefit on attack or damage rolls against her target. Instead, any attacks the target makes against allies within 10 feet of the paladin deal half damage. Attacks against the paladin deal full damage, but the paladin gains a deflection bonus to her AC equal to her Charisma bonus (if any) against attacks made by the target of the smite. This bonus increases by +1 for every four paladin levels (to a maximum of +6 at 20th level). As with smite evil, if the paladin targets a creature that is not evil, her bastion of good ability is wasted with no effect. Feats, abilities, and the like that increase a paladin’s number of uses of smite evil per day increase a sacred shield’s uses of bastion of good per day.
This ability replaces smite evil.
Holy Shield (Su)
At 4th level, a sacred shield can channel her faith into her shield, protecting any nearby allies. All allies adjacent to the paladin gain a shield bonus equal to the sacred shield’s own shield bonus, including any increase from the shield’s enhancement bonus. This bonus does not stack with any existing shield bonuses. The paladin herself radiates light as a light spell while the shielding is active.
At 11th level, this protection expands to cover any allies within 10 feet and the radiance increases to the effects of a daylight spell.
At 20th level, any allies within 20 feet are protected.
Using this ability consumes two uses of the sacred shield’s lay on hands ability, and the effects last for 3 rounds plus a number of rounds equal to her Charisma bonus (if any).
This ability replaces channel positive energy.
And at level 4. No spellsm
Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.
At 8th level, the nimbus of light heals the paladin and her allies, curing of them of 1d4 points of ability damage, as per the spell lesser restoration. A creature can only be healed in this way once per day.
At 12th level, the nimbus of light is treated as daylight for the purposes of affecting creatures with sensitivity to light. In addition, the nimbus grants allies in the area resistance 10 to one type of energy, selected by the warrior of the holy light when this power is activated.
At 16th level, the nimbus of light grants the warrior of the holy light and her allies protection from critical hits. There is a 25% chance that critical hits made against the warrior of the holy light and her allies in the area are instead treated as normal hits. This does not stack with other abilities that grant similar protection (such as light fortification).
At 20th level, the nimbus of light increases in size out to a range of 60 feet. In addition, all of its bonuses increase. The morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear increases to +2. The amount of ability damage healed increases to 2d4. The energy resistance increases to 20 against one energy type. Finally, protection against critical hits increases to 50%.
Shining Light (Su)
At 14th level, a warrior of the holy light can unleash a 30-foot burst of pure, white light as a standard action. evil creatures within this burst take 1d6 points of damage for every two paladin levels and are blinded for 1 round. Evil dragons, evil outsiders, and evil undead are blinded for 1d4 rounds on a failed save. A Reflex save halves this damage and negates the blindness. The DC of this save is equal to 10 + 1/2 the warrior of the holy light’s level + the warrior of the holy light’s Charisma modifier. good creatures within this burst are healed 1d6 points of damage per two paladin levels and receive a +2 sacred bonus on ability checks, attack rolls, saving throws, and skill checks for 1 round. A warrior of the holy light can use this ability once per day at 14th level plus one additional time per day at 17th and 20th levels.
This ability replaces aura of faith.

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So a highly support/tank paladin. I figure that with rappan, it will work better than the more selfish based one. (At 5I'll take power attack to provide a little more damage)
Best thing about my smite is it halves all damage you take, period (any AoE, spell, etc that comes from the bbeg. );) Except on me but I can take them hits.
On another note GM it seems that as written the sacred shield ability requires no action to use, just expenditure of lay on hands, I think it probably intended to the same action as a channel, and am fine with that, but maybe you want to be nice :D