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So my party will probably make its first attempt at Artrosa tonight and I'm doing my prep work, when I realize that they want Erdija to follow the PCs until they basically tell her to go away.
How would she follow them during the climb up to the top of one of the cliffs?
Would the party need to either get her magical flight (which is possible) or jury-rig something else up(which would be hard to do since it is about half a mile up).
Or should I just handwave it and treat her climb as any other PC/NPCs climb ignoring the fact that she has horse hooves for feet?
Thanks for the thorough response!
My VTT group is going to be starting another AP in about 2 months or so and we have narrowed it down to Hell's Vengeance and Reign of Winter. As the GM, I don't have any particular preference over the two.
All of the players are willing to be in an Evil campaign and we have talked about consent and the like in regards to HV. I'm just looking for some input from folks that have played/GM'd at least one (if not both) of these APs to give me some insight into the pros/cons of each AP from a play perspective and/or a GM perspective. Thanks in advance!
Possibly? But remember that Ravounel is not technically part of Cheliax as far as Hell is concerned.
At least Cheliax will be headed towards freedom, true, civil war and all that but hey.
Well, with the exception of the Archduchy of Ravounel which would probably become free of Cheliax with its own Hell-bound contractual reasons, but still has a Thrune in charge, albeit he is now a Genius Loci on top of his own regular power.
Valandil Ancalime wrote:
Those are additions that make sense! Thanks!
Wrath of the Righteous only spends half the AP battling demons on the material plane, a third is spent on 2 separate demon lords' own sections of the abyss, and the last bit all over the place
The one sentence description doesn't say all the fighting is done on the Material Plane. Just says that they are fighting the demons streaming into the world. It doesn't necessarily say which side of the stream they are on ;)
Also, these are only 1 sentence descriptors to give a brief description of the AP. Do you have any suggestions on what WotR sentence should be instead then?
So I am looking to get some newer players to play an Adventure Path. I'd like to be able to give them a 1-2 page list with a one sentence description of each of the APs. Below you will find what I've written up about each of them. I've only personally read/played/GMed 4-5 of the APs, so any help getting the best description possibly would be much appreciated!
Rise of the Runelords - Traditional high fantasy including goblins, giants, dragons and many other foes!
Curse of the Crimson Throne - Urban campaign after the death of the city-state’s king.
Second Darkness - Explore elven ruins & eventually deep underground, eventually fighting dark elves!
Legacy of Fire - Desert adventure including genies and planar travel!
Council of Thieves - Urban adventure that helps guide a city before it tears itself apart.
Kingmaker - Explore the vast wilderness and ancient ruins to clear space for your budding kingdom!
Serpent’s Skull - Explore ancient ruins, racing against other parties to be the first to explore them, hopefully preventing an ancient sleeping god from arising!
Carrion Crown - Horror adventure that pits the players against traditional horror themes.
Jade Regent - Travel from traditional European fantasy across a land bridge to the Asian-themed lands!
Skull & Shackles - Explore the seas as pirates, fighting sea monsters, other pirates and more!
Shattered Star - Seek all of the pieces of an ancient artifact, delving deep into the history of a land!
Reign of Winter - Fight the machinations of a reviled Winter Witch, and travel through time & space!
Wrath of the Righteous - In this mythic adventure, players will fight off the hordes of demons streaming into the world!
Mummy’s Mask - Delve into ancient tombs and uncover the secrets of a cult to prevent the rebirth of an ancient tyrant
Iron Gods - Barbarians and robots collide in this adventure to bring a dash of high-tech into this fantastical game!
Giantslayer - Fight orcs & giants, preventing them from overtaking the human lands!
Hell’s Rebels - Rebel against an evil Hell worshiping empire to free a region from its grasp. (Not directly influenced by Hell’s Vengeance)
Hell’s Vengeance - Play as the villains, helping the evil empire put down a divine inspired rebellion (Not directly influenced by Hell’s Rebels)
Strange Aeons - Madness has grasped the players and they must discover not only their own past but also stop the madness of cults from spreading across the globe!
That is great to hear! Both as a potential player, but most likely a GM trying my best to get all of my players playing these great sounding PCs.
Most adventures are designed with 4 players in mind, however you are building an adventure with the assumption there will be 6 PCs.
(1) Will many of the encounters be designed to be more difficult than a typical adventure due to there being 6 PCs?
(2) If you have only 4 players, will you have advice to GMs out to tone things down to to make that accommodation?
I'm running my party through Hell's Rebels and they are currently 8th level. One of the players is playing as a Promethean Alchemist. In the early levels if/when the homonculus died, I didn't worry too much about the cost of 1 pint of blood/Hit Die of the homonculus.
However, now the party is 8th level and the homonculus has 6HD. Meaning if my players wants to bring back the homonculus after it is 'killed', it would take 6 pints of blood. (In the real world with current donation guidelines, this would take a full year to safely donate)
I have been unable to figure out how this actually translates into a mechanical consequence. Off hand, I was thinking of 1 point of Con damage/pint of blood.
Meaning that in a safe environment there is a good chance that the Shaman in the party can cast Restoration spells to off-set the Con damage as it happens so that at the higher hit dice the homonculus can still be brought back. This would make bringing her back mid-adventure/dungeon crawl a lot more difficult, but allow downtime to be used to bring her back fairly easily.
James Jacobs wrote:
Alternately, you could run the section as-is, but have the aged leader of Acisazi use some sort of one-shot ritual or the like to grant the PCs combination freedom of movement/water breathing plus a swim speed to more or less negate the parts of underwater combat that made things a slog. It'll make some of those encounters less dangerous, but it'll preserve the story.
That is actually a pretty neat solution! If I hadn't already prepped No Response from Deepmar over the last week, I might've used it! I actually got excited with that Module when I read it, and started prepping it the same day as my OP. Thank you though for your response! I love how active Paizo staff is on these messageboards! :)
I made sure my party didn't sell that Cloak of the Manta Ray either, and it was helpful but it felt like not quite enough.
Just for reference, my party was:
Human Slayer (Stygian), with Dervish Dancer and some archery feats (so the scimitar was not very effective since it is not actually piercing damage, only treated as piercing). He was wearing the Cloak of the Manta Ray
Human Shaman (Life), thankfully he was our easy access to Water Breathing, he also has Augment Summoning, other focused on his Channel Energy
Elf Hunter, focused on archery with a Raven animal companion
Elf Alchemist (Promeathan/Chirurgeon) with a kick butt homunculus. Most of his extracts are used to buff the homunculus and feats are for crafting.
With most of the damange coming from the Slayer and the homunculus, both had issues getting through the DR of some of the monsters, especially after the underwater rules were taken into effect.
I ended up having Lictor Octavio go down with the party after clearing out the skum and a near death expierence with the shell sentinels (their DR AND fast healing make long lasting against my party). Octavio's Great Weapon build made pretty easy work of the Shell Sentinels (especially since he critted on a power attack).
My party plays on a VTT and we only get 2-2.5 hours per session to play every week (and sometimes even less). The end of Turn of the Torrent ended up taking us 4-5 sessions to complete because the current party is woefully not built for aquatic combat and we just slog through it. So much so, that my players are becoming more frustrated with the adventure than actually having fun.
With that in mind, I want to reach out and see if anybody has any ideas about replacing the Acisazi village & Menotheguro. Ideally something that still makes sense for the Silver Ravens to make alliance with that would help against Cheliax's navy much as the aquatic elves would.
I have just started reading book 4 and plan on finishing it this week, but I don't know if the Acisazi have a strong role to play in the AP after the alliance is secured.
Any help would be appreciated. Thanks!
Manly-man teapot wrote:
Who's going to enforce it, and what kind of training do they have?
An interesting way to go about it, is that the City in question is ancient and has magic's that help the local government enforce this law (and by this point long tradition) of monitoring magic use (think CCTV, but for magic in a city). Obviously this would be artifact level device and could be the hook for a number of possible adventures (removing, protecting or retrieving said device).
Ideally, that would then limit the number of wizards necessary to enforce the actual laws.
Seeing how this would likely be a Lawful city, it could have a major magic school/university. The School has an agreement that each Staff Member, student and employee capable of casting magic must spend X days/year (or pick a time frame) assisting in monitoring and working with the city guard to enforce the laws of the city. The city could also "Call Up" the School (or Particular members) in certain circumstances (say "Call Up" the Headmaster when a high level magic-user goes rogue).
For this to work, the school would obviously also need to get something out of this deal beyond just being in the City.
EDIT: OP Posted right before I did, figured I'd add my thoughts to my post.
Charon Onozuka wrote:
Finally, there are powerful and influential groups in the city who are invested in the idea of having LESS magic restrictions (Mage Academy, Church worshipping Goddess of Illusions, etc.)
I think that what some of those organizations would like is a more restrictive measure, but they are the few that can use magic within the community and that gives them standing, as the more freedom the organization is to use magic, the higher its standing is with the Local Government maybe.
As for the merchant and trade portion, most(in a generic Fantasy setting) of regular trade is mundane. Magic trade, while lucrative takes a lot of start-up capital and time so most merchants do not normally deal in magic.
Adventurers and the like could still be offered large bounties, luring them out to the city, but then when selling magical items might need to do it through one of the official magical organizations in the city.
Was just thinking along those lines basically.
Also what you could do, is ban all magic unless the practitioner has a some sort of Writ from the local government that will expressly list the types of magic or specific spells. I think this would allow some of the "trusted" citizens to use some of the more destructive spells or divinations and the like.
I'm at work right now so I don't have any references in front of me, but off hand I would say that a Paladin Hellknight of Ragathiel that is a member of the Order of the Torrent would be interested in getting righteous vengeance for those that were kidnapped (i.e. Taking "care" of the kidnappers). Beyond that I'd need to reread the Ragathiel entry and the Order of the Torrent info in the AP when I get home tonight (which is convenient for me since I'm running my HR campaign tonight)
Honestly, you'll want to talk to your GM about the Order of the Torrent and the role that they have in later books. From there he can pick and choose what information you know about the Order of the Torrent and from there you should be able to hopefully pick out what you need for Roleplaying a Paladin Hellknight of the Order of the Torrent.
Lord Twitchiopolis wrote:
I think the reason the Law/Chaos axis doesn't get the attention that the Good/Evil axis does, is because ultimately it will be harder to write an entire AP along.
Good/Evil has many great literary examples both modern and classical. Not to mention the Good/Evil delineation between the two is more clear than the Law/Chaos line. Especially since I see Good/Evil as a character's Morals and Law/Chaos as a character's philosophy/approach in life. With that being said, the Law/Chaos spectrum is a lot more subjective and is going to be harder to pin-point than say Wrath of the Righteous' being the Good campaign and Hell's Vengeance being the Evil campaign.
I do have to say that having read most of Hell's Rebels, it definitely feels like it could be the Chaotic campaign, that could be played by Lawful people, but chaotic players are going to have a more interesting go at it.
Maybe one of the future APs will be a bit more Lawful? Maybe Strange Aeons, trying to fight the chaos/insanity that the Cthulu mythos is guaranteed to try and impose on the players.
Orfamay Quest wrote:
Not to mention many of the Chaotic (and even Neutral) deities along the Law-Chaos spectrum do not have formal churches that some are thinking about.
Many of the Chaotic deities in Golarion (Cayden, Gorum, Desna etc..)are called out as having loose, if not non-existent hierarchical churches.With that being said, I feel like there is no "formal" authorization for those churches to begin with.
Now the Law deities (Abadar, Iomadae, Asmodeus etc...) might have something different to say about that since both the god and the church are Lawful and probably have fairly strict hierarchies (the Catholic church hierarchy comes to mind when I think Lawful churches)
For Golarion in specific there are a few gods(esses) that allow non-divine spellcasters into their priesthood. Nethsys is specifically called out as having a lot of wizards in his priesthood. And as mentioned earlier Desna has a number of non-divine casting priests as well.
In the RotRL campaign I was in, I had a Sylph Wizard(Air) that considered herself as a clergy member of the Desnan faith. It did include a lot of factors from RPing a strong faith in Desna and preaching now and then (although not super evangelical), but also the sheet did support this with a high Diplomacy and Kn:Religion.
Essentially, I agree with LazarX when it comes to a Priest being a role that can be filled by many. I will concede that in generic settings and even Golarion many priests are divine casters, but I still say not all of them have to be.
We just started Emerald Spire a few sessions ago and my players didn't much like the light effect of the first level (especially since the ranged character only had Low-Light), and I think they had a good time on the second level with the spiders.
The issue is:
On the third level, when they fought Jaris Phenogian and his Iron Cobra their luck started to change. First their scout failed the Fort save with the Blue Winnis poison the Cobra has and fell unconscious. Then the second round comes around and their next frontliner a Cavalier also rolls poorly when the Cobra hit him and he is unconscious as well. I finally get Jaris into position and the remaining two players make their saves vs the Color Spray and they promptly start working on making a tactical withdrawal. Sadly, they don't get away fast enough and Jaris is able to get close enough to use his Arcane Bond (Ring) with Color Spray and both of the surviving players are hit with his Color Spray. They are 3rd level so they were stunned for 1d4+1 rounds. I basically had Jaris tie up the players and we ended the session so that I could prep what I wanted to do next with the group since I did not want to do a TPK.
Within reason, where should the players be kept as prisoner within the Emerald Spire or Level 3 of the Spire? (I have 5 players but the 5th was not at the session, I'm just going to have his character with them for group cohesion purposes)
So, whether or not I'd allow this at my table, I am very much on the fence but RAW Mithral states,emphasis mine:
Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor's check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0).
While Celestial Plate Armor says (emphasis mine):
Mithral calls out the need for Heavy Armor Proficiency if you take a stock Full Plate and add Mithral, whereas Celestial Plate Armor says it is treated as Medium Armor without explicitly calling the need for Heavy Armor Proficiency, meaning if you have Medium Proficiency you could use Celestial Plate.
So, from there it is easy to see that Celestial Plate Armor at a Base is Medium Armor, than applying Mithral would make it Light Armor, but still needing the Medium Armor proficiency to wear it without penalty. There is nothing stating they are the same type of bonus. In fact you could argue that Celestial Plate Armor drop in category is a "Magic" bonus and Mithral is a "Physical" bonus due to change in material. Much like a deflection bonus and an armor bonus will stack for AC.
I might be inclined to rule similarly at a home table. Since I'm already in the camp that feels Martials do sometimes need a little leg up to be as flexible as a full caster. Definetly same combat style, just like with bloodlines for a possible Bloodrager/Sorcerer or Arcanist/Sorcerer (or school with Arcanist/Wizard)
Since the Two Weapon Combat Style is selected for both, I do not see why the list is restricted when it's clearly the same Style with the selection of feats opened up.
This shouldn't work simply because than you could conceivably go Slayer 2/Ranger 2 and have access to the Level 6 feat list, get 4 more levels of either class so Slayer 6/Ranger 2 or Slayer 2/Ranger 6 and have access to the level 10 feats 2 levels early as well.
I'm sure your intent was when the total Ranger + Slayer level is 6 or 10 those feats would open up, but I feel that muddies the rules up even more for a case-by-case issue
1) No you don't have to take them at 6 & 10, because it says you can take them at those levels, not that you have to. You can take that Slayer Talent after levels 6 & 10, but when you take the talent the second time you still only qualify for the level 6 Ranger feats.
2) Three is the max. Normally you cannot take a talent more than once, unless otherwise specified in the Talent. The Ranger Combat Style Talent specifically calls out when and how many more times you can take the Talent
3)The Combat Style you get from Ranger and the Combat Style you get from Slayer do not stack, as it does not specifically call it out in Slayer "Ranger Combat Style Talent".
ACG pg. 8 wrote:
While a character can multiclass with these parent classes, this usually results in redundant abilities. Such abilities don’t stack unless specified. If a class feature allows the character to make a one-time choice (such as a bloodline), that choice must match similar choices made by the parent classes and vice-versa (such as selecting the same bloodline).
Now, I'll be honest I don't know if a Ranger Combat Style would count as a "one-time" choice for the Slayer as it is not required, unless they pick up the Talent. I would say it is a "one-time" choice for the Ranger. Meaning that ultimately it would not make any sense for a Slayer/Ranger to take the "Ranger Combat Style Talent" since the abilities overlap, instead of stack.
I would probably try approaching the situation like Aldarionn suggests. Just be vague about what the specific connection to the important NPC is to the player. It could be given time to mentally prepare for a little bit of the spotlight, the Player might be able to shine!
Of course if the player tells you they'd be too uncomfortable, you can always change it to Sarenrae with a little reskinning and maybe reflavoring some of the Desna specific items or abilities she has.
I'm in a similar boat. After the PCs discovered who put the shadowblood in Aron's pack, the NG Rogue/Cleric of Sivanah decided to try and redeem her.
I'm not sure if I want to take time out of our already limited game time though to go on a mini-quest that diverts too much time from the rest of the AP. I'm thinking of maybe converting one of the skirmishes in Drezen into a slightly longer encounter area that she tells the PCs about and she goes along and helps. I'll try and connect it to something she did in the past shortly after she converted over to the demons. As I'm writing this I'm sort of thinking about attaching Moxsahbuul's original death and then creation to Nurah somehow.
I'm also considering her telling the PCs about Eustoyriax being at Drezen as that was the whole reason for providing Aron with the shadowblood. She doesn't know that Eustoryriax is Mythic but the PCs are experienced enough to know that a "named" demon commander is probably more than just the basic stat-block for that monster.
EDIT: Also one of my players has read Worldwound Gambit and knows that shadowblood and Shadow Demon's aren't something fun to mess around with.
I would probably rule it similar to this in my Wrath of the Righteous campaign. I would probably work closely with the player (as is pretty much needed for Mythic play anyways) and come up with a plan regarding Legendary Item abilities, one of which would probably need to be Intelligence since it is a Familiar as well. (Sort of what Clectabled suggested, but only the first one)
My 7th level Sylph Wizard(Air) in a Rise of the Runelords campaign always has at least one MM prepped AND through one of the side-mods our GM added also has a 5th level wand of MM.
As many people have said it is nice to be able to throw that guaranteed to hit 4d4+4 force damage to the BBEG to topple them down when I know from the queues from the GM (either unconscious or conscious) that the BBEG is about to topple over but our front-liner just missed the mark, is low and HP and I'm right after the front-liner, but the BBEG is right after me. My wizard ended up killing off the BBEG and ensuring that the front-liner didn't get pounded into mush.
I've also used MM (albeit from a wand most of the time) on fights I know aren't going to last very long and I don't want to waste any of my precious 2-4th level spells.
RISE OF THE RUNELORDS SPOILER-Book 2 Specifically:
In Book 2 of Rise of the Runelords, you fight lots of ghouls, my Wizard used to almost always exclusively have Color Spray and Sleep prepped. Even as an experienced player I learned a harsh lesson when we went out investigating the farmhouse and got ambushed by ghouls and after my second level spells were used up, I was relegated to using a Wand of Shocking Grasp (CL:1), which isn't a very good idea for a wizard to begin with, but it was really the only thing I could do a that point
While Sprain Ogre is correct about the oracle's powers not coming from a particular god, even in Golarion, I presume you are actually more worried about the campaign trait Touched by Divinity
Where in Book 3 they discover they are in fact the child of the god chosen for that trait.
This is an interesting thing you'll have to work out since it also means that essentially a temple devoted to Baphomet gets turned into a temple devoted to Yog-Sothoth.
Personally, I would be hard pressed to say Yog-Sothoth would have any actual children since the Great Old Ones are so far removed from everything.
I think in the end, I would maybe work with the player, see what domain he chose for the Touched by Divinity trait (or Domains since you mentioned he will be a Heirophant). After that, I would look at all of the deities that also have the associated domains and change the deity associated with the Touched by Divinity trait.
Note, that this does not necessarily mean the oracle has to stop worshiping Yog-Sothoth. It just changes the aspect of the trait.
It isn't that they get two Judgments. It is that when they declare Judgement, it lasts the entire combat. They can switch between specific judgments as a swift action during that combat.
Emphasis mine. Basically the Inquisitor declares that they are using their Judgement ability and it lasts the entire combat (or until they are taken out of combat). During combat they can switch between the particular judgments they want to use(i.e. battle, justice, etc.)as long as they spend a swift action to switch the judgment.
Paizo has actually published a book that goes into a little detail about pantheism and has a couple of traits & feats to go along mechanically for a PC that might be a pantheist. It is Faiths & Philosophies. In the Pantheism portion it does say that most people on Golarion are at least a little bit pantheist as they will offer prayers to deities other than their patron.
I'm the one that sent those PMs last night. I think I might've cracked it.
Ignore the Holy Book references,as I believe they are there as a distraction AND a reference to the upcoming Inner Sea Gods book, but mostly a reference.
Then you'll just have the Page:Line:Word. I used the 5th Printing CRB PDF to decode it.
I know that the ACG Playtest is old news, but I was reading through Demon's Heresy and one particular NPC jumped out to me as a GREAT candidate for a re-write using an ACG class. I also upped his power by just a tad to hopefully make him more dangerous for Mythic PCs, but YMMV. Here he is.
Marhevok Grunheld-Wintersun CR 10
Human (Kellid) Bloodrager 11/Champion 1
CE Large humanoid (human)
Init +1; Senses Perception +13
AC 20, touch 10, flat-footed 18 (+9 armor, +1 Dex, -1 size, +1 natural, +1 deflection, +1 dodge)
hp 161 (11d10+71)
Fort +12, Ref +4, Will +5; +2 vs. spells cast by you or an ally
Defensive Abilities hard to kill, improved uncanny dodge; DR 2/—; Immune inhaled poison; Resist demonic resistances, acid 5, cold 5, fire 5
Speed 30 ft.
Melee 2 claws +18 (3d6+8/19-20+1d6 fire)
Space 10 ft.; Reach 10 ft.
Special Attacks bloodrage, claws, mythic power (5/day, surge +1d6)
Bloodrager Spells Known (CL 8th; concentration +10):
3rd (1/day)—fireball (DC 15), haste, protection from energy
2nd (2/day)—bull's strength, false life, frigid touch, scorching ray, shatter (DC 14)
1st (3/day)—burning hands (DC 13), cause fear (DC 13), cause fear (DC 13), color spray (DC 13), corrosive touch, magic missile
Str 26, Dex 12, Con 20, Int 10, Wis 8, Cha 14
Base Atk +11; CMB +20; CMD 31
Feats Arcane Strike, Cornugon Smash, Dodge, Eschew Materials, Improved Critical (claw), Improved Natural Attack (claw), Intimidating Prowess, Power Attack, Power Attack [M], Rending Claws, Toughness
Skills Acrobatics +12, Bluff +13, Handle Animal +16, Intimidate +24, Perception +13, Survival +13
Languages Common, Hallit
SQ blood casting, blood sanctuary, bloodlines (abyssal), demonic bulk, fast movement
Other Gear +3 breastplate, amulet of natural armor +1, decanter of endless water, ring of protection +1
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Blood Casting (Su) Cast bloodrager spells while in bloodrage.
Blood Sanctuary (Su) +2 to save vs spells cast by you or an ally.
Bloodrage (26 rounds/day) (Su) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Cornugon Smash When you damage an opponent with a Power Attack, you may make an immediate Intimidate check as a free action to attempt to demoralize your opponent.
Damage Reduction (2/-) You have Damage Reduction against all attacks.
Demonic Bulk (Su) You can increase your size by one category when raging.
Demonic Resistances (Ex) Gain resistance to acid, cold & fire when raging.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Flaming Claws (Su) 2 Magic Claw attacks deal 1d8 damage + 1d6 fire
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Improved Uncanny Dodge (Lv >=15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Power Attack -3/+9 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rending Claws If you hit a foe with 2 claw attacks in a turn, add 1d6 precision damage to the second hit.
Sudden Attack (Ex) As a swift action, use 1 power to make melee att, roll twice with +1 bonus and bypass all DR.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Note: These stats are with him Raging & with his Demonic Bulk already adjusted. BUT it is not adjusting for any spells you might have him cast before a fight with your PCs. Power Attack adjustments have not been made yet as well.
Second Note: I did make some sub-optimal spell & mythic ability choices as I tried to keep in mind that he isn't normally fighting mythic enemies, but leading raids against regular crusaders.
@Aldarionn- I do believe that is what is eventually supposed to happen. In fact the beginning of Book 3 talks about just that happening basically.
What I think the OP was getting at was Drezen BEFORE the PCs & their Paladin army arrives.
It is my thought that yes, it is in fact basically an empty shell. And thinking on it, the way Changing Man described it would make sense too after having read The Worldwound Gambit.
Also, while those craftsmen might be with the enemy armies, why would they deal with the PCs seeing as they are either part of enemy armies.
That is a pretty good idea too. Although placing it down in the Geb/Nex region could be interesting especially if the Temple is actually right at the edge of the Mana Wastes. Maybe tie the Temple into some sort of connection that points to involvement in the open conflict of Geb & Nex with the Isle of Jalmeray (if I remember correctly that Isle has a lot of contact with djinn, jann, and that ilk).
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