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@Endzeitgeist - Enjoy, and try to ignore any egregious mistakes I made.

On reflection, I had actually later given the Grave Knight a customized +1 shield, so his total AC should actually have been 31.
The fight took place in close quarters, with the party pretty much all clustered by the doorway, which prevented them from immediately mobbing the pair. With the Grave Knight up in their faces, they forgot about the Grave Guardian. With his high AC, the Grave Knight was virtually un-hittable. The Inquisitor actually managed to buff himself enough to actually pose some semblance of a threat to the Grave Knight, but that DR 5/magic and slashing was a pain. Ultimately, the battle was won when, the Fighter and Inquisitor both nearly dead, the Alchemist remembered that he had ACID bombs in addition to his fire ones. They fell quickly after that.

GRAVE KNIGHT CR 3
NE medium undead (augmented humanoid) juju zombie knight 1/gladiator 2; Init +6
DEFENCE
AC 26, touch 12, flat-footed 24 (+9 armour, +2 shield, +3 natural, +1 Dex, +1 Dodge)
AC 30 with soft cover
hp 37 (1d10 + 2d12 + 9 + 3 + 2)
Fort +7, Ref +2, Will +1
Defensive Abilities channel resistance +4
DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
OFFENSE
Speed 20ft.
Melee mwk longsword +9 (1d8+4/19-20)
Honourable Might mwk longsword +11 (1d8+6/19-20)
Or mwk longsword +7 (1d8+4/19-20) and mwk shield +6 (1d8+4)
Honourable Might or mwk longsword +9 (1d8+6/19-20) and Tusked Shield +8 (1d8+3)

Special Abilities Resplendent Power: 9 rounds/day
Honourable Might: gain +4 morale bonus to Strength
STATISTICS
Str 19, Dex 15, Con ---, Int 10, Wis 12, Cha 16
Base Atk +3; CMB +7; CMD 19
Feats Weapon Focus (longsword), Extra Resplendence, Dodge, Combat Expertise, Two-Weapon Fighting, Improved Shield Bash, Improved Initiative, Toughness
SQ Quality
EQUIPMENT
Other Gear: plate mail, mwk heavy steel shield, mwk longsword

And to make things worse:

GRAVE GUARDIAN CR 2
NE medium undead (augmented humanoid) juju zombie armiger 2; Init +6
DEFENCE
AC 24, touch 13, flat-footed 21 (+2 Dex, +1 dodge, +6 armour, +2 shield, +3 natural)
hp 21 (2d12+2)
Fort +4, Ref +2, Will +3; reflect
Defensive Abilities channel resistance +4
DR 5/magic and slashing; Immune cold, electricity, magic missile, undead traits; Resist fire 10
OFFENSE
Speed 20ft.
Melee mwk glaive +8 (1d10+5) reach
OR armour spikes +6 (1d6+5)
Special Abilities Bulwark: all adjacent allies gain soft cover
STATISTICS
Str 21, Dex 15, Con ---, Int 8, Wis 10, Cha 12
Base Atk +1; CMB +6; CMD 10
Feats Dodge, Combat Reflexes, Improved Initiative, Toughness
SQ Armiger Talent (Spear Brace)
EQUIPMENT
Gear: mwk glaive, spiked chainmail, heavy steel shield

As you can see, Gladiator gives a joyous amount of feats over the course of its first few levels, while armiger makes for a wonderful support unit in melee combat. The Grave Knight's Will save was terrible, but they didn't have any primary casters, so it proved to be meaningless.
Juju zombie is a wonderful template though. Definitely worth that mere +1 CR boost.


Not too long ago, I had the PCs face up against a Juju Zombie Knight/Gladiator (from a Fistful of Denarii) in full-plate backed by a Juju Zombie Armiger (from Super Genius Games). The Armiger used a reach weapon so that he could fight adjacent to the Knight/Gladiator while staying out of the reach of the PCs. Thanks to the Armiger, I think I managed to get that Knight/Gladiator up to an AC 30. And thanks to Resplendent Power and the hilarious amount of feats a Gladiator gets over the course of his first few levels, the Knight/Gladiator was a melee behemoth. Given the PCs were only fourth level at the time, it gave them quite the challenge.
Mind you, the fight would have been over a lot sooner if the Alchemist remembered that he did, in fact, possess touch-attack bombs.


I must profess profound thanks for this veritable bounty of beasties.

It's a Christmas miracle!


Free stuff always throws me in the Christmas spirit.


Gods and Magic largely avoids the issue of gods entering the material plane. After the Whispering Tyrant (a technically mortal undead and not a god in the slightest) slew Arazni, the tale goes, the other gods decided they didn't like the whole idea of 'being killed by mortal beings' and now, for the most part, act only through emissaries. Emissaries like their respective churches or Achaekek. Given that gods are rather epic in level and Pathfinder has yet to produce epic rules, I imagine that unleashing wrathful gods upon the world is something that you won't find much of in paizo material.


Alternatively, if you wish to utilize a magic item based on an altered endure elements spell, it would only cost 400 gp by my estimates (Continuous: (2000 gp x spell level 1) modified by number of charges: (divided by 5). The spell only has one charge per day, but since it is a 24 hour spell, it is effectively continuous at a fraction of the cost).


Just wondering, does your cavalier need to make Ride checks per round to stay in the saddle when on the ceiling, does he have an exotic saddle that straps him in, or are you utilising some other means to keep the cavalier from experiencing -9.8 metres per second squared?


I imagine that a wondrous item that grants a variation of Spider climb would do the trick. Rather than grant the primary ability of the spell (to climb walls), the wondrous item instead grants the implicit secondary ability (to not get sick from hanging upside down from the ceiling).



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