Way of the Wicked—Book #6: The Wages of Sin (PFRPG) PDF

4.00/5 (based on 5 ratings)

Our Price: $10.00

Add to Cart
Facebook Twitter Email

Reap what you have sown!

Talingarde is yours! Once the people of this noble nation called you a criminal and branded you as one of the forsaken. Now, by blood and guile, you have seized control of the kingdom.

You are at last victorious.

And this is only the beginning. What shall you do now that you are in power? Will you lead your army in wars of conquest? Will you take revenge on those who once oppressed you? Will you write your name across the pages of history in blood and fire?

There will be no one to stop you this time!

Welcome to the sixth and final chapter of the “Way of the Wicked” adventure path. Inside you’ll find:

  • “The Wages of Sin,” an adventure compatible with the Pathfinder Roleplaying Game designed for 18th level villains by Gary McBride
  • Full color illustrations and maps by Michael Clarke
  • New character options for villains by Jason Bulmahn
  • A complete campaign timeline for all six books
  • And More!
Become the tyrant you were born to be! Conquer all who oppose you and fear not—surely there will be no repercussions for your reign of terror.

Product Availability

Fulfilled immediately.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

FRM1006E


See Also:

Average product rating:

4.00/5 (based on 5 ratings)

Sign in to create or edit a product review.

Fraud

1/5

I would love to give this product a higher rating but it has been written by a fraudster, Gary McBride, who tricked 315 people into giving him $40,000 through Kickstarter and refused to communicate with them for 4 years now. Despite multiple appeals from backers he has backed over 520 other kickstarters since then, logging in every week though seemingly unable to respond to his backers products. Shame on Paizo for selling the products of a con man and allowing him to continue profiting from rpg fans.

For details of the swindle and Gary McBride’s backing record see https://www.kickstarter.com/projects/730004812/throne-of-night-a-pathfinder -rpg-adventure-path/comments


Reap what you have sown indeed

5/5

The end-game where we're used to the good guys catching up to the bad guys and stomping a mud-hole in 'em. Only now you're the bad guys. Will you indulge in the rewards so long denied you?

Personally, I recommend thoroughly abusing your power over the island. Crush the inevitable rebel scum and try to anticipate the sudden yet inevitable betrayals by (almost) all of your mini-onions.

I strongly recommend the GM exercise the "second option" to conclude the campaign. In other words, give the villains a properly sound thrashing by the Good Guys.

Kill them, kill them all, permanently.


Wages of Sin Review

4/5

Warning: Potential spoilers. Written from a GM's perspective. I ran this for 6 PCs.

Finally, after nearly two years, my group has been able to complete this entire Adventure Path. Like the entries before it, this chapter did not disappoint.

Strengths:
This chapter is jampacked with content. Wages of Sin is basically a giant villain sandbox and the author outright states that the GM will likely have to fill in some gaps for options that they didn't think to include. This is true to a certain extent. For example, my PC were rather interested in the world outside of Talingarde, for which the campaign offers only minimal information. However, for the most part, it seemed like almost everything my PCs wanted to do had been accounted for. I was thoroughly impressed by how often I was able to rely on the prewritten material given the open-ended nature of the campaign.

Another thing that I loved about this book was how it really made the players feel like they were powerful villains. Fights with weaker creatures were mostly handwaved, while the creatures they actually fought all felt legendary and threatening. Also, making them leaders of Talingarde they were empowered to make decisions that would affect the entire nation and have consequences for generations to come. My players really latched on to the politics of it all. Every decision was weighed heavily, as they tried to get all the things they wanted, while trying not to drive the general population into supporting the rebels.

Last, but not least, I have to talk about the final battle. At first I was a little concerned. I saw that the PCs fought the titan and his planar ally, then the combination of Belinda, Antharia and the Solar. Two encounters didn't seem like enough for an epic finale to an almost two year campaign. Boy, was I wrong. The titan went down fairly quickly, but the fight with final three took over two sessions. Belinda looks weak on paper, until you realize that she can combine Mind Blank with Greater Invisibility to become practically unfindable. Antharia is an absolute beast and borderline unhittable by traditional means. The Solar can heal like no one's buisness, all the while still attacking with her dancing greatsword. Add in the fact that all three of them have access to long duration protection spells, like spell immunity and protection from energy...well, your PCs should have a tough time. The combination is an appropriately epic final boss battle.

Weaknesses:
One criticism I had, that I have seen other reviewers mention, is the way the the game handles Princess Belinda. Essentially, she has fled the island to form her army and Mitra has given her a magic item that literally makes it impossible for the PCs to find. Now, Way of the Wicked is no stranger to railroady plot elements. However, for the most part I have been pleasantly surprised by how little of an issue that was for my players. The path the writers provided always seemed to intrigue them enough that they walked down it willingly. However, the Belinda situation in this book was noticeably frustrating for them. Essentially they had to sit there waiting for three years for her to act and they couldn't do anything to stop her.

Probably the biggest weakness of this book is pacing. When I say that this campaign took almost two years, what I really mean is that books 1, 3, 4 and 5 took about 2 months a piece. Book 2 took about 5 months. Book 6 took the rest of the time. With Book 2 I was able to cut out a lot of material, due to its fairly linear nature. However, with Book 6 that was almost impossible, since the content was entirely driven by the actions the PCs wanted to take and initially the players were reluctant to accept time skips because they wanted to get as much done as possible. It took them a while to realize that there was no shortage of in game time to do everything they wanted. The most noticeable impact was on leveling. I used the story based leveling suggestions at the back of this book for most of the campaign. However, I had to modify it a bit for this book, overwise the players would have been level 17, 19 and 20 for about two sessions each and level 18 for the remaining ten months. Instead, I let the PCs level to 19 early and did some rebalancing of later encounters. Still, while I would have liked to have seen this book paced a little more evenly and I think the players would have appreciated a bit more combat, the content was dynamic enough that the game never became too stagnant.

Conclusion:
Ulimately, despite the uneven pacing, this is another excellent addition to the Way of the Wicked adventure path. It thoroughly does its job in offering an epic conclusion to the campaign. Regarding the campaign as a whole, while I have had minor criticisms throughout, I would not hesitate to recommend it to anyone looking to run an evil game. It can be challenging for a GM, due the high level game play and it's unconventional nature. However, the payoff, at least for my table, was a unique and memorable gaming experience.


An Endzeitgeist.com review

5/5

The final chapter in the evil AP Way of the Wicked is 102 pages long, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page advertisement, 1 page back cover, 2 pages maps of Talingarde, leaving us with 94 pages of content, so let's take a look!

This being a review of the final part of this AP, the following contains SPOILERS - not only for this module, but for the whole AP. Potential players are strongly advised to jump to the conclusion.

All right, still here? Cardinal Adrastus Thorn lies slain, Asmodeus has proclaimed his support of the PCs and they have risen to be High Cardinals of the lord of the ninth - but they still need to clean p their house - the knots are in place, but depending on the actions of the PCs, the remaining knots may prove to be problematic. Take for example Barnabus Thrane (who is called Thrain in text once - unfortunately but one of numerous, accumulating editing glitches throughout the module) - the spymaster and Asmodean sleeper that has infiltrated the clergy - he most definitely will become a mayor problem if the PCs have not secured his cooperation. The man knows much, but can just as well be a worthwhile asset to the PCs claiming Talingarde and changing the clergy of Mitra from within. General Barca, on the other hand, is not a valuable asset - indeed, if the PCs have not killed him and opt to put him on the throne, they'll see their grip weakened by his growing paranoia. The Devils are unproblematic allies as long as the PCs serve the Dark Lord, but what if they falter? For falter they might:

After having slain Chargammon, princess Belinda, the paragon sorceress has been granted a solar and an artifact by Mitra - a veil to hide her from the eyes of all evil-doers and from all mortal magic. A powerful tool indeed to conceal her from the prying eyes of the PCs and plot with her draconic mother Antharia Regina the downfall of the tyrants to be - but more on that later.

If you recall the Hadean Signet in Book V, well the ring awakens and starts beckoning its master to sacrifice an angel, a fiend and a creature of titan-blood to unlock its vast powers - upon the third sacrifice, though, the thanatotic titan bound to the ring is released, seeking to enslave (or kill) all. Wise villains know when to stop and may use the properties of the ring's first two phases - though honestly, I would have expected a way for the ultimate tyrants of Asmodeus' reach in Talingarde to have some way of enslaving the vastly powerful titan - perhaps by besting him in combat thrice (he respawns after 66 days as long as the ring is not destroyed...) or by torture? After all, all spirits can be broken... A bit of a pity here, but oh well. It's not that they need the titan for now, for one of the knots has actually done his job well - Cedrick malthus has gathered a vast army of deadly mercenaries and cutthroats under the command of Volker Eisenmark - provided they can pay the ships to get them to Talingarde, the PCs have a vast army of cutthroats, murderers and people eager for a fresh start - at least 20 thousand strong.

These will be the saviors of Talingarde, for another army waltzes south - Sakkarot's Horde has done its job admirably. But in order to rule a proper land and not some heaps, in order to have a capital, the betrayal must be sprung - and while Sakkarot may falter, he will not fail. Following the plan, if the PCs can show that they are the favored of the Dark Lord, he leads his army to the slaughter in fields where the PCs have a chance to shine in a grand narrative battle where they have pivotal roles in ensuring that no elite humanoids escape the slaughter to hamper the first weeks of their reign. If the PCs have hired the elite mercenary general Eisenmark and brokered a deal with the Frost Giant Queen, they may even have more benefits from this battle - chief of which would be rekindling the hope for a place to be for the Fire-Axe himself - universally loathed and sans home, the PCs could tie him up - or make him one of their fiercest allies.

Speaking of allies - if the PCs have managed to corrupt Sir Richard, he returns from the shackles of hell as an anti-paladin, presented by Dessiter as a candidate for the throne of the puppet-king - and, unbeknownst to the PCs, walking scrying focus for Dessiter. Sir Berithor is his new title and yet another piece falls into place. With the Fire-Axe defeated, the PCs can walk into the city and, after meeting a delegation (including a relative of Barca) that welcomes the unlikely saviors, present their claim to the throne. Meanwhile, the princess is off to a quest on the mainland, gathering her forces - protected, unfortunately, by a plot-fiat device. Honestly, I would have expected some clever rules, ways to bypass the artifact, at least kill her allies - instead, the artifact essentially binds the PC's hands in that regard until the final battle.

Till then, though, the tyrants run free - and the best part of the module happens. The Tyranny-sandbox. Establishing a court of people with varying degrees of usefulness (and ambitions), the PCs have 3 years to enjoy their reign and manage their kingdom. While in the background, the might-score of the kingdom represents the overall power of Talingarde - and almost all decisions have consequences. And oh boy, are there things to do: From the court's machinations to the religious question of whether/how to legalize Asmodeus/ treat the Mitran church, coronation ceremonies etc., the PCs will have to make decisions fast: Whether to worm their way into the hearts of the Mitran believers or usher in brutal pogroms, it's all up to the PCs. Speaking of purging opposition - exterminating the blood of house Darius is an option, though taking them hostage might be wiser and aid them in the long run. Speaking of aid: If they are smart, they may find records of the remaining Knights of Alerion as well, netting them a chance to surgically remove the best remaining soldiers of the Talingarde resistance. Speaking of resistance - if the PCs take heed of their traitor's court, they may get the necessary information to take down one superbly stealthy leader of the resistance.

But there are also tasks that require the PCs to deal with: Take the problem of the Irean barbarians of the Caer Bryr: These clans may be unified - a free bonus army for the PCs - but only if they manage to exploit a prophecy of the people and kill a primal bandersnatch, the legendary Caothach Ool to show that they are the chosen ones. In the Caer Bryr, the PCs may by the way also revive the noble tradition of unicorn hunting to fill the coffers of their nation... Of course, cracking down on the resistance, razing a village to the ground that openly defies their rule, gaining the service of the Barcan nobles and their griffon knights, redecorating the palace, legalizing prostitution and/or slavery - the latter serving as a prerequisite to legalize bloodsports (and gladiator veterans), rebuilding Balantyne and fortifying and finally conquering the North, rebuilding Daveryn etc. are a lot of interesting things to occupy the PC's time. Finding a way to ensure their army remains happy is yet another issue to handle, as are the battle-nuns and the fact that the duergar are problematic allies at best, prime candidates to be betrayed to the regular dwarves to gain their loyalty as a vassal state.

Allying with the reclusive Yutak, killing an elder kraken plaguing the trade-routes, side-quests in the Agathium, Grumblejack having prophetic dreams, dealing with a duke that could spell trouble, surviving an assassination-attempt by 2 mariliths and their demonic servants, rooting out the last outbreak of the Tears of Achlys, children praying for salvation and an angelic host(a great way to really screw up public relations),marrying a beautiful, wicked lady and make her queen - there is a lot going on. While darkness stirs in the North - a seeping shadow of invulnerable antilife seeps from a cavern where ancient tables lie, guarded by shoggoths: Stopping the all-consuming shadows and claiming the tables may add yet another dread weapon to the PC's arsenal. The Minions the PCs may still have also have up to 23 different tasks waiting for them - and then, after 3 all too short years....she returns.

The Pcs will reap what they have sown, with each of the different decisions resulting in modifications to Belinda's army or their own. And the saviors waste no time - the final stretch of the AP kicks off with 2 angels showing up above the city, preaching hope and seeking to wreck the palace. An aerial battle thus kicks off the final battle for Talingarde's soul -soon to be followed by an assassination attempt by Solomon Tyrath, high inquisitor of Mitra - hopefully they can make Naburus join their cause - and hopefully, they did not make Berithor king. For the ghost of his mother shows up - and he repents. Kills Dessiter. Becomes a paladin again. And delivers a final stand - to die and be claimed by the heavenly host, his contract voided by repentance.
And then, the final battle is upon them. They may even study the battle of the Victor fought in the same locale. And then lead their army into the final battle. Versus the last hope of Talingarde, Princess Belinda, Antharia Regina, the elysian titan God-hammer and a solar of Mitra. And then, there are two ways to end the campaign - win the insanely difficult final fight. Or suffer the fate of villains - abandoned by allies, more Mitran angels join the fray, ensuring the fate of the PCs. And thus, in which way you choose, ends the Way of the Wicked.

The supplemental material of this issue has Jason Bulmahn contribute 6 additional Asmodean spells, 8 magic items to insert into the campaign if you choose to. And finally, the last 3 pages contain a timeline for the whole campaign.

Conclusion:
Editing and formatting are the weak spots of this pdf - much like almost all issues of the AP, several easily avoidable typos, glitches and minor issues mar the AP and show that a second set of eyes editing this would have helped. Layout adheres to FMG's drop-dead gorgeous 2-column full color standard and the book is BEAUTIFUL. Michael Clarke's renditions of key enemies, almost all of them spanning full pages, rank among the best in the whole AP. On a formal level, the scarce bookmarks feel a bit unpleasant, much like in the predecessors - nested bookmarks would especially in the tyrant-section been appropriate. The pdf comes in two versions, one slightly more printer-friendly and, rather cool, the AP comes with an 9-page pdf of player-friendly maps and handouts - awesome!

Oh boy. Usually the editing glitches would mean that I rate this module down. And e.g. a certain archmage's plot-thread has not been addressed. But the sheer amount of loose ends being tied in this module is AWESOME. The Tyrant-sandbox is glorious and something only all too rarely seen. The final battle is brilliant.

This module is epic and ranks among the finest final installments of any AP I've ever read. The power of the foes arrayed, the amount of consequences the PCs face - all these made me grin and want more - and look forward to Throne of Night. Since part 2 of the AP, not a single installment has had me that excited, that euphoric, that delighted by offering something truly different - at levels not usually supported by APs. Cool, deadly and truly a book centering on being villainous, I only wished more space in the overall AP would have been devoted to doing such things. Running Talingarde - for better or for worse for the villains is a sufficiently epic change of pace before a final confrontation of insane difficulty. If I had one complaint regarding the narrative, it would be the magical gizmo-stealth of Belinda. At least offering a chance to take down the solar or the dragon would have been more prudent in my mind - but then again, this is not about being fair. This is about reaping what was sown - and Fire Mountain Games, in spite of the scarce bookmarks and editing glitches, for this stellar module, reaps 5 stars + seal of approval for being innovative, cool and providing a joyous read that will have you cackle with glee - just remember that the fires of hell are waiting to claim you and that failure is not an option in the eyes of the dark lord...

Endzeitgeist out.


The PCs have finally become true masters of evil...but to what end?

5/5

It is said that all evil needs to triumph is for good men to do nothing. That may be true, but what about when good men (and women…and dragons, celestials, and so many more) do, in fact, do something? Can evil still be triumphant then? That’s the question that has been posed throughout the Way of the Wicked adventure path, from Fire Mountain Games, and the final answer is presented in the sixth and final book in the series, The Wages of Sin.

The Wages of Sin is presented in three files: the main book, a printer-friendly version thereof, and a set of player handouts. The player handouts are, for the most part, maps with the GM-only information removed, though one illustration is there too. The counterparts, with the GM information added, are found in the main book.

The printer-friendly file is the main file down to a “T,” save for turning the page borders into grayscale and removing the page backgrounds. This may sound like a lot, but it still preserves all of the interior illustrations, all in full color. I maintain that this detracts from the “printer-friendly” part of the equation, especially since several of these illustrations take up an entire page (though, to be fair, that does mean you can skip over those pages altogether).

It’s on that note that I do need to talk about the illustrations again. Michael Clarke’s talent is on full display once again, with a large number of full-color illustrations, many of which, as noted, take up an entire page. The artwork here is gorgeous, enough so that I wish that there was a separate file of just the art so that it could be shown to the players without needing to let them see the accompanying text (on the non-full-page illustrations, I mean). Heck, I just wish that there was an artbook of this material for its own sake.

The main file is just over a hundred pages long. While it does allow for copy-and-pasting the text, and there are bookmarks present, said bookmarks are to each of the book’s major sections only; there are no nested bookmarks to go to sub-sections, which is a shame.

The Wages of Sin opens with the usual introduction from the author, which is noteworthy this time because he talks about the issue of how to end the campaign; specifically, he calls into question whether you want to end on a note of evil victorious or evil undone, and discusses, albeit briefly, the pros and cons of each, insofar as what your players would like. I was actually somewhat impressed with this, since it brings up what I think is an interesting distinction in how the campaign ending can be approached – whether from a more personal point of view (e.g. “I don’t want my character to be defeated while on the cusp of total victory!”) or from a more poetic, narrative standpoint (e.g. “and so our PCs’ evil finally catches up to them, and they earn their just deserts.”). It’s an interesting dichotomy to consider.

The adventure background presents, well…the background for the adventure. More specifically, it goes over some of the things that have been happening outside the PCs knowledge to set things into motion, which isn’t unbelievable despite having five books’ worth of material behind them at this point. More specifically, we get the background on what Princess Bellinda (the last, best hope for Talinguarde) has been up to, and the information about the here-to-fore unknown Sixth Knot.

We then move on to the first major section of the book, which takes place shortly after the PCs successfully overthrew their master at end of the previous adventure. Now, the PCs are in charge…or are they? In fact, being in command is more than just having thrown off the shackles of servitude; it means actually taking control of the existing operation, enforcing their will on their comrades in evil, and keeping the late Cardinal Thorn’s plans on track.

Several events in this section focus on just that, as the PCs need to deal with the various factions remaining in the service of Hell, ending the “threat” of the humanoid army marching towards the capital, and then formally assuming control of the nation. Several of the events here revolve around existing NPCs that the PCs have dealt with before, and the author does a fairly good job of noting not only how these scenarios could play out based on what the PCs have done before now, but how they still could depending on what the PCs do.

My major complaint about this section was the sidebar near the end on why Princess Bellinda can’t be discovered and hunted down prematurely by the PCs. It’s not necessarily that she has a mcguffin item that makes her impossible to find, it’s that this is plainly acknowledged by the text, rather than giving her mcguffin stats. While all adventure paths are railroads to some degree, the major draw of this last adventure is that after so long being under the command of another, the PCs are now free to do what they want. This freedom is, for the most part, celebrated in this adventure…except where Bellinda is concerned. The text about her artifact makes it clear that there’s nothing the PCs can do to find her, and so the endgame can’t be tampered with (very much). It strikes me as a bit of a cop-out; at least give the thing game mechanics so that it’s conceivable, if unlikely, that the player-characters could have a chance of overcoming it.

Act two is the real meat of the book, being fully half of its page-count. It’s here that the PCs are at their pinnacle of glory. They are now in command of the nation that once condemned them; this section is given to all of the things that they can do – and that they must do – now that Talinguard is theirs. While various points in the campaign have been fairly open-ended in what the PCs could do, this is the largest the sandbox has ever been in the Way of the Wicked.

For one thing, the PCs are given several years of game time to indulge themselves. Over this, thirty different events are presented. Some of these are things that the PCs can do for themselves (do you want to legalize prostitution? How about the slave trade?), while others are things that happen during the course of their reign (e.g. assassins!). Insightfully, these events are set to take up set blocks of time, making them easy to adjudicate during the PCs’ rule over Talinguarde.

What really makes these events stand out is their scope. While some of these are issues of domestic policy, such as whether or not to erect temples to Asmodeus, others are much more grand. Do the PCs want to send their army to the north and wipe out the remaining humanoids (and other creatures) there, conquering the whole island? What about opening trade with foreign nations? There are many things the PCs can do to reshape the political and social lay of the land as they desire. As a bonus, there are almost two dozen additional actions that are specifically meant for the PCs minions (using the rules first introduced in the second adventure).

Event three is where it all starts to fall apart. Bellinda is back, and depending on how the PCs ran things, the degree to which the domestic populace flocks to her banner can vary wildly. Only a half-dozen events are here, and some of these are fairly low-key events like tallying up the respective sizes of the PCs army versus the Princess’s. Several individuals play out their last scenes, and the stage is pretty well set by the time things are ended here.

The fourth event is the finale to everything, as the two major armies clash. The PCs’ main opponents here are Bellinda and her immediate retinue, set against the backdrop of the battle. The bulk of this section discusses the battlefield itself, and the hefty stat blocks for the good guys, each one taking up about a page.

Somewhat disappointingly, what’s here doesn’t quite seem to tie together as strongly as I would have liked. For example, there’s several paragraphs of discussion given to the nature of the terrain on the battlefield, but the practical context of this (e.g. what happens if the PCs try to march their army through disadvantageous terrain) isn’t discussed. Likewise, the book uses a numerical score as a shorthand for determining the strength of the PCs’ army versus Bellinda’s…but while the results of this score are indicated clearly, it’s only in terms of how the setup looks, and not the actual outcome (e.g. you can read that score X means that your army outnumbers Bellinda’s four to one…but that doesn’t mean that you win).

The outcome appears to be entirely predicated on whether or not the PCs can kill Bellinda and her retinue, the lynchpin of the final battle. Hence, this seems to make the preceding sections somewhat superfluous. Whether the PCs have their army avoid the rough terrain, or whether or not their forces are a match for Bellinda’s army…all seems to come to naught, regardless of the final outcomes. What matters is this one last fight, and as that goes, so does the final battle. It’s a very poor integration of the wider implications for the PCs large-scale tactical knowledge, and the practical ramifications of how they conducted themselves as rulers of the nation.

A single-page epilogue is given next. It’s surprisingly poignant, allowing each player a turn to write their character’s final impact on the campaign, before the GM brings the curtain down. I was slightly surprised at the tone of finality here; I’m much more used to how Paizo gives us an entire section at the end of each of their adventure paths devoted to what you can do to continue the campaign, if you and your players are so inclined. Perhaps I’ve been spoiled by that, but I find the absence of such a section here to be somewhat disappointing. Three or four meaty adventure hooks, and a CR 20+ stat block for some future foe, could have made for some very interesting material for enterprising GMs.

Several new evil spells and magic items appear next, courtesy of Jason Bulmahn. A sidebar addresses the irony of virtually none of these (save for one item) appearing in the adventure itself; of course, that’s somewhat expected, since the PCs are likely to be the one using these. What’s far more interesting, however, is the campaign timeline that’s presented as the last item in the book. This walks us through a chronological reading of the entire campaign, denoting which book the various events occur in, and what the PCs’ levels are, alongside dates and years. This really helps to lay down the feeling that this is a campaign that takes some time, as by the end of it over five years have passed. This chronology was far more interesting than I’d have suspected.

One thing I haven’t noted thus far is that the book does have some errors that crop up periodically, which is irking. For example, I noticed several spelling and grammatical errors throughout the book; not many, but enough. Likewise, some stat blocks had errors in them. While this can’t be helped much when you’re facing such high-level creatures, things like incorrect CRs were a recurring problem.

Of course, these don’t detract from the adventure very much at all. It’s here that wickedness reaches its fullest flower, and your PCs get to enjoy it greatly. They’ve become not only mover and shakers, but at last have reached their full potential as conquerors and tyrants, and they get to enjoy all that comes with it. This is the payoff that they’ve been working towards from the beginning of the campaign, and it’s in spades. If you and your group manage to get this far, you’ll have a great deal of fun reveling in The Wages of Sin.


151 to 200 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
RPG Superstar 2015 Top 16

kevin_video wrote:


I saw that too. I figured it was just options based on how well or poorly the PCs did. Regina wouldn't want her daughter to be taken out by mooks and will likely fight alongside her if things get hairy.

As far as I can tell, this epic battle would be split into 3 separate combats:

First: against Brontes (Titan) plus his planar ally Tassia. (CR21)

Next: the Dragon Regina (CR22)

Finally: the Princess and the Angel. (CR24)

With the "Veil of Mitra", there will be no teleporting to rest/refresh between battles.

Is that typically how other DMs approached this battle?


So it appears that all 6 parts of this AP are on "backorder" (AKA: out of print).

Mr McBride, is there a chance that anytime soon we will get either A: new printings of the entire AP, or B: a hardcover compilation book (possibly funded through KS)?

I'd take the former, but I'm hoping on the latter.

Grand Lodge

I think he'll be backing off Kickstarters for a while. He's upset too many people right now, and hurt their trust. I'd put money towards it because I want a compilation with errata as well, but he still has to do Books 3-6 of Throne of Night.


He has no one but himself to blame.


Ah, I didn't know about any of that.

Grand Lodge

Here's Changes I made to WotW--Book 6, part 1. Hopefully I'll get the rest out before New Year's.

Grand Lodge

Changes I made to WotW--Book 6, part 2.

Unfortunately, I won't have all of Book 6 done by New Year's. Before that time I have to do some paid freelance work regarding a bestiary monster, and I need to have the first draft of my module written for playtest by the 16th. My health being in question is helping this either. Apologies to anyone that was looking forward to these being done in a timely fashion.


@kevin_video

Your changes and suggestions to WotW are stellar! Please, take your time in order to keep up the good work :)

Grand Lodge

hargoyle wrote:

@kevin_video

Your changes and suggestions to WotW are stellar! Please, take your time in order to keep up the good work :)

Will do. =)


1 person marked this as a favorite.

Some thoughts
Another sidequest to add in at high level is the Witch War legacy, I have put this in and added some hints in my prehistory of Talingarde, I intend it as a setup before killing (they may instead mind control/ally or something else) the Queen of the Ice elves which I expect my players to do. I am also looking at the Moonscar and having the players uncover the plot from that as someone elses plan to take over Talingarde, whcih must of course be stopped.
Grumblejack will be a Barbarian (Armoured Hulk) as I thought that fitted him better than fighter. I am considering Cavalier for the Fire Axe but will probably settle for fighter of some sort.
I would probably treat the headband as a one shot version of the Tome of Understanding giving the Fireaxe a +4 to his int , that makes him a veritable Bugbear genius , particularly with your idea of a headband to boost his stats further.
I will also probably mess with his feats a bit giving him Hurtful and Cornugon Smash. Probably loosing Bleeding Critical and Critical Focus.

Grand Lodge

After a very much needed break here's Changes I made to WotW--Book 6, part 3.

And now, I have to rest. As my entry states, I had my cortisone shot yesterday, and it's completely wiped me out, and the pain is just as insane with the shot as it was without. I'm told I have to wait up to a week before it properly kicks in. Ugh.


Moonscar:

My idea for the Moonscar is that it will be the cumulation of the efforts of a different evil force to take control of Talingarde. My campaign has a strong contest between different forces to take control of Talingarde which by the time of the campaign is apparently down to Asmodeus and Mithra. Nocticula has been playing a long and subtle game taking control over various important nobles in Talingarde , and her plan is close to success when the chaos of the Bugbear invasion and the plans of Thorne throw everything into chaos by usurping the power structure. As things start stabilizing as the players take charge I will have Nocticula's agents start abducting the new nobles put in place by the pc's when they notice they can move into the story.
I may foreshadow this by having some people kidnapped or influenced in earlier parts of the story, I am also tempted to send out some Shadow demon assassins to kill the pc's at some point in the timeline. I will probably replace the end boss Succubus antipaladin with an Oracle or Sorceror or something as an Antipaladin loses a lot of effectiveness against a party of evil pc's

Witch War Legacy:

I have written up a prehistory of Talingarde for my campaign which features an ancient war between Demon worshipping Frost Giants and Ice elves which was settled by the Ice elves allying with Baba Yaga. The frozen remains of this war will be found in the North, my players will also be seeking to go to war with the Ice elves because a powerful Devilish servant of the Whore Queen of Illusion (I always forget the name) is trapped beneath the palace as a result of the war with the nameless tyrant and is the source of her immortality.
I also think that after the failure of the moonscar plot agents of Nocticula may bargain with the pc's to trade in the remains of her power and influence on this realm for various things including the Torc of Kostchie which would probably help Nocticula in her ongoing campaign of assassinating rival demon Lords

Grand Lodge

Restless night once more, so I did up a new entry. The next one should be the last for Book 6. For now, Changes I made to WotW--Book 6, part 4.

Grand Lodge

BTW, did anyone figure out just how the Princess ended up with Cha 40? Even with a tome of leadership and influence +5 I can only figure she's got a 38. I'm using the point buy calculator to help with this.

Her base stats are 8, 10, 14, 10, 14, 18
Human +2 to Cha
Sorcerer 20 bonus stats +5 to Cha
Half-dragon template +8 Str, +6 Con, +2 Int, +2 Cha
Headband of Mental Superiority +6

This gets her to 16, 10, 20, 18, 20, 33

Not noted, but let's assume she actually did read a tome of leadership and influence +5 to get her to 38 and Gary just forgot to make note of it. Where's the extra +2 come from to make it 40?

Grand Lodge

So I ended up discussing it with a few people on the Pathfinder page on Facebook, and it's absolutely impossible to get a 40 in a stat without multiple templates, unless you're Azlanti. Guaranteed the princess is not. However, I break down what I would do to keep the stats as-is in the second last entry. I thought it'd the last one, but it went on way longer than I expected. I am beyond tired at the moment. Eyes can barely stay open. Not that, that means much when your arm's in such severe pain. Ugh.

At any rate, Changes I made to WotW--Book 6, part 5. Enjoy.


The only way I can think of without extra templates is that she got a +2 Stat bonus from some other source, there are a couple of points in the adventure when pc's can get odd stat bonuses from interacting with the alters of Asmodeus (The 2nd part of the Ritual to summon Vetra Kali, and after killing Thorne in the temple and maybe in Devaryn)
so I would assume a +2 Sacred bonus from Mithra.

The other possibility is a Variant Half dragon template with a higher charisma boost than normal which a

Incidentally Azlanti human would not help it just gives +2 to all stats as the racial instead of +2 to 1 stat so her charisma still tops out at 38.

Also she knows Wish so she does not need a tome she can just cast wish on herself to boost stats (still costs money though)

Grand Lodge

JohnHawkins wrote:

The only way I can think of without extra templates is that she got a +2 Stat bonus from some other source, there are a couple of points in the adventure when pc's can get odd stat bonuses from interacting with the alters of Asmodeus (The 2nd part of the Ritual to summon Vetra Kali, and after killing Thorne in the temple and maybe in Devaryn) so I would assume a +2 Sacred bonus from Mithra.

The other possibility is a Variant Half dragon template with a higher charisma boost than normal which a

Incidentally Azlanti human would not help it just gives +2 to all stats as the racial instead of +2 to 1 stat so her charisma still tops out at 38.

Also she knows Wish so she does not need a tome she can just cast wish on herself to boost stats (still costs money though)

It still would have been nice if he'd mentioned where it came from. I agree that Mitra could have given the boost, and it be sacred. The boost the PCs get is an inherent bonus that you'd get from wish or a tome/manual.

There's a houserule I found for how you can get up to 22 for a stat by following the incremental rise of how much each point costs. So if you used that and had the Azlanti variant you could still do it with 25 point buy.
Don't forget that wish is a prerequisite to make the tomes and manuals. Again, it's nice to have it listed under wealth.
If there's a variant dragon template that gives +4 Cha it should lower another stat to compensate.

And I just realized that Regina has resist energy as a 2nd level spell, not first. That's a no-no.

It's times like this that I wish Gary was around.

Sovereign Court

1 person marked this as a favorite.

NPC's don't have to follow the same rules as Player Characters so you don't have to Nit-Pick about every single detail of a character. I've done stuff like given character levels to Ogre Magi to give them more class features and spells and while technically boosting their CR, they aren't overpowered because they don't get AC or equipment bonuses from those extra levels. NPC's are there to be a challenge so I often gloss over game balance to give them stats and abilities they would plausably have.

Grand Lodge

Darkfire142 wrote:
NPC's don't have to follow the same rules as Player Characters so you don't have to Nit-Pick about every single detail of a character. I've done stuff like given character levels to Ogre Magi to give them more class features and spells and while technically boosting their CR, they aren't overpowered because they don't get AC or equipment bonuses from those extra levels. NPC's are there to be a challenge so I often gloss over game balance to give them stats and abilities they would plausably have.

Actually, yes you do have to conform to the rules for NPCs when you're publishing an adventure. What happens in a home game afterwards is up to the GM. If a GM wants to give an NPC or monster three times the normal Con and maximum hp and then multiple the total by two, but not change the CR, that's their privilege. I've experienced it, and it sucks. However, you can't put that in a published adventure.


1 person marked this as a favorite.

This is my first attempt at the princess, I will no doubt customise her and possibly double her hp or something when I have a better idea of what my pc's are going to be like. Currently at 8th level so a long way to go. (At least as they are not Mythic I am not going to have to increase hp by a factor of about 20)

As normal I don't bother much with CR, and as this is the final battle I will be pulling out all the stops to make her a real threat to the PC's. I want at least a 50/50 chance of a TPK

She has made use of the Electic training ability (gained from Guilds , Magic of the Inner Sea) available to my PC's to recover 3 levels of Sorceror casting lost by taking levels in Dragon Disciple. Another possible build taking advantage of that ability would be to take Oracle levels so that she gets Cha to AC from Dex.

She also has a permenant Nereid's grace spell in effect , done via a tattoo which several of my pc's also use so she gets charisma to AC AS A deflection bonus.
I forgot to give her the Bonus Feat Noble Scion of War for Charisma to initiative

Princess:

Princess
Half-dragon human dragon disciple 10/sorcerer 10 (Pathfinder RPG Bestiary 170)
NG Medium dragon (humanoid, human)
Init +8; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +27
--------------------
Defense
--------------------
AC 52, touch 28, flat-footed 48 (+8 armor, +14 deflection, +4 Dex, +16 natural)
hp 342 (20 HD; 10d6+10d12+230)
Fort +25, Ref +15, Will +21
Immune cold, paralysis, sleep
--------------------
Offense
--------------------
Speed 30 ft., fly 90 ft. (average)
Melee bite +24 (1d6+18 plus 1d6 cold), bite +24 (1d6+12), 2 claws +24 (1d6+12 plus 1d6 cold), 2 claws +24 (1d4+12)
Special Attacks breath weapon, breath weapon (20d6 cold, 30 ft. cone, DC 34, 4/day), claws (2, 1d6 plus 1d6 cold, treated as magic weapons, 17 rounds/day), dragon bite
Spell-Like Abilities (CL 20th; concentration +34)
. . 3/day—acid splash
Dragon Disciple Spell-Like Abilities (CL 10th; concentration +24)
. . 2/day—dragon form
Sorcerer Spells Known (CL 20th; concentration +34)
. . 9th (8/day)—fiery body[APG], meteor swarm (DC 35), time stop, wish
. . 8th (8/day)—clenched fist, form of the dragon III, polar ray, prismatic wall
. . 7th (8/day)—delayed blast fireball (DC 33), form of the dragon II, mage's sword, greater teleport
. . 6th (9/day)—chain lightning (DC 32), chains of light (DC 30), cold ice strike[UM] (DC 32), form of the dragon I
. . 5th (9/day)—cone of cold (DC 33), feeblemind (DC 29), spell resistance, wall of force, wreath of blades[UC] (DC 29)
. . 4th (9/day)—detonate[APG] (DC 30), dimension door, emergency force sphere, fear (DC 28), fire shield
. . 3rd (9/day)—blink, displacement, fireball (DC 29), fly, vengeful comets
. . 2nd (10/day)—invisibility, mirror image, communal protection from evil[UC], raiment of command (DC 26), resist energy, scorching ray
. . 1st (10/day)—chastise, expeditious retreat, mage armor, magic missile, see alignment[UC], snowball (DC 25)
. . 0 (at will)—arcane mark, chameleon scales, daze (DC 24), light, mage hand, message, open/close (DC 24), prestidigitation, spark[APG] (DC 26)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 34, Dex 18, Con 30, Int 14, Wis 18, Cha 38
Base Atk +12; CMB +24; CMD 52
Feats Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Intensified Spell[APG], Maximize Spell, Merciful Spell[APG], Persistent Spell[APG], Piercing Spell[UM], Quicken Spell, Spell Focus (evocation), Spell Penetration, Spell Perfection[APG], Toughness, Varisian Tattoo[ISWG]
Skills Diplomacy +37, Intimidate +37, Knowledge (arcana) +10, Perception +27, Sense Motive +10, Spellcraft +25, Use Magic Device +26
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), change shape (humanoid or animal; polymorph), power of wyrms, wings
Combat Gear elemental metamagic rod (greater, fire)[APG], maximize metamagic rod (greater), quicken metamagic rod (greater), selective metamagic rod (greater)[APG]; Other Gear amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, headband of mental prowess +6 (Wis, Cha), 150 gp
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Breath Weapon (1/day, DC 20) (Su) 1/day, Breath Weapon deals 1d6 Cold damage, DC 20.
Breath Weapon (20d6 cold, 30 ft. cone, 4/day, DC 34) (Su) As a standard action, deal energy damage in area (Ref half).
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Cold Claws & Cold Bite (17 rounds/day) (Su) As a free action, gain 2 claw attacks (+1d6 Cold) that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Darkvision (60 feet) You can see in the dark (black and white only).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Flight (90 feet, Average) You can fly!
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Cold You are immune to cold damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power of Wyrms (Su) Gain immunity to paralysis, sleep and your energy type, and gain blindsense.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Cone of Cold) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Grand Lodge

Good gravy that makes her super powerful. She might actually be a real threat to the PCs with that. I'll be sure to add that to my entry.

Final entry for Book 6. Changes I made to WotW--Book 6, part 6.


1 person marked this as a favorite.

To sir Kevin-video, I again applaude your endevours!
About the princess, since i'm doing a mythic campaign, i had to be crazy to make a young lady the main "threat" for up to 7 level 20 MR 4-5 characters with templates. After a very long consideration and the insight of how much damage can a few of my character do, i decided i had to start fro a 3.5 great wyrm silver dragon and then start adding up things ...

But now, about the "normal" fight with the princess, i suggest the following:

Ideas for the second battle of the two lords:

1)Have Bronthes Godhammer be a Esilian Titan Prophet (they possess 20th level of cleric casting) and have him with a gated Tulani Eladrin ally - you can find it here (http://thecreaturechronicle.tumblr.com/post/37522659674/azata-tulani). However, use a lot of his spell slots to have him already called a contingent of "Azata knights" and have pumped them - i suggest the Shiere from the same site of the tulani (CR10 Azatas): a troop of those (using the troop template from Pathfinder Adventury Path 100 that soon will be available) would be an impossible challange from any army to overcome, but if the PC can slay the titan, all the Azatas summoned by him will be istantly summoned back to their plane.

2)Have the princess have collected a lot more of "special allies" that can be related to the PCs sins. Surely your villains shall be defined by a lot of atrocities that would have spread their influence outside the island of talingarde. The simplest example would be the murder of the much loved Eiramanthus! The princess could have her army backed up by a contingent of strange creatures from the planes. One of the could be the moon princess Lunaria - mentioned in book 4- that could be a lot of things (lunar dragon? moon giant oracle? moon beast bard? go crazy!). If however you wish to end the conflict, let us skip this.

3)Buff up the "Veil of Mitra" covering the battle scene, so that it may grand additional effects over the princess army. A constant hallow effect keyed with and heroism effects affecting all good creatures should be tematic and enough, but if you feel very evil, grant all the princess troops a lesser spell immunity towards a few range spell, like fireballs or acid clouds.

4)Have the villains, before meeting the princess, be confronted by a beacon of an angel flanked by to other ones: meet Markadian I, II and IV - respectly an Empyrean angel (paragon of dawn), a Tome Archon (the creature catalog, http://thecreaturechronicle.tumblr.com/post/108653325384/archon-tome) and a star Archon, all fully buffed!. These guys are your "add six planetars to TPK", and if you want that, have the princess summon the presence of her ancestrors (wish?) in the first turn of combat. However, there is a catch! Your villains can elude this beings attack if the are quickly to capture and eradicate (earthquake, massive destruction) the hallowed temple of Mitra on the princess side of the army. Without said structure, those beings can "manifest themselves" for only 1d4+1 rounds of combact each before be forced to return in heaven. If your villains simply elude them, they will not waste resources ... but they could look like cowards to their armies, with potencial morale (and might points) loss.

5)Have the princess be a greater half dragon, like mr kevin_video suggested, but instead of a staff of power, give her a staff of the hierophant. I think if Bellinda could choose to absorb spells or be able to true resurrect an ally mid combact - which is tons more epic and deadly for the pcs - would choose the latter. Also, that could be a mitran artifact that the pcs would want for other things.

6) Have Antharia attack the pcs army immediatly! Instead of hiding and wait for the true moment to strike, realizing how much man power the villains (probably) possess, she might show up immediatly while the pcs confront the titan by attacking on the back of their armies and flying direclty towards them. Describe to them the force and the dread such silver dragon causes over their weak (loyal?) minions and how many rounds she'll need to arrive in melee with them WHILE the are fighting the god hammer. This should create tension and make use of that dreadful frightful presence and force the pcs to choose if split or bulk up.

7) Make every miracle worth! Both sides can probably use miracles of heaven and hell. Emphatize the effects of such power, and possibly allow the solar to have used his daily miracle of heaven to "counter"the effect of the first miracle of hell requested by the pcs. Or, if not, utilize them in an awesome way ... like having finally appaer, abeit for only 1 minute, a certain legion of 5000 ghost marthyrs ...

Scarab Sages

JohnHawkins wrote:

This is my first attempt at the princess.

Technically by being a Half-Dragon, the Princess cannot take the Dragon Disciple Prestige Class. :(

John


The 'Repent' entry really makes Mitra a sore loser. Kinda like a 'I shot you! Nuh-uh! Uh-huh!' deal.

'That didn't count! I'm reloading!'


1 person marked this as a favorite.
W. John Hare wrote:


Technically by being a Half-Dragon, the Princess cannot take the Dragon Disciple Prestige Class. :(

John

I should have added that in the comments, I know she does not qualify but I allowed it anyway. Having said that I am thinking that 3 Levels of Lore Oracle , or 1 Level of Lore Oracle and 2 levels of Paladin (for the saves) would be even Cheesier .(And in line with her probable opposition)

Wearing a Bloodline robe to get the Bloodline abilities up to 20th level.

I have had based on another conversation with a Player in my game had another thought for the final battle . I have 5 PC's each with a Cohort he thought it would be interesting to have as the final battle a fight against 5 groups/Individual of opponents spread out across an area so each fight would be 1 of the PC's and a Cohort against a Champion of Good. It sounds interesting

EDIT: The Moon princess sounds like an interesting candidate for the 5 champions of Good

1)Belinda
2)Titan (or instead Sir Richard if he is alive and good)
3)Silver Dragon
4)Solar
5) Moon princess
6) The Azata Lord of the realm(Upgrade Verenellia)

Grand Lodge

Just posted on the Book 7 thread, and I have to admit that it's such a huge difference doing from the Book 1 to Book 6 to Book 7 threads. This only has four pages, but Book 7 only has 10 comments. Damn.

Gotta say John, I'm looking forward to what you plan to do for the Moon Princess.
My brain's a bit fuzzy so you'll need to remind me on Verenellia.


veranallia This would be the champion of the forces of good and nature. This would be the boss of Brigidh.
The Moon Princess is something I am still thinking about , a 20th level Lunar Oracle Half Celestial Silverblood Werewolf is my first thought, automatically under the full moon so DR10/ and an automatic Heroism, but I really want to come up with a better idea. I may go with a unique celestial similar to a Solar

Grand Lodge

I blame you guys. All this talk about adding extras got my writing juices flowing.

Final, final entry for Book 6. Changes I made to WotW--Book 6, part 7.

Just watch, you guys will do it again and I'll have to write a final, final, FINAL entry. =P

Grand Lodge

Beat the game? Still want more? Want to become a god? Don't mind doing some conversions? Check out what Banesfinger found.

Banesfinger wrote:

Sorry for the thread hijack, but this might be an interesting adventure to mine for ideas for the end-game of Way of the Wicked.

Descent to Ascension

"A 20th-level EVIL adventure"


What do evil Overlords plan on doing with Talingarde

Policy 1-- Sexual Equality, abolish all laws such as primogeniture which discriminate against women. (Why half the pc's are female and will be blessed before they allow discrimination against them). This suprised me as what would usually be considered a good act

I am thinking this one will have no new might gain or loss , unless they do a follow up inviting in female warriors and nobles from the continent. But will increase tax income slightly after a while as more women enter the work force and an influx of women merchants from elsewhere

Policy 2- Set up secret Aasimar farms where they can raise large groups of Aasimar children for ritual sacrifice (Much more in tune with their alignment)

A cost but no might effect unless they are discovered in which case public outrage increases support for the princess (-3 or 4 might)


Bestiary 6 seems to have a nice selection of High CR creatures which could make your pc's lives more interesting.

I am most of the way through book 6 now and I have spotted the flaw in almost all the suggested encounters they are all roughly the same CR as the players level, this is an encounter they are supposed to defeat fairly easily without spending more than about 20% of their resources.

The problem is they are all solo encounters set up so the players will only fight them one at a time, given that my players all have templates like vampire, devil bound , Were tiger and grave knight none of these fights are worthwhile.

I have an upgraded Kraken, and replacement for the Bandersnatch I'll post later . Both of these fought off a full party with full combat buffs for several rounds and the Kraken actually managed to kill a pc , which slightly inconvenienced them.

I am working on upgrading the demonic assassins and providing more assistants to the Princess for the final battle. I have settled on 5 boss type npc's (princess, solar, 3 others) as equivlants of the main PC's and the Dragon to fight 5 cohorts , it should be an epic battle although due to various delays it probably won't be happening until about the 3rd of July.

In political moves they just legalised Same sex marriage, polygamy, polyamory and revised divorce law for fairness, all done via the Asmodean controlled lawyers of course. They are proving fairly wise rulers and it is a good job the princess is not counting on her army to win.


JohnHawkins wrote:
Bestiary 6 seems to have a nice selection of High CR creatures which could make your pc's lives more interesting...

Mr Hawkins, you and i are in the same shoes. Book six it's almost impossible to make any of the encounters a challenge without heavily modifying them, and it's worse if you have allowed mythic in your campaign ...

But, that is our part in this game, and so we challenge ourselves to make this better. On that regard, other than my post from january 14 2016, i would suggest

Ideas for latter book 6:

1) About the demon assassins, why just have a strike of brute force? Demons have powers of seduction and wrath, and they may well try to temp any of your pcs to make them double cross hell. I would suggest the usage of a lilitu demon with a simple template, but any of the queens may well try to attack and tempt a few of them with an offer of chaotic freedom from the bindings of hell. And if that offer is refused, then you can have your climatic fight in the throne room ...

2) From bestiary 6, it's wild hunt time! The characters have killed the bandersnatch? then the lords of the fey will punish them for having disrupted the challenge they created for the Iraens, by hunting any of their minions or lesser cohorts one by one until they reach the pcs, or until the pcs do stop them.

3) about the shoggots, i believe from the strange aeons adventure path they invented a few of lesser versions of them, which by themselves are hardly a challenge (CR 12 i guess), but a TROOP of them may well be more threatening of even their parents if your pcs don't do any crowd control.

4) About the princess allies, now ... if the princess cannot be found due to plot armor, why can't divinations, or the infernal information network, pinpoint any potential ally she my recruit and direct the pcs against such ally? That would allow your pcs to strike war against a few big hitters, removing them from the battle. I would suggest, among them, either a celestial being friend of Eiramanthus or Ara Mathra (planar dragon?) or simply a long term enemy of the devils in Talingarde. The point is allow your character to hinder the princess final rooster against them by being proactive.


This may or may not be relevant to the topic at hand, but I would like to point out that book 6 of Hell's Vengeance has several "troop" statblocks to represent the Iomedan crusaders; which I believe could be reskinned as Mitrans and ported here to represent the Princess' armies during the final battle. There's a CR 14 "Sergeant Troop", and several variants: including a "devilslayer" troop (perfect for the setting in question), field hospital troop (healers), knights inheritor troop (mounted lancers), rassophore troop (spellcasters), siege engineer troop (with ballistas and catapults), and a Hound Archon troop (CR 16).


JohnHawkins wrote:

In political moves they just legalised Same sex marriage, polygamy, polyamory and revised divorce law for fairness, all done via the Asmodean controlled lawyers of course. They are proving fairly wise rulers and it is a good job the princess is not counting on her army to win.

How about trolling The Princess and actually extending an offer of exchanging diplomats and an honest no backstabbing seat on any council/whatever(Under hellish law of course)

Grand Lodge

I agree that the encounters don't do that much for your PCs, but then they're meant for a standard group of 4 PCs with moderate builds.

I've brought up that the Hell's Vengeance encounters would work well with this scenario, but unfortunately I don't have Bestiary 6 to add in. When it gets here I'll do the same thing I did with Bestiary 5, and make suggestions on my blog.


Regardless of letting the pc's get carried away with power as I have the CR19 Bandersnatch is not a threatening encounter for 4 level 19 pcs. To give them a fight they should find difficult it should be CR 21 or 22, I would say CR23.
For the Ireani hunt, instead of one wild beast the players must face the faerie wrath the Tane.... (one of each)

Bandersntach:

Bandersnatch
Agile primal bandersnatch (Pathfinder RPG Bestiary 3 33, Pathfinder RPG Mythic Adventures)
N Gargantuan magical beast (extraplanar)
Hero Points 1
Init +34/+14, dual initiative; Senses blindsense 120 ft., darkvision 120 ft., low-light vision, scent; Perception +33
--------------------
Defense
--------------------
AC 44, touch 17, flat-footed 32 (+10 Dex, +2 dodge, +27 natural, -4 size, -1 untyped penalty)
hp 536 (23d10+306); fast healing 10
Fort +29, Ref +27, Will +18
Defensive Abilities evasion, quick recovery, quill defense; DR 10/cold iron; Immune fear, paralysis, poison, sleep; SR 12
--------------------
Offense
--------------------
Speed 90 ft., climb 50 ft.
Melee bite +46 (4d8+23 plus grab), 2 claws +46 (4d6+23/19-20), tail slap +36 (4d8+27/×3)
Ranged 4 other ranged natural attacks +38 (3d8+23/19-20)
Space 20 ft.; Reach 20 ft.
Special Attacks gaze, lash out, pain, pounce, quills, rake (4 claws +46, 2d6+23), rend (2 claws, 2d6+27)
--------------------
Statistics
--------------------
Str 46, Dex 31, Con 35, Int 2, Wis 21, Cha 20
Base Atk +23; CMB +49 (+53 grapple); CMD 66 (74 vs. trip)
Feats Bleeding Critical, Combat Reflexes, Critical Focus, Critical Mastery, Exhausting Critical, Improved Critical (claw), Improved Critical (other ranged natural attack), Improved Initiative, Improved Iron Will, Iron Will, Skill Focus (Stealth), Tiring Critical
Skills Acrobatics +26 (+62 to jump), Appraise +0, Bluff +9, Climb +30, Diplomacy +9, Disguise +9, Escape Artist +14, Fly +8, Heal +9, Intimidate +9, Perception +33, Ride +14, Sense Motive +9, Stealth +25 (+33 forests), Survival +10 (+30 to to Track), Swim +22; Racial Modifiers +8 Acrobatics, +10 Perception, +4 Stealth, +8 Stealth forests, +20 Survival to to Track
SQ bounding charge, hero points, planar acclimation, relentless tracker
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blindsense (120 feet) (Ex) Sense things and creatures without seeing them.
Bounding Charge (Ex) A bandersnatch can move through difficult terrain when it charges.
Climb (50 feet) You have a Climb speed.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Critical Mastery (2 Critical feats) Apply extra Critical feats to a critical hit rather than one.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Exhausting Critical Critical hit Exhausts target.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Gaze (DC 33) (Su) Foes in 30 ft are confused (Fort neg). Can direct gaze as a swift action.
Grab: Bite (Gargantuan) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Lash Out (Ex) Make 1 bite, claw, or tail attack as a swift action. Can't combine with charge.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pain (DC 31) (Ex) Foes hurt by tail or quills are sickened until quill is removed (Ref neg).
Planar Acclimation (Ex) A Tane is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Pounce (Ex) You can make a full attack as part of a charge.
Quick Recovery (Su) If start with condition, end turn cures. Reroll vs. ability dam/drain & mind effects.
Quill Defense (Ex) Foes that hit with non-reach melee weapons take 1d10 dam & Pain attack.
Quills (Ex) Fire 4 quills at targets up to 300 ft away.
Relentless Tracker (Ex) Track while move 2x speed at no penalty. +10 bonus if track foe it wounded.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (12) You have Spell Resistance.
Tiring Critical Critical hit fatigues target.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Jabberwock:

Jabberwock
Invincible advanced jabberwock (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 168, Pathfinder RPG Mythic Adventures)
CE Huge dragon (air, fire)
Hero Points 1
Init +8; Senses blindsight 120 ft., darkvision 120 ft., low-light vision, scent, true seeing; Perception +45
Aura frightful presence (120 ft., DC 33)
--------------------
Defense
--------------------
AC 53, touch 16, flat-footed 44 (+8 Dex, +1 dodge, +37 natural, -2 size, -1 untyped penalty)
hp 742 (26d12+430); fast healing 15
Fort +34, Ref +27, Will +31; second save
Defensive Abilities block attacks; DR 10/epic, 15/vorpal; Immune fear, fire, paralysis, sleep; Resist acid 30, cold 15, electricity 30, sonic 30; SR 31
Weaknesses fear of vorpal weapons, vulnerability to cold
--------------------
Offense
--------------------
Speed 40 ft., fly 80 ft. (poor)
Melee bite +51 (8d8+32/19-20/×3), 2 claws +51 (6d6+23/19-20 plus grab), tail slap +46 (4d8+32), 2 wings +46 (3d6+14)
Ranged 2 eye rays +36 ranged touch (15d6 fire plus burn)
Space 15 ft.; Reach 15 ft.
Special Attacks burble, burn (6d6 fire, DC 38), eye rays, whiffling
--------------------
Statistics
--------------------
Str 47, Dex 26, Con 41, Int 14, Wis 35, Cha 30
Base Atk +26; CMB +50 (+52 bull rush, +54 grapple); CMD 64 (66 vs. bull rush)
Feats Awesome Blow, Bleeding Critical, Critical Focus, Dodge, Flyby Attack, Improved Bull Rush, Improved Critical (bite), Improved Critical (claw), Improved Critical (eye rays), Mobility, Power Attack, Spring Attack, Vital Strike
Skills Acrobatics +38 (+42 to jump), Appraise +6, Bluff +14, Climb +22, Diplomacy +14, Disguise +14, Escape Artist +38, Fly +33, Heal +16, Intimidate +43, Knowledge (nature) +35, Perception +45, Ride +12, Sense Motive +45, Stealth +4, Survival +16, Swim +22
Languages Aklo, Common, Draconic, Gnome, Sylvan
SQ hero points, planar acclimation
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blindsight (120 feet) (Ex) Sense things and creatures without seeing them.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Burble (DC 33) (Su) Babbling confuses foes within 60-ft. spread for 1d4 rds. (Will neg) or deliver 60-ft. line of 20d6 sonic damage (Ref half)
Burn (6d6 fire, Eye Rays, DC 38) (Ex) If you hit an opponent or they touch you, you inflict fire damage.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/vorpal) You have Damage Reduction against all except Vorpal attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (30) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Sonic (30) You have the specified Energy Resistance against Sonic attacks.
Eye Rays x2 (Invincible Advanced Jabberwock) (Su) Eye rays (60 ft. range incr.) deal fire damage and burn targets.
Fast Healing 15 (Ex) Heal damage every round unless you are killed.
Fear of Vorpal Weapons (Ex) Damage from vorpal weapons shaken or stagger (on crit.) for 1 rd.
Fly (80 feet, Poor) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Frightful Presence (120 ft., 5d6 rounds, DC 33) Those in area of effect become frightened or shaken (Will neg.)
Grab: Claw (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire You are immune to fire damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Planar Acclimation (Ex) A Tane is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (31) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
True Seeing (Ex) Constant effect and cannot be dispelled.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.
Whiffling (Ex) Generate severe winds in radius of 30 ft. with full attack action.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Jub Jub Bird:

Jub Jub
Barbarian agile advanced jubjub bird (Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 3 157, Pathfinder RPG Monster Codex 246, Pathfinder RPG Mythic Adventures)
N Huge magical beast
Hero Points 1
Init +25/+5, dual initiative; Senses darkvision 60 ft., low-light vision, scent; Perception +31
--------------------
Defense
--------------------
AC 42, touch 15, flat-footed 34 (+5 Dex, +3 dodge, +27 natural, -2 size, -1 untyped penalty)
hp 411 (20d10+211); fast healing 10
Fort +26, Ref +21, Will +18
Defensive Abilities adaptive defense, evasion, improved uncanny dodge; DR 3/—; Immune acid, fear; SR 26
--------------------
Offense
--------------------
Speed 80 ft., fly 50 ft. (poor)
Melee bite +47 (6d6+35/19-20/×3 plus grab), 2 talons +47 (3d6+25)
Space 15 ft.; Reach 20 ft.
Special Attacks deadly bite, greater rage (34 rounds/day), shriek, swallow whole (3d6+30 bludgeoning damage plus 2d6 acid, AC 23, 41 hp)
--------------------
Statistics
--------------------
Str 51, Dex 21, Con 30, Int 2, Wis 22, Cha 15
Base Atk +20; CMB +46 (+50 grapple); CMD 59
Feats Blind-fight, Cleave, Combat Reflexes, Dodge, Improved Critical (bite), Iron Will, Mobility, Power Attack, Run, Spring Attack
Skills Acrobatics +21 (+25 to jump with a running start, +49 to jump), Appraise +0, Bluff +6, Climb +24, Diplomacy +6, Disguise +6, Escape Artist +9, Fly +14, Heal +10, Intimidate +6, Perception +31, Ride +9, Sense Motive +10, Stealth +1, Survival +10, Swim +24; Racial Modifiers +12 Acrobatics, +8 Perception
SQ hero points, planar acclimation
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Adaptive Defense (Su) When take energy dam, gain resist 30 vs. that type until the end of next turn.
Blind-Fight Re-roll misses because of concealment, other benefits.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Bite (DC 40) (Ex) Bite critical hit decapitates foe (Fort neg).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fly (50 feet, Poor) You can fly!
Grab: Bite (Huge) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Acid You are immune to acid damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Uncanny Dodge (Lv >= 24) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 24+.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Planar Acclimation (Ex) A Tane is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Rage (34 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Shriek (DC 30) (Ex) Every d6 rds, all non jubjubs in 60 ft are stunned 1d4 rds (Fort neg).
Spell Resistance (26) You have Spell Resistance.
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swallow Whole (3d6+30 bludgeoning damage plus 2d6 acid, AC 23, 41 HP) (Ex) You can swallow smaller targets whole.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Sard:

Sard
Invincible advanced sard (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 237, Pathfinder RPG Mythic Adventures)
CE Colossal plant
Hero Points 1
Init +11; Senses blindsight 30 ft., darkvision 60 ft., low-light vision, tremorsense 30 ft.; Perception +39
--------------------
Defense
--------------------
AC 48, touch 13, flat-footed 37 (+11 Dex, +35 natural, -8 size)
hp 542 (23d8+358); fast healing 10
Fort +31, Ref +24, Will +20; second save
Defensive Abilities block attacks, death throes, electrical jolt; DR 10/epic, 15/cold iron, 15/slashing; Immune electricity, fear, plant traits; Resist acid 15, cold 30, fire 30; SR 30
--------------------
Offense
--------------------
Speed 50 ft., climb 30 ft.
Melee 2 slams +38 (12d8+25/19-20 plus 4d6 electricity)
Ranged 4 other ranged natural attacks +29 (4d8+25)
Space 30 ft.; Reach 20 ft.
Special Attacks poison
Spell-Like Abilities (CL 20th; concentration +29)
. . At will—control weather, lightning bolt (DC 22), transport via plants, tree shape (colossal tree)
. . 3/day—chain lightning (DC 25), quickened lightning bolt (DC 22)
. . 1/day—storm of vengeance (DC 28), whirlwind (DC 27)
--------------------
Statistics
--------------------
Str 50, Dex 33, Con 38, Int 11, Wis 28, Cha 29
Base Atk +17.25; CMB +49 (+51 bull rush, +51 sunder); CMD 66 (68 vs. bull rush, 68 vs. sunder, 74 vs. trip)
Feats Awesome Blow, Improved Bull Rush, Improved Critical (slam), Improved Lightning Reflexes, Improved Precise Shot, Improved Sunder, Lightning Reflexes, Point-Blank Shot, Power Attack, Precise Shot, Quicken Spell-Like Ability (lightning bolt), Vital Strike
Skills Acrobatics +15 (+23 to jump), Appraise +4, Bluff +13, Climb +32, Diplomacy +13, Disguise +13, Escape Artist +15, Fly +7, Heal +13, Intimidate +13, Perception +39, Ride +15, Sense Motive +13, Stealth -1, Survival +13, Swim +24
Languages Aklo, Sylvan
SQ hero points, planar acclimation
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Awesome Blow As standard action, damage and move smaller foe 10 ft. +1d6 dam if collide with something.
Blindsight (30 feet) (Ex) Sense things and creatures without seeing them.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Climb (30 feet) You have a Climb speed.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (15/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Death Throes (DC 35) (Su) When a sard dies, its remains explode with a blast of lightning into razor-sharp splinters of wood. All creatures within 30 feet of a sard when it explodes in this manner take 12d6 points of electricity damage and 12d6 points of piercing damage. A DC
Electrical Jolt (Su) Every time a creature strikes a sard with a metal melee weapon, arcs of electricity deal 1d10 points of damage to the attacker.
Energy Damage: Slam (4d6 electricity) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (30) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Electricity You are immune to electricity damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Improved Lightning Reflexes (1/day) Can re-roll a Ref save, but must take the second result.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Planar Acclimation (Ex) A Tane is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Plant Traits Plants have many immunities.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison: Thorn—injury (+4d6 electricity, DC 35) (Ex) Poison—Injury; save Fort DC 35; freq 1/rd for 6 rds; effect 1d2 Dex; cure 2 cons saves.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quicken Spell-Like Ability (Lightning Bolt) Spell-like ability is cast as a swift action up to 3/day.
Spell Resistance (30) You have Spell Resistance.
Tremorsense (30 feet) Sense creatures and objects in contact with ground or water.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Thrasifyr:

Thraslfyr
Savage invincible advanced thrasfyr (Pathfinder RPG Bestiary 288, Pathfinder RPG Bestiary 2 263, Pathfinder RPG Mythic Adventures)
CE Huge magical beast (fire)
Hero Points 1
Init +8; Senses darkvision 120 ft., low-light vision; Perception +35
--------------------
Defense
--------------------
AC 44, touch 11, flat-footed 40 (+4 Dex, +33 natural, -2 size, -1 untyped penalty)
hp 513 (18d10+333)
Fort +29, Ref +21, Will +22; second save
Defensive Abilities block attacks; DR 10/epic, 15/cold iron, 15/slashing; Immune fear, fire, sonic; Resist acid 15, cold 15, electricity 30; SR 28
Weaknesses vulnerability to cold
--------------------
Offense
--------------------
Speed 50 ft., climb 50 ft.
Melee 2 bites +40 (4d6+20 plus bleed), 4 claws +40 (3d6+20 plus bleed), gore +40 (4d6+20 plus bleed)
Space 15 ft.; Reach 10 ft.
Special Attacks bleed (1), breath weapon (80' cone, 20d8 fire, ref half, every 1d4r), entangling chains, feral savagery, powerful charge (gore, 4d8+34 plus bleed)
Spell-Like Abilities (CL 18th; concentration +24)
. . Constant—air walk, see invisibility
. . 1/day—greater teleport (self plus 50 lbs. of objects only, and only to a master's side)
--------------------
Statistics
--------------------
Str 40, Dex 19, Con 39, Int 9, Wis 30, Cha 22
Base Atk +18; CMB +39; CMD 48 (56 vs. trip)
Feats Critical Focus, Greater Vital Strike, Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Power Attack, Staggering Critical, Vital Strike
Skills Acrobatics +8 (+16 to jump), Appraise +3, Bluff +10, Climb +27, Diplomacy +10, Disguise +10, Escape Artist +8, Fly +4, Heal +14, Intimidate +10, Perception +35, Ride +8, Sense Motive +14, Stealth +0, Survival +14, Swim +19
Languages Aklo, Sylvan
SQ hero points, master's bond, planar acclimation
Other Gear 150 gp
--------------------
Special Abilities
--------------------
Bleed: All (1) (Ex) Attack causes additional damage at the beginning of the target's turn.
Block Attacks (1/round) (Ex) When hit by an attack, if you succeed with a melee attack at your highest bonus vs. the attack result, the attack misses.
Breath Weapon (80' cone, 20d8 fire, Ref half, every 1d4r, DC 33) (Su) Affect a cone or line with some magical effect.
Climb (50 feet) You have a Climb speed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (15/slashing) You have Damage Reduction against all except Slashing attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (15) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (15) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Entangling Chains (DC 23) (Su) A thrasfyr can control the six chains that hang from its body as if they were its own limbs. As a standard action, it can cause these chains to snake outward to a radius of 30 feet. All creatures in this area take 10d6 points of slashing damage and b
Feral Savagery (full attack) (Su) Under the listed circumstances, make an additional attack
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Fire You are immune to fire damage.
Immunity to Sonic You are immune to sonic damage.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master's Bond (Su) A thrasfyr can form a bond with a willing creature by touching that creature. This allows the thrasfyr to communicate telepathically with the bonded creature with no range restriction (provided the thrasfyr and its master are on the same plane). Both
Planar Acclimation (Ex) A Tane is always considered to be on its home plane, regardless of what plane it finds itself upon. It never gains the extraplanar subtype.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Powerful Charge (Gore, 4d8+34 plus bleed) (Ex) Your charge attacks deal additional damage.
Spell Resistance (28) You have Spell Resistance.
Staggering Critical (DC 28) Critical hit staggers target
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Cold You are vulnerable (+50% damage) to Cold damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The Kraken, I new this one would be trivialsed by the spell freedom of movement so I built a Kraken which can ignore freedom of movement my players laughed! or at least started trying harder.

Kraken:

Teuthia Stormsinger CR 32
XP 9,830,400
Barbarian advanced elder kraken monk (qinggong monk, tetori) 17 (Pathfinder RPG Bestiary 288, Pathfinder RPG Monster Codex 246, Pathfinder RPG Ultimate Combat 61, Pathfinder RPG Ultimate Magic 51)
NE Colossal magical beast (aquatic)
Init +9; Senses darkvision 120 ft., low-light vision; Perception +54
--------------------
Defense
--------------------
AC 57, touch 19, flat-footed 52 (+5 Dex, +4 monk, +38 natural, -2 rage, -8 size, +10 Wis)
hp 1254 (41 HD; 17d8+24d10+878)
Fort +43, Ref +27, Will +31; +2 vs. enchantments
Defensive Abilities evasion, improved uncanny dodge; DR 3/—; Immune cold, disease, mind-affecting effects, poison; Resist electricity 30; SR 31
--------------------
Offense
--------------------
Speed 60 ft., swim 40 ft.; jet 280 ft.
Melee unarmed strike +59/+54/+49/+44 (16d6+31) or
. . 2 arms +59 (8d6+31/19-20 plus grab), bite +59 (8d8+31), 8 tentacles +57 (6d6+18 plus grab)
Space 20 ft.; Reach 20 ft.
Special Attacks constrict (), constrict (3d6+31), greater rage (62 rounds/day), ink cloud, poison, quivering palm (DC 28), rend ship, stunning fist (23/day, DC 40)
Spell-Like Abilities (CL 19th; concentration +27)
. . 3/day—chain lightning (DC 25), dominate person (DC 23), summon monster IX (1d4+1 dire sharks only)
. . 1/day—call lightning storm (DC 23), control weather, control winds (DC 23), dominate monster (animal only) (DC 27), greater teleport, resist energy
--------------------
Tactics
--------------------
Before Combat Before the kraken begins any combat, she swims deep beneath the water for ten minutes casting control weather calling up a fearsome storm.
During Combat The kraken loves to play with her victims before completing the kill. She will spend three rounds summoning a swarm of dire sharks and then try to grab opponents to drag them into the water and feed them to her pets.

However, if ever reduced to half hit points, this play comes to halt.

She will try to wreck the ship and then once she has her enemies in the water, either leave them to the sharks or pick them off one by one.
Morale The kraken is no fanatic. If reduced to 87 hp (25%) or less, she releases her grapples and flees into the depths. Teuthia will seek out easier hunting grounds and no longer trouble this section of the sea.
--------------------
Statistics
--------------------
Str 62, Dex 20, Con 52, Int 25, Wis 30, Cha 26
Base Atk +36.75; CMB +75 (+83 grapple, +77 trip); CMD 97 (104 vs. grapple, can't be tripped)
Feats Bleeding Critical, Blind-fight, Chokehold[UC], Cleave, Combat Expertise, Critical Focus, Greater Grapple, Improved Critical (arm), Improved Grapple, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Natural Attack (arm), Improved Natural Attack (bite), Improved Natural Attack (constrict), Improved Natural Attack (tentacle), Improved Trip, Improved Unarmed Strike, Kraken Style, Multiattack, Pinning Knockout[UC], Power Attack, Raging Brutality[UC], Raging Vitality[APG], Stunning Fist, Stunning Pin[UC], Suffocating Strangulation, Vital Strike
Skills Acrobatics +49 (+61 to jump), Climb +70, Escape Artist +49 ( +17 to escape a grapple), Intimidate +52, Knowledge (geography) +31, Knowledge (nature) +48, Perception +54, Sense Motive +54, Stealth +33, Swim +78, Use Magic Device +42
Languages Aquan, Common, Primordial
SQ break free, counter-grapple, fast movement, form lock, graceful grappler, inescapable grasp, ki pool (18 points adamantine, cold iron, lawful, magic, silver), maneuver training, prestige unseen court, prestige-flint, prestige-risur, tenacious grapple, wholeness of body (17 hit points)
Other Gear amulet of mighty fists +5, belt of physical perfection +6, headband of inspired wisdom +6
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blind-Fight Re-roll misses because of concealment, other benefits.
Break Free +17 (Ex) At 5th level, a tetori adds his monk level on combat maneuver or Escape Artist checks made to escape a grapple. If a tetori fails a save against an effect that causes him to become entangled, paralyzed, slowed, or staggered, he may spend 1 point from
Chokehold May pin grappled opponent one size category larger than you
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-10 Bonus to AC in exchange for an equal penalty to attack.
Counter-Grapple (Ex) At 4th level, a tetori wrestler may make an attack of opportunity against a creature attempting to grapple him. This ability does not allow the tetori to make an attack of opportunity against a creature with the Greater Grapple feat. At 6th level, he
Critical Focus +4 to confirm critical hits.
Damage Reduction (3/-) You have Damage Reduction against all attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Energy Resistance, Electricity (30) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Movement (+50 ft.) The Monk adds 10 or more feet to his base speed.
Form Lock +27 (Su) At 13th level, a tetori can negate a polymorph effect by touch with a Wisdom check, adding a bonus equal to his monk level, against a DC of 11 + the caster level of the effect (or HD of the creature, for supernatural polymorph effects). This is a sta
Grab: Arm (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Grab: Tentacle (Colossal) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Graceful Grappler (Ex) A tetori uses his monk level in place of his base attack bonus to determine CMB and CMD for grappling. At 4th level, he suffers no penalties on attack rolls, can make attacks of opportunity while grappling, and retains his Dexterity bonus to AC when
Greater Grapple Maintaining a grapple is a move action, allowing you to make 2 checks a round.
Immunity to Cold You are immune to cold damage.
Immunity to Disease You are immune to diseases.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Poison You are immune to poison.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Trip You don't provoke attacks of opportunity when tripping.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Improved Uncanny Dodge (Lv >= 45) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 45+.
Inescapable Grasp (Su) At 9th level, a tetori can spend 1 point from his ki pool to suppress his opponents' freedom of movement and magical bonuses to Escape Artist or on checks to escape a grapple. At 13th level, this ability also duplicates the effect of {i
Ink Cloud (20' radius, 1/minute, DC 43) (Ex) A kraken can emit a cloud of black, venomous ink in an 80-foot spread once per minute as a free action while underwater. This cloud provides total concealment, which the kraken can use to escape a fight that is going badly. Creatures within the cloud
Jet (280 ft.) Move in a straight line at 280, with no attacks of opportunity.
Ki Pool (18/day) (Su) You have a ki pool equal to 1/2 your monk level + your Wisdom modifier.
Kraken Style (+10 damage) Deal Wisdom modifier in bludgeoning damage with a grapple.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver Training (Ex) CMB = other BABs + Monk level
Pinning Knockout Against a pinned opponent, you may double nonlethal damage with grapple check
Poison: Ink cloud - contact (+nausea, DC 43) (Ex) Poison—Injury; save Fort DC 43; freq 1/rd rd; effect Str; cure 1 save.
Power Attack -10/+20 You can subtract from your attack roll to add to your damage.
Prestige (Flint): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Risur): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Prestige (Unseen): 0 Most fantasy adventurers are “free agents,” with no boss but themselves, usually out on the edge of civilization with few allies they can call on in a pinch. In Zeitgeist, though, you and your fellow PCs may want to call in favors from the RHC, t
Quivering Palm (1/day, DC 28) (Su) Begin vibrations you can trigger with a thought to kill subject later.
Rage (62 rounds/day) (Ex) +6 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Raging Brutality (+21) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Rend Ship (Ex) As full rd. action, use four tentalces to grapple a ship and automatically inflict bite damage on hull.
Spell Resistance (31) You have Spell Resistance.
Stunning Fist (23/day, DC 40) You can stun an opponent with an unarmed attack.
Stunning Pin Use Stunning Fist against pinned opponents
Suffocating Strangulation Grapple also suffocates the target.
Swim (40 feet) You have a Swim speed.
Tenacious Grapple (Ex) A kraken does not gain the grappled condition if it grapples a foe with its arms or tentacles.
Vital Strike Standard action: x2 weapon damage dice.
Wholeness of Body (17 hit points) (Su) Use 2 ki as a standard action to heal own wounds.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The Sisters.
My players will have at least some warning of this attack having made a treaty with Nocticula to warn them of any other demonic interests in their world, hand over her cults , and give them shopping access to her city. They traded this for Kostchies's Torc an item they aquired from a paizo module I ran which gave her half his soul. She considered this a fair deal as she was in no position to take control of Talingarde and a dead demon lord was worth much more to her.
Smiting reversal will be fun for the Antipaladin/Hellknight

Sisters:

Iggerath CR 31
XP 9,830,400
Advanced marilith fighter (mutation warrior) 13 (Pathfinder RPG Advanced Class Guide 93, Pathfinder RPG Bestiary 63, 288)
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +14; Senses darkvision 60 ft.; Perception +34
Aura unholy aura (DC 25)
--------------------
Defense
--------------------
AC 53, touch 20, flat-footed 47 (+10 armor, +5 deflection, +6 Dex, +23 natural, -1 size)
hp 912 (29d10+622)
Fort +40, Ref +28, Will +20 (+3 vs. fear); +4 vs. effects that cause you to lose your grip on weapons
DR 10/cold iron, 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
--------------------
Offense
--------------------
Speed 40 ft.
Melee +1 katana +55 (2d8+29/15-20) or
. . +1 katana +55 (2d8+29/15-20) or
. . +1 katana +55 (2d8+29/15-20) or
. . +1 katana +55 (2d8+29/15-20) or
. . +1 katana +55 (2d8+29/15-20) or
. . +4 anarchic heartseeker spell storing katana +58/+53/+48/+43 (2d8+32/15-20 plus 2d6 vs. lawful) or
. . 6 slams +42 (1d8+9), tail slap +42 (2d6+9 plus grab)
Space 10 ft.; Reach 10 ft.
Special Attacks constrict (2d6+28), multiweapon mastery, weapon trainings (focused weapon, heavy blades +5, effortless dual-wielding)
Spell-Like Abilities (CL 16th; concentration +23)
. . Constant—true seeing, unholy aura (DC 25)
. . At will—greater teleport (self plus 50 lbs. of objects only), project image (DC 23), telekinesis
. . 3/day—blade barrier (DC 23), fly
. . 1/day—summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%)
--------------------
Tactics
--------------------
Before Combat If the Two Queens have the time, they will cast fly on themselves before the battle begins.If they fight the PCs in the throne they will use project image to infiltrate the balcony disguised as servants and cast blade barrier to block the two exits.

They then deliver the message from their employer and fly to the attack.
During Combat The Two Queen favor one style of combat. They love to fly into melee and slice their opponents appart with a storm of flashing blades.Dissecting the living is their greatest joy. One ability they are loathe to use is summon. Summon means they would owe the demon who comes to their aid favors.
Morale The Two Queens are hired assassins. While dedicated to destroying their targets, they do not want to be destroyed. So at 66 hp or less (25%), they will flee the battle using teleportation.
--------------------
Statistics
--------------------
Str 49, Dex 31, Con 50, Int 20, Wis 25, Cha 25
Base Atk +29; CMB +49 (+51 disarm, +53 grapple, +51 sunder); CMD 74 (80 vs. disarm, 80 vs. sunder, can't be tripped)
Feats Bleeding Critical, Blinding Critical, Combat Expertise, Combat Reflexes, Crippling Critical[APG], Critical Focus, Double Slice, Greater Feint, Greater Weapon Focus (katana), Greater Weapon Specialization (katana), Improved Critical (katana), Improved Critical (longsword), Improved Disarm, Improved Feint, Improved Initiative, Improved Natural Armor, Improved Natural Armor, Improved Sunder, Power Attack, Smiting Reversal, Toughness, Weapon Focus (katana), Weapon Focus (longsword), Weapon Specialization (katana)
Skills Acrobatics +28 (+32 to jump), Bluff +26, Diplomacy +26, Fly +23, Intimidate +26, Knowledge (engineering) +24, Perception +34, Sense Motive +26, Stealth +24, Use Magic Device +26; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SQ crushing coils, infuse weapon, mutagen (+6/+4/-2, +4 natural armor, 130 minutes), mutagen discoveries (greater mutagen, spontaneous healing[UM])
Combat Gear mutagen (greater)[APG]; Other Gear +5 mithral do-maru[UC], +1 katana[UC], +1 katana[UC], +1 katana[UC], +1 katana[UC], +1 katana[UC], +4 anarchic heartseeker spell storing katana[UC], belt of physical perfection +6, gloves of dueling[APG], ring of protection +5, golden jewelry adorned with otherworldly jewels (worth 27,500 gp)
--------------------
Special Abilities
--------------------
Bleeding Critical Critical Hits deal 2d6 bleed damage.
Blinding Critical (DC 39) Critical hit blinds or dazzles target.
Combat Expertise +/-8 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (11 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Crippling Critical (DC 39) Critical Hits halves target's speed for 1 minute (Fort part).
Critical Focus +4 to confirm critical hits.
Crushing Coils (DC 37) (Ex) Foes damaged by constrict lose consciousness for 1d8 rds (Fort neg).
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Reduction (10/good) You have Damage Reduction against all except Good attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Effortless Dual-Wielding (Weapon Training [Blades, Heavy] +5) (Ex) Treat selected weapon group as light for determining dual-wielding penalties.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Focused Weapon (Weapon Training [Blades, Heavy] +5, Katana) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Grab: Tail slap (Large) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Greater Feint Feinted foe loses DEX until the beginning of your next turn, rather than on next attack.
Greater Mutagen (Su) The alchemist’s mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a –2 penalt
Immunity to Electricity You are immune to electricity damage.
Immunity to Poison You are immune to poison.
Improved Disarm You don't provoke attacks of opportunity when disarming.
Improved Feint You can make a Bluff check to feint in combat as a move action.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Infuse Weapon (Su) Wielded weapons bypass DR as chaotic, evil, and cold iron.
Multiweapon Mastery (Ex) The creature never takes penalties on its attack rolls when fighting with multiple weapons.
Mutagen (DC 21) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 130 minutes.
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Smiting Reversal (+7 Atk, +29 dmg, 3/day) 3/day, AoO against enemy attempting to smite you, +7 to hit, +29 to damage.
Spell Resistance (28) You have Spell Resistance.
Spontaneous Healing (30 HP/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Summon (level 5, 1 marilith 20%, 1 nalfeshnee at 35%, or 1d4 hezrous at 60%, 1/day) (Sp) Summon other creatures as though casting a summon monster spell with a limited chance of success.
Telepathy (100 feet) (Su) Communicate telepathically if the target has a language.
Weapon Training (Blades, Heavy) +5 (Ex) +5 Attack, Damage, CMB, CMD with Heavy Blades

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I am going to assume the slaves are busy with bodyguards and hangers on around the court


And the suprise from the Ring

Spoiler:

Doom
Agile hekatonkheires (Pathfinder RPG Bestiary 3 268, Pathfinder RPG Mythic Adventures)
CE Colossal outsider (chaotic, evil, extraplanar)
Hero Points 1
Init +29/+9, dual initiative; Senses darkvision 120 ft.; Perception +42
--------------------
Defense
--------------------
AC 47, touch 9, flat-footed 40 (+8 armor, +5 Dex, +2 dodge, +30 natural, -8 size)
hp 746 (24d10+506); regeneration 10 (epic)
Fort +37, Ref +19, Will +25
Defensive Abilities all-around vision, evasion; DR 20/epic, 20/lawful; Immune aging, death effects, disease, fear, mind-affecting effects; SR 35
--------------------
Offense
--------------------
Speed 90 ft.
Melee +3 longsword +52/+52/+47/+42/+37 (6d6+32/19-20) or
. . slam +49 (4d8+40)
Space 30 ft.; Reach 30 ft.
Special Attacks hundred-handed whirlwind, rock throwing (200 feet), stunning slam
Spell-Like Abilities (CL 20th; concentration +27)
. . Constant—air walk, spell turning, true seeing
. . At will—bestow curse (DC 21), break enchantment, chain lightning (DC 23), find the path, greater dispel magic, sending
. . 3/day—greater scrying (DC 23), heal, mass suggestion (DC 23)
. . 1/day—dominate monster (DC 23), greater spell immunity, imprisonment (DC 26), storm of vengeance (DC 26)
--------------------
Statistics
--------------------
Str 56, Dex 20, Con 48, Int 22, Wis 24, Cha 24
Base Atk +24; CMB +65 (+67 bull rush); CMD 72 (74 vs. bull rush)
Feats Alertness, Cleave, Combat Expertise, Critical Focus, Great Cleave, Greater Vital Strike, Improved Bull Rush, Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Vital Strike
Skills Acrobatics +36 (+72 to jump), Appraise +10, Bluff +38, Climb +60, Craft () +35, Diplomacy +35, Disguise +11, Escape Artist +36, Fly +1, Heal +11, Intimidate +38, Knowledge (history) +34, Knowledge (planes) +37, Perception +42, Ride +9, Sense Motive +42, Stealth -7, Survival +35, Swim +33
Languages Abyssal, Celestial, Common; telepathy 300 ft.
SQ gatefinder (perception), gatekeeper (knowledge [planes]), hands of war, hero points, planar leap
Other Gear +3 longsword, 150 gp
--------------------
Special Abilities
--------------------
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Combat Expertise +/-7 Bonus to AC in exchange for an equal penalty to attack.
Critical Focus +4 to confirm critical hits.
Damage Reduction (20/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (20/lawful) You have Damage Reduction against all except Lawful attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dual Initiative (Ex) You act a second time each round at -20 from your normal initiative
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Hands of War (Su) Held weapons gain +3 enhancement bonus and overcome DR as epic & evil.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Hundred-Handed Whirlwind (Ex) Roll attacks normally, but vs. every foe in reach. Choose B/P/S dam for each.
Immunity to Aging You are immune to aging effects.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Bull Rush You don't provoke attacks of opportunity when bull rushing.
Planar Leap (1/year, DC 41) (Su) Plane shift, then crash does 20d6 B & 20d6 sonic to self & in 300 ft (Ref half).
Power Attack -7/+14 You can subtract from your attack roll to add to your damage.
Regeneration 10 (epic) Heal HP quickly and cannot die.
Rock Throwing (200 feet) (Ex) You can throw big rocks. They hurt.
Spell Resistance (35) You have Spell Resistance.
Stunning Slam (DC 45) (Ex) Foe hit by slam is stunned for 1d6 rds (Fort neg).
Telepathy (300 feet) (Su) Communicate telepathically if the target has a language.
Vital Strike Standard action: x2 weapon damage dice.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


I am thinking about the final battle, at the moment I just have the Good guys and their army standing off against the bad guys and their army , they then fight as either group can slaughter the other's army.

I am thinking of complicating things, perhaps the good guys are also working a magical ritual to bring forth an avatar of Mithra (I would use Ragathial from Bestiary 6 if it worked, tough but probably not invincible)
Now to do that I could either have all the good guys in one place (the battlefield) or spread across the country at different ritual sights requiring my pc's to split up to face them.

At the same time I gave my pc's an artifact similar to the Sihedron(from the AP) I am thinking that the linkages of this may allow the pc's to switch who is in which of the sub fights on a round by round basis.
Splitting everyone up also has consequences for the 2 Bards as they won't be able to provide support to the rest of their groups (in this case I'll also have to make sure the Good guy bard can fight and is less of a pure support character).

Any idea's or thoughts on any of this?


JohnHawkins wrote:

I am thinking about the final battle, at the moment I just have the Good guys and their army standing off against the bad guys and their army , they then fight as either group can slaughter the other's army.

Any idea's or thoughts on any of this?

Well, very much depends by what's your pcs endgame, since the final threath should reflect it. Do they intend to do the THING that was proposed in book 7 or they simply wish to rule all Talingarde?


They plan on Talingarde, then the world, then possibly other worlds their is no limit to their ambition.
So that option does not make sense in their terms so I have not offered it


JohnHawkins wrote:

They plan on Talingarde, then the world, then possibly other worlds their is no limit to their ambition.

So that option does not make sense in their terms so I have not offered it

Then the better question is "how much is relevant the final battle". If you wish the battle is actually relevant, in the sense that the pcs may loose any hold they have over the nation of their armies are broken and lost, then you should make so they cannot, or should not leave the battlefield and actually strategize, wasting many big guns over the enemies troops well before any of the good guys big hitters show themselves.

If the "final battle" is a forethought, then lets get crazy and put a bit of mythology in there: why don't actually have the battle a distraction and the princess plan the conjuring of Mithra throught a reversal of a certain ritual from book 7? Have her and her trusted allies spread all over Talingarde's map, trying to "reverse" or "redeem" the pcs actions by using either miracles or some kind of great actions that weakens the asmodean's hold over the nation, allowing Mithra to manifest his direct influence over the island.

About the sihedron copy, giving your characters free things, at this level, is just a waste since they are probably more rich and well armed than a little nation. I would suggest to make instead a "minion link" to a certain, important npc of the campaign that will suffer any lethal blow they might receive in their place by some kind of ancient, evil and not necessarily willing blood soul magic. This allows you to have relevant a fey npcs even in this battle of the gods, and allows you to go all out from round 1.

About Mithra, instead of having him show up, why not summon the fabled army of 5000 ghost martyrs, maybe headed by a relevant enemy npc now in holy ghost form. I like the image of the princess hidden in the cathedral of Valtaerna, restoring it with her bare hands while the Pcs look for her everywhere else. If the good guys are not stopped in their rituals, your overlords will face an army that cannot be stopped by any physical means. The pcs may hold it, but all the rest cannot.

But if you want a battle with Mithra themselves, then have him/her/it BE the princess, the dragon and the solar through the form of a Mythic Ascention Spell that grants hour final bosses a few extra power with 1 or 2 temporary mythic tiers. Mithra has them exalted, but if they die, then mithra loses power over the realms and will have his influence broken forever, a last gamble that may damn him. This allows you to giving more worth to the princess and her entourage.


I gave them the Sihedron a while ago, each of the shards was linked to a powerful devil sent by Asmodeus to prepare the way (One of them was Tiadora) they collected the shards along with the devils true names and completed the collection when they Killed Thorne.

I have no great commitment to the battle, particularly because my players have been excellent at building their strength, the battle will be one sided. The only thing which could turn the tide would be the princess and her companions joining the battle without the pc's as a counterbalance.

I want to make sure the final battle is as epic as possible. I quite like the idea of having it take place across multiple locations so that the pc's have to split up to fight the battle. The summoning ritual for an avatar of Mithra was largely meant as a reason for that splitting up, the Ghost Martyr's would be an alternative . However the Mithra Avatar would be something they could fight if they won part of the battle.
At the moment I have the Dragon, the princess, The Moon Prince, the Solar , the Spirit of the Tiger (the Caer Brye tribes all follow totem animals and the pc's have despoiled these and they get the spirit of the tiger in the face in return), The Scion of Mithra (a Mithran War priest, I may replace him with the high inquisitor). The pc's have a Sorceress (the Queen), a bard/swashbuckler, an Oracle, an Antipaladin , a Hunter and 5 cohorts.
I quite like the idea of the Dragon and 5 of the pc's fighting it out while the other 5 have to scatter to face the 5 npc's at ritual sights , possibly using the Sihedron for rapid switching pc's between encounters.
The idea of linking the ritual sights to critical locations from parts 1-5 appeals to me. The Cathedral, the Palace, (not sure what would be appropriate for book 5), the manor house they were recruited in, possibly the ruins of the Daemon shrine


JohnHawkins wrote:

I quite like the idea of the Dragon and 5 of the pc's fighting it out while the other 5 have to scatter to face the 5 npc's at ritual sights , possibly using the Sihedron for rapid switching pc's between encounters.

The idea of linking the ritual sights to critical locations from parts 1-5 appeals to me. The Cathedral, the Palace, (not sure what would be appropriate for book 5), the manor house they were recruited in, possibly the ruins of the Daemon shrine

For the locations, since it's gonna be a fight for the right of Mithra to stay on the island, I think these places should all be of historic importance, for example:

1) the Vale, were Macarius created the cult
2) the Capital, were the first cathedral was built
3) the temple built on the battlefield of the two lords, were the Victor won
4) a spot in Ghastenhall were the asmodean cathedral was destroyed
5) the shrine were the princess prayed for Mithra in book 5

Surely, I believe those location should no be told to the Pc, but have them look for them either by using uber magic or a little reasoning. You could also have a few false lead, like having a bunch of lesser angels appear somewhere near other important mithran locations, or over the horn. Have the pcs to actually risk to waste resources!

Now, since one of the main point of this battle is to defeat the princess in front of any force that may ever think to oppose the Pcs, she's not gonna go around teleporting through the island, and the same is for her heavy hitters: they are gonna stay.

However, i can well image she's got a lot of followers (adventurers from the inner sea region) ready to implement her ritual while she directs the Pcs attention or herself. I would see them as few groups of three to four level 14-15 characters (or any combination of similar power), which are enough for 2/3 or your pcs cohorts or for 1 cohort and 1 pc. The funny part is that you can use old Pcs of your players and have them cameo in this other locations, helping out the mithran inquisition (just put a 15 level inquisitor inside the group and have him work the ritual with the other characters have to defend him).

Since your characters possess a sihedron like artifact, the princess should have something akin, since she's not a Mary Sue but the "ultimate opponent" they must face to win the battle. So, i would suggest this: following Adventure path 108 from hell's vengeance, have the princess have this "heirloom pendant of Darius" or something similar, and have linked to the gems of said items the names of the five precedent kings. By the grace of mithra, each of these guys is gonna appear as an angelic presence to defend her. But each of these guys is actually linked to one of these sites, and by having the ritual stopped there the ally cannot be summoned.

My philosophy here is that, once your villains will take a glance on the princess, they will probably rush for her on the battlefield, and shall find their path blocked by the titan, the solar and hungry mama dragon. After (and if) they are able to deal with those enemies, they'll try to go 5 to 1 against her only for her to put a 6 to 1 by this ring. However, if they realize/ are told of the ritual, and how this ritual is making stronger the power of the veil over the battle, they might actually strategize and try to halt this ritual.

The point is how much are they gonna wait for the final confrontation with the princess, how many trips shall they take and if the people send to stop the rituals are powerful enough to oppose the forces in there. At this level, it's time to put the maximum level of difficulty, and if your pcs don't strategize a bit or use their uber magics to get some kind of overview of the battle and the effects of their actions or inactions, they'll get into the trap the princess and her mother weaved against them for 3 years.

If they wait till the last moment, the might of the princess and her allies will momentarily turn the tide of the battle, but your villains will get the chance to fight the princess without any more backup. If they just rush, they'll get an hard wall to the face. if they send people random to stop the rituals, without having at least 1 pc, they might also loose one of their seasoned minions.
[for an example, if there are no pics, 2 cohorts = 4 level 15 enemies; so 3 cohorts it's a total victory, 2 it's a hard fight (30% chances one of the cohorts gets down), 1 gets slaughtered but can (60%) stall or stop that ritual point nevertheless]

I hope my suggestions shall be useful


I am still pondering the final battle. My campaign goes into a 4-6 week pause while I am medically indisposed so I will finalise it during this gap and then when I return so does the princess.

The Two sisters attacked last session , and killed each other when the sorceress got a lucky Dominate monster through one of them's defenses.

Then the Hadean Signet had it's fun and a Hekontires ripped it's way in. Causing the players to expend 1 Miracle, 3 wishes and a limited wish to banish it. The Hekontires really freaked them out so it was an excellent choice for a terror from the depths of time


Finally finished, the 4-6 week pause turned into about 5 months. The final battle was interesting, it was close in places but overall I made one mistake and one of the fights was too one sided in favour of the players (one spell Dimensional blade caused a lot of that)

Anthea Regina the Dragon faced off against Oswyn the 20th level Oracle, Grumblejack a Half fiendish Barbarian (lvl 18 equivalant), a vampiric War priest(unarmed version), a Weretiger Warpriest and a Vishknya Vivisectionist Alchemist (did not do much due to particulate form blocking all precision damage). The Dragon was the weak spot , action economy killed it, I Should have given it some mythic abilities or bodyguards. When she went down the reinforcements doomed the other good guys

The Princess facing off against Marcus a 20th Level Antipaladin/Hellknight Grave knight, this was largely a standoff as the princes failed to really nail him but moved around enough so he could not nail her.

The Solar facing off against Syrah the Queen of Talingarde an abomination with 20th level sorceror casting and some levels of Oracle and Diabolist. Using These she had an AC of somethign so ungodly the Solar could hardly hit her, she kept nailing it with maximised wracking rays which it had to heal so the fight was a lockdown.

The Champion of Mithra a 20th level warpriest vs Appolonius Bard 15/Swashbuckler 5 vampire, nearly went badly for appolonius but he got some Irresisitable dance spells and then a Euphoric peace through spell resistance and kept it as a draw.

The Tiger spirit totem of the Caer Brie a 20th level Ranger Animal Lord vs Gloine a 20th level pet less hunter. He was ripping her to pieces aided by being immune to her favoured named bullet spell (Greater spell immunity comunal all off the heroes were immune to this and a few other spells, the pc's did the same thing). However she got off a greater dispel magic and luckily dropped the Immunity, and particulate form and then managed to nail him with named bullet arrows, killing him.

The Moon King who could either be a 10th level bard/10th level Ahavic dancer this form was so lethal to the undead none of the undead pc's dared face him, his other form was a level 2 paladin/18th level Blood rager in this form he faced an 18th level wizard who was losing but kept him busy long enough for help to come.

The battle ended and the Dark sun rose over talingarde as Syrah sacrificed the heart of the Solar to Ardad Lili and the princess died from an arrow to the face.
A New reign of darkness spreads over Talingarde, the world and eventually other worlds.

Great fun and a great campaign

Grand Lodge

Damn. The amount of extra work you did is awe inspiring.


All of these are with Buff spells active

Princess:

Princess
Female half-dragon human dragon disciple 10/sorcerer 10 (Pathfinder RPG Bestiary 170)
NG Huge dragon (humanoid, human)
Init +21; Senses blindsense 60 ft., darkvision 120 ft.; Perception +31
Aura frightful presence (210 ft., DC 10)
--------------------
Defense
--------------------
AC 59, touch 31, flat-footed 51 (+8 armor, +15 deflection, +6 Dex, +2 dodge, +20 natural, -2 size)
hp 472 (20 HD; 10d6+10d12+360)
Fort +33, Ref +23, Will +25; +4 morale vs. poison and fear, +3 morale bonus vs. charm and fear, +1 morale bonus vs. fear
DR 10/magic; Immune acid, cold
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 70 ft., fly 120 ft. (perfect), fly 120 ft. (poor)
Melee bite +36 (2d8+30), 2 claws +36 (2d6+22), tail slap +31 (2d6+30), 2 wings +31 (1d8+13)
Space 15 ft.; Reach 10 ft.
Special Attacks breath weapon (20d6 cold, 30 ft. cone, DC 35, 4/day), breath weapon (50-ft cone, 12d8 cold, Reflex DC 10 half), dragon bite
Spell-Like Abilities (CL 20th; concentration +35)
. . 3/day—acid splash
Dragon Disciple Spell-Like Abilities (CL 10th; concentration +25)
. . 2/day—dragon form
Sorcerer Spells Known (CL 20th; concentration +35)
. . 9th (8/day)—fiery body[APG], meteor swarm (DC 36), time stop, wish
. . 8th (8/day)—clenched fist, form of the dragon III, polar ray, prismatic wall (DC 33)
. . 7th (9/day)—delayed blast fireball (DC 34), form of the dragon II, mage's sword, greater teleport
. . 6th (9/day)—chain lightning (DC 33), chains of light (DC 31), greater dispel magic, form of the dragon I
. . 5th (9/day)—cone of cold (DC 34), feeblemind (DC 30), spell resistance, wall of force, wreath of blades[UC] (DC 30)
. . 4th (9/day)—detonate[APG] (DC 31), dimension door, emergency force sphere, fear (DC 29), fire shield
. . 3rd (10/day)—blink, displacement, fireball (DC 30), fly, vengeful comets
. . 2nd (10/day)—invisibility, mirror image, communal protection from evil[UC], raiment of command (DC 27), resist energy, scorching ray
. . 1st (10/day)—chastise, expeditious retreat, mage armor, magic missile, see alignment[UC], snowball (DC 26)
. . 0 (at will)—arcane mark, chameleon scales, daze (DC 25), light, mage hand, message, open/close (DC 25), prestidigitation, spark[APG] (DC 27)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 44, Dex 22, Con 38, Int 20, Wis 18, Cha 40
Base Atk +12; CMB +40; CMD 64
Feats Empower Spell, Eschew Materials, Great Fortitude, Greater Spell Focus (evocation), Improved Initiative, Intensified Spell[APG], Maximize Spell, Merciful Spell[APG], Noble Scion Of War[ISWG], Persistent Spell[APG], Piercing Spell[UM], Quicken Spell, Spell Focus (evocation), Spell Penetration, Spell Perfection (cone of cold)[APG], Toughness, Varisian Tattoo[ISWG]
Skills Acrobatics +10 (+26 to jump), Appraise +9, Bluff +19, Climb +21, Diplomacy +42, Disguise +19, Escape Artist +10, Fly +33, Heal +8, Intimidate +42, Knowledge (arcana) +17, Perception +31, Ride +10, Sense Motive +28, Spellcraft +32, Stealth +22, Survival +8, Swim +21, Use Magic Device +31
Languages Common, Draconic
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), change shape (humanoid or animal; polymorph), power of wyrms, wings
Combat Gear greater acid elemental metamagic rod[APG], greater maximize metamagic rod, greater quicken metamagic rod, greater selective metamagic rod[APG]; Other Gear amulet of natural armor +5, belt of physical perfection +6, bracers of armor +8, cloak of resistance +5, headband of mental superiority +6, ring of evasion, ring of spell turning, 150 gp
--------------------
Special Abilities
--------------------
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Blood Havoc (Sorcerer Bloodline Power [1st]) +1 dam per die for spells belonging to bloodline or spell focus school.
Blood Piercing +17 (Sorcerer Bloodline Power [9th], 2/day) Reduce energy resistance or SR of foe by listed amount.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Breath Weapon (20d6 cold, 30 ft. cone, 4/day, DC 35) (Su) As a standard action, deal energy damage in area (Ref half).
Breath Weapon (50-ft cone, 12d8 cold, Reflex DC 10 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Dragon Form (II, 2/day) (Sp) Use Form of the Dragon II as a spell-like ability 2/day
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (120 feet, Perfect) You can fly!
Fly (120 feet, Poor) You can fly!
Frightful Presence (210 ft., 5d6 rounds, DC 10) Those in area of effect become frightened or shaken (Will neg.)
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Intensified Spell You can cast a spell that can exceed its normal damage die cap by 5 (if you have the caster level to reach beyond that cap).
Maximize Spell All variable effects of a spell are maximized. +3 Levels.
Merciful Spell You can cast a spell that deals non-lethal damage instead of lethal damage.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Piercing Spell Affected spell treats creatures with SR as having an SR of 5 lower
Power of Wyrms (Su) Gain immunity to paralysis, sleep and your energy type, and gain blindsense.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Perfection (Cone of Cold) The selected spell can have 1 metamagic feat applied for free, as long as the modified level stays at or below 9. Double the effects of feats like spell focus, weapon focus [ray], etc. on this spell.
Varisian Tattoo (Conjuration) Spells from chosen school gain +1 caster level.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wings (Su) Can sprout wings and gain a 60' Fly speed with average maneuverability.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Phaera of the Radiant Dawn Solar:

Phaethysa of the Radiant Dawn CR 23
XP 819,200
Solar (Pathfinder RPG Bestiary)
NG Huge outsider (angel, extraplanar, good)
Init +17; Senses darkvision 60 ft., detect evil, detect snares and pits, low-light vision, true seeing; Perception +40
Aura protective aura
--------------------
Defense
--------------------
AC 58, touch 20, flat-footed 49 (+14 armor, +4 deflection, +6 Dex, +3 dodge, +24 natural, -2 size, -1 untyped penalty)
hp 642 (22d10+422); regeneration 15 (evil artifacts, effects and spells)
Fort +38, Ref +30, Will +34; +4 morale vs. poison and fear, +3 morale bonus vs. charm and fear, +1 morale bonus vs. fear, +4 vs. poison
DR 15/epic, 15/evil; Immune acid, cold, fear, petrification; Resist electricity 10, fire 10; SR 34
--------------------
Offense
--------------------
Speed 80 ft. (65 ft. in armor), fly 180 ft. (good)
Melee +5 dancing holy greatsword +55/+55/+50/+45/+40 (4d6+38/19-20 plus 2d6 vs. evil) or
. . slam +45 (3d8+18)
Ranged +5 adaptive holy seeking composite longbow +51/+51/+46/+41/+36 (2d6+31/×3 plus slaying arrow and 2d6 vs. evil)
Space 15 ft.; Reach 15 ft.
Spell-Like Abilities (CL 20th; concentration +27)
. . Constant—detect evil, detect snares and pits, discern lies (DC 21), true seeing
. . At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration, remove curse, remove disease, remove fear, resist energy, speak with dead (DC 20), summon monster VII, waves of fatigue
. . 3/day—blade barrier (DC 23), earthquake, heal, mass charm monster (DC 25), permanency, resurrection, waves of exhaustion
. . 1/day—greater restoration, power word blind, power word kill, power word stun, prismatic spray (DC 24), wish
Cleric Spells Prepared (CL 20th; concentration +31)
. . 9th—mass heal (3), miracle, greater communal spell immunity[UC]
. . 8th—mass cure critical wounds (2), holy aura, nine lives[ARG] (2)
. . 7th—bestow grace of the champion[UM] (3), destruction (DC 28), ethereal jaunt, particulate form
. . 6th—banishment (3, DC 27), mass cure moderate wounds, heroes' feast, undeath to death (DC 27)
. . 5th—breath of life (DC 26), burst of glory, dispel evil, plane shift (DC 26), righteous might, sacred nimbus
. . 4th—blessing of fervor[APG] (2, DC 25), crusader's edge (DC 25), death ward, divine power (2)
. . 3rd—cure serious wounds, daylight, invisibility purge, magic circle against evil, prayer, protection from energy (2)
. . 2nd—align weapon, bear's endurance, bull's strength, consecrate, cure moderate wounds (2), eagle's splendor
. . 1st—bless, cure light wounds, cure light wounds, cure light wounds, divine favor (2), entropic shield
. . 0 (at will)—detect magic, purify food and drink (DC 21), stabilize, virtue
--------------------
Tactics
--------------------
Before Combat Before the final battle, the solar will have talked extensively with Bellinda about all she knows about our villains.

Between that consultation and divine inspiration straight from Mitra, you can assume that Phaethysa knows your PCs as well as you do. Thus, you should feel free to tinker with her spell list to make sure she is ready for whatever tricks the PCs most commonly use. She will use greater communal spell immunity to resist any favorite or signature spells of the PCs.

Given time to prepare the solar will cast greater communal spell immunity (choose five spells; 200 minutes divided amongst allies), resist energy (sonic; lasts for 200 minutes), death ward (20 minutes) and holy aura (20 rounds) on itself before any battle.
During Combat The solar is an incredibly versatile, powerful combatant.

With so many spells and spell-like abilities at her disposal there is almost no tactic which this powerful celestial could not adopt if it so chose. This is an enemy you should sit down and take a moment to both research and tailor to your PCs. The time you spend will make the final fight all the more epic and clmactic.

The solar generally prefers to keep to the air and use barrages of slaying arrows plus its massive spell compliment to destroy its foes. In particular, it will target slaying arrows preferentially at spellcasters, as it realizes they are likely to be more susceptible to a DC 20 Fortitude save and the 50 points of damage if they fail.

If melee combat looks likely, the solar will sacrifice an action to activate its greatsword's dancing ability. It will then let the sword fight as it uses its spell array to compliment the damage the greatsword can deal.

Trying to mob the solar with lesser minions is a futile gesture. The solar simply flies above such a mob and casts storm of vengeance.

For ten rounds, the solar will destroy almost anything within a 360 ft. radius.

Do not forget that Phaethysa has epic damage resistance. In the entire campaign, the PCs will only encounter two items that can potentially grant them the epic tag. A fully assembled Helbrandr should count as epic against this angel and if the PCs managed to enhance the Hadean Signet, it will grant them epic attacks.

If this mighty angel has a weakness it is this - the solar is perhaps too quick to aid its allies. When it should be focusing on laying its foes low, it will instead take an action to cast spells like mass hea and greater dispel magic to save the lives and alleviate the suffering of its allies. Clever opponents could use this to their advantage, threatening allies of Phaethysa and thus causing the angel to waste actions.

Fundamentally, you can think of Phaethysa as a divine assassin. She has been sent to this plane with only one mission - ensure that Talingarde does not fall into Asmodean hands. What has become so clear to Mitra is that the only way to ensure this is to destroy the Nine Knots once and for all. Once broken and sent to hell will Talingarde be free of their blight
Morale Phaethysa is completely dedicated to her mission here upon the prime material plane. She will not rest until the will of Mitra is done and she is fearless in the face of evil. She will only retreat temporarily to save a comrade and then only long enough to ensure that they are safe. Phaethysa otherwise fights to the death.

Her mission is too critical to deserve anything less.
--------------------
Statistics
--------------------
Str 40, Dex 32, Con 40, Int 23, Wis 33, Cha 25
Base Atk +22; CMB +54 (+56 sunder); CMD 66 (68 vs. sunder)
Feats Cleave, Deadly Aim, Dodge, Great Fortitude, Improved Initiative, Improved Sunder, Iron Will, Lightning Reflexes, Mobility, Power Attack, Toughness
Skills Acrobatics +12 (+24 to jump), Appraise +10, Bluff +11, Climb +22, Craft (Enter Choice) +33, Diplomacy +36, Disguise +11, Escape Artist +12, Fly +37, Heal +15, Intimidate +11, Knowledge (history) +35, Knowledge (nature) +35, Knowledge (planes) +35, Knowledge (religion) +35, Perception +40, Ride +12, Sense Motive +40, Spellcraft +35, Stealth +29, Survival +40, Swim +22
Languages Celestial, Draconic, Infernal; truespeech
SQ change shape (alter self), gatefinder (perception), gatekeeper (knowledge [planes])
Combat Gear greater extend metamagic rod, greater extend metamagic rod; Other Gear celestial plate armor, +4 adaptive holy seeking composite longbow, +5 dancing holy greatsword, Choose (Spellcasters First) slaying arrow (50), belt of physical might +6 (Str, Con), bracers of archery, greater, headband of inspired wisdom +6, diamond dust (for miracle) (worth 25,000 gp)
--------------------
Special Abilities
--------------------
Change Shape (alter self) (Su) You can change your form.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/evil) You have Damage Reduction against all except Evil attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -6/+12 Trade a penalty to ranged attacks for a bonus to ranged damage.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Fly (180 feet, Good) You can fly!
Gatefinder (Perception) DC 20 Perception to find soulgates whose alignment is compatable with your own.
Gatekeeper (Knowledge [Planes]) Once you are aware of a soulgate, DC 30 Knowledge (planes) check to open it.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Petrification You are immune to Petrification.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mobility +4 to AC vs. AoO provoked by moving out of or through a threatened area.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -6/+12 You can subtract from your attack roll to add to your damage.
Protective Aura (+4, 20 ft.) (Su) Defense against evil creatures and lesser globe of invulnerability.
Regeneration 15 (evil artifacts, effects and spells) Heal HP quickly and cannot die.
Slaying Arrow (Su) As a free action, can create slaying arrows when firing bows.
Spell Resistance (34) You have Spell Resistance.
Truespeech (Su) Speak with any creature that has a language.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Anthea Regina Great Wyrm Silver Dragon:

Anthea Regina
Great wyrm silver dragon sorcerer 2 (Pathfinder RPG Bestiary 110)
LG Colossal dragon (cold)
Init +8; Senses dragon senses, fog vision; Perception +46
Aura cold (10 ft, 2d6 cold), frightful presence (360 ft., DC 34)
--------------------
Defense
--------------------
AC 65, touch 10, flat-footed 61 (+11 armor, +5 deflection, +2 Dex, +2 dodge, +44 natural, -8 size, -1 untyped penalty)
hp 764 (31 HD; 2d6+29d12+568)
Fort +41, Ref +31, Will +38; +4 morale vs. poison and fear, +3 morale bonus vs. charm and fear, +1 morale bonus vs. fear
Defensive Abilities reflective scales, true courage; DR 10/evil, 20/magic; Immune acid, cold, fear, paralysis, sleep; SR 35
Weaknesses vulnerability to fire
--------------------
Offense
--------------------
Speed 70 ft., fly 280 ft. (average); cloudwalking, graceful flight
Melee bite +66 (6d8+52/19-20), 2 claws +65 (6d6+40), tail slap +63 (6d6+52), 2 wings +63 (3d8+28)
Space 20 ft.; Reach 15 ft. (25 ft. with bite)
Special Attacks breath weapon (70-ft cone, 24d8 cold, Reflex DC 40 half), claws (2, 3d6, 13 rounds/day), crush (Huge creatures, DC 40, 8d6+36), paralyzing breath (70-ft. cone, 1d6+12 rds, DC 40), tail sweep (50-ft., Large creatures, 4d6+36, DC 40)
Spell-Like Abilities (CL 29th; concentration +39)
. . At will—control weather, control winds (DC 25), detect evil, feather fall, fog cloud, reverse gravity
Sorcerer Spells Known (CL 19th; concentration +29)
. . 9th (5/day)—imprisonment (DC 29), prismatic sphere (DC 29)
. . 8th (7/day)—heart of the mammoth, iron body, greater spell immunity
. . 7th (7/day)—mage's sword, spell turning, greater teleport
. . 6th (8/day)—heal, heroes' feast, greater heroism
. . 5th (8/day)—righteous might, spell resistance, communal stoneskin[UC], true seeing
. . 4th (8/day)—divine power, greater false life[UM], forceful strike (DC 24), freedom of movement
. . 3rd (8/day)—displacement, haste, heroism, slow (DC 23)
. . 2nd (9/day)—delay poison, glitterdust (DC 22), grace[APG], invisibility, mirror image
. . 1st (9/day)—magic missile, shield, shield of faith, true strike, vanish[APG] (DC 21)
. . Bloodline Draconic
--------------------
Statistics
--------------------
Str 58, Dex 14, Con 42, Int 30, Wis 27, Cha 30
Base Atk +30; CMB +77; CMD 80 (84 vs. trip)
Feats Arcane Strike, Blinding Critical, Critical Focus, Eschew Materials, Flyby Attack, Hover, Improved Critical (bite), Improved Initiative, Improved Vital Strike, Iron Will, Lightning Reflexes, Multiattack, Power Attack, Quicken Spell, Skill Focus (Fly), Vital Strike, Weapon Focus (bite)
Skills Acrobatics +36 (+52 to jump), Appraise +14, Bluff +48, Climb +33, Diplomacy +48, Disguise +14, Escape Artist +5, Fly +35, Heal +46, Intimidate +48, Knowledge (arcana) +48, Knowledge (history) +48, Knowledge (local) +48, Knowledge (nobility) +48, Knowledge (planes) +48, Perception +46, Ride +5, Sense Motive +46, Spellcraft +48, Stealth +19, Survival +12, Swim +33, Use Magic Device +46
Languages Auran, Common, Draconic, Dwarven, Elven, Giant, Halfling, Terran
SQ bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), change shape (humanoid or animal; polymorph)
Other Gear +5 mithral breastplate, amulet of mighty fists +5, belt of physical perfection +6, cloak of resistance +5, ring of protection +5, 150 gp
--------------------
Special Abilities
--------------------
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.
Blinding Critical (DC 40) Critical hit blinds or dazzles target.
Blindsense (60 feet) (Ex) Sense things and creatures without seeing them.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Cold] spells.
Breath Weapon (70-ft cone, 24d8 cold, Reflex DC 40 half, usable every 1d4 rounds) As a standard action, affect an area with elemental damage (Ref half).
Change Shape (humanoid or animal; polymorph, 3/day) (Su) You can change your form.
Claws (13 rounds/day) (Su) 2 Claw atacks deal 1d4 damage
Cloudwalking (Su) Can tread on clouds or fog as though it were solid ground.
Cold Aura (10 ft, 2d6 cold) (Su) Creatures in aura at the start of the dragons turn take cold damage
Critical Focus +4 to confirm critical hits.
Crush (Huge creatures, 8d6+36, DC 40) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as m
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (20/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (120 feet) You can see in the dark (black and white only).
Dragon Senses (Ex) See four times as well as a human in dim light and twice as well in normal light.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fly (280 feet, Average) You can fly!
Flyby Attack You can take a standard action during your move action while flying.
Fog Vision (Ex) Vision is not hindered by foggy conditions.
Frightful Presence (360 ft., 5d6 rounds, DC 34) Those in area of effect become frightened or shaken (Will neg.)
Graceful Flight (Ex) A young or older silver dragon's aerial maneuverability is one step better than normal.
Hover Can hover in place without Fly checks, and kick up dust cloud if within 20 ft of ground.
Immunity to Acid You are immune to acid damage.
Immunity to Cold You are immune to cold damage.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Paralyzing Breath (70-ft. cone, 1d6+12 rds, DC 40) (Su) As a standard action, creatures in area are paralyzed (Fort neg).
Power Attack -8/+16 You can subtract from your attack roll to add to your damage.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Reflective Scales (Su) Failing to overcome your SR by 5+ reflects spell on attacker.
Spell Resistance (35) You have Spell Resistance.
Tail Sweep (50-ft., Large creatures, 4d6+36, DC 40) As a standard action, deal damage in half circle to foes 4+ sizes smaller (Ref half).
True Courage (Ex) Remain conscious but staggered below 0 Hp, when killed act normally for 1 rd before death.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The Scion of Mithra:

The Scion of Mithra
Half-celestial aasimar warpriest of Mitra the Shining Lord 20 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary, 7)
LG Large outsider (native)
Hero Points 1
Init +7; Senses darkvision 60 ft.; Perception +40
--------------------
Defense
--------------------
AC 57, touch 27, flat-footed 54 (+14 armor, +14 deflection, +1 Dex, +2 dodge, +6 natural, +2 sacred, +10 shield, -1 size, -1 untyped penalty)
hp 490 (20d8+330)
Fort +32, Ref +21, Will +34; +4 morale vs. poison and fear, +3 morale bonus vs. charm and fear, +1 morale bonus vs. fear, +4 vs. poison
Defensive Abilities fortification 75%, sacred armor (+5, 20 minutes/day); DR 10/—, 10/evil, 10/magic; Immune disease, fear; Resist acid 10, cold 10, electricity 10; SR 33
--------------------
Offense
--------------------
Speed 60 ft., fly 60 ft. (good)
Melee +5 bane dispelling burst holy longsword +63 (12d8+70/17-20 plus 2d6 vs. and 2d6 vs. evil) or
. . +7 heavy shield bash +64 (8d6+70/19-20)
Space 10 ft.; Reach 10 ft.
Special Attacks aspect of war, blessings 13/day (Glory: demoralizing glory, glorious presence, Sun: blinding strike, cleansing fire), channel positive energy 12/day (DC 34, 7d6), fervor 24/day (7d6), sacred weapon (2d8, +5, 20 rounds/day), smite evil 1/day (+9 attack and AC, +20 damage)
Spell-Like Abilities (CL 20th; concentration +29)
. . 3/day—holy aura, protection from evil
. . 1/day—aid, bless, cure serious wounds, daylight, detect evil, dispel evil, hallow, holy smite (DC 23), holy word (DC 26), mass charm monster (DC 27), neutralize poison, remove disease, resurrection, summon monster IX (celestials only)
Warpriest Spells Prepared (CL 20th; concentration +34)
. . 6th—dimensional blade (3), eaglesoul, heal (4)
. . 5th—boneshatter (2, DC 29), caustic blood (DC 29), disrupting weapon (2), fickle winds[UM], righteous might (2)
. . 4th—divine power (2), forceful strike (2, DC 28), communal protection from energy[UC] (4)
. . 3rd—archon's aura[UM] (DC 27), blood rage (2), communal resist energy[UC] (5)
. . 2nd—inheritor's smite (7), spiritual weapon, weapon of awe[APG] (DC 26)
. . 1st—bless (2), compel hostility[UC] (3), entropic shield, shield of faith (3)
. . 0 (at will)—detect magic, detect poison, light, mending, resistance
--------------------
Statistics
--------------------
Str 44, Dex 20, Con 34, Int 10, Wis 38, Cha 28
Base Atk +15; CMB +55; CMD 65
Feats Bashing Finish[APG], Devastating Strike[UC], Greater Vital Strike, Improved Critical (longsword), Improved Critical (shield, heavy), Improved Shield Bash, Improved Vital Strike, Missile Shield[APG], Power Attack, Saving Shield[APG], Shield Focus, Shield Master, Shield Slam, Shield Snag, Two-weapon Fighting, Vital Strike, Weapon Focus (longsword)
Traits fate's favored, shield-trained
Skills Acrobatics +3 (+15 to jump), Appraise +4, Bluff +13, Climb +22 (+26 to catch yourself on wall or slope when falling if you have a shield equipped), Diplomacy +15, Disguise +13, Escape Artist +3, Fly +5, Heal +18, Intimidate +13, Perception +40, Ride +3, Sense Motive +41, Stealth -1, Survival +18, Swim +22; Racial Modifiers +2 Diplomacy, +2 Perception
Languages Celestial, Common
SQ hero points
Other Gear +5 heavy fortification adamantine full plate, +5 arrow deflection bashing crusading defiant heavy steel shield, +5 bane dispelling burst holy longsword, belt of physical perfection +6, headband of mental prowess +6 (Wis, Cha), 150 gp
--------------------
Special Abilities
--------------------
Aspect of War (Su) Activate to gain DR 10/—, move full speed in armor, and use blessings for free.
Bashing Finish Whenever you score a critical hit with a melee weapon, you can shield bash the same target as a free action.
Blessings (13/day) (Su) Pool of power used to activate Blessing abilities.
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Damage Reduction (10/evil) You have Damage Reduction against all except Evil attacks.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Devastating Strike Deal extra damage when using Vital Strike bonus
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Fervor (7d6, 24/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Fly (60 feet, Good) You can fly!
Fortification 75% You have a chance to negate critical hits on attacks.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Missile Shield (1/round) 1/round, when hit by a ranged weapon, take no damage.
Poison Resistance +4 (Ex) You have the listed resistance to poison.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Sacred Armor +5 (20 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +5 (20 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Saving Shield As an immediate action, add a 2 shield bonus to an adjacent ally&apos;s AC.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Shield Snag Shield Bash: Use atk roll as free disarm attempt.
Smite Evil (1/day) (Su) +9 to hit, +20 to damage, +9 deflection bonus to AC when used.
Spell Resistance (33) You have Spell Resistance.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Positive Energy 7d6 (12/day, DC 34) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


The Moon Prince Full Moon:

Moon Prince FULL
Half-elf silverblood werewolf ashavic dancer 10/bard 10 (Pathfinder Player Companion: Paths of the Righteous 4)
N Medium humanoid (elf, human, shapechanger)
Hero Points 1
Init +11; Senses low-light vision, scent; Perception +30
--------------------
Defense
--------------------
AC 49, touch 29, flat-footed 39 (+11 armor, +4 deflection, +8 Dex, +2 dodge, +5 morale, +9 natural)
hp 380 (20d8+220)
Fort +22, Ref +31, Will +23; +4 morale vs. poison and fear, +1 morale bonus vs. fear, +4 vs. bardic performance, language-dependent, and sonic
DR 10/—; Immune fear
--------------------
Offense
--------------------
Speed 60 ft.
Melee +5 agile heartseeker holy kama +34/+34/+29/+24 (1d6+26 plus 2d6 vs. evil) or
. . +5 anarchic heartseeker holy kama +34/+34/+29/+24 (1d6+19 plus 2d6 vs. lawful and 2d6 vs. evil) or
. . bite +26 (1d6+14)
Special Attacks bardic performance 35 rounds/day (move action; countersong, dirge of doom, distraction, fascinate [DC 28], inspire competence +3, inspire courage +2, inspire greatness, suggestion [DC 28]), curse of lycanthropy (DC 15)
Bard Spells Known (CL 20th; concentration +33)
. . 6th (7/day)—mass charm monster (DC 29), dance of a thousand cuts[UM], heroes' feast, irresistible dance (DC 29), greater shout (DC 29)
. . 5th (8/day)—greater bladed dash, greater dispel magic, greater heroism, stunning finale[APG] (DC 28), vengeful outrage[UM] (DC 28)
. . 4th (8/day)—dimension door, echolocation[UM], mass ghostbane dirge[APG] (DC 27), heroic finale[APG] (DC 27), neutralize poison, wall of blindness/deafness[ACG] (DC 27)
. . 3rd (8/day)—haste, invisibility sphere, mad monkeys[UM], purging finale[APG] (DC 26), see invisibility, slow (DC 26)
. . 2nd (8/day)—heroism, mirror image, raiment of command (DC 25), sense vitals, shamefully overdressed[UI] (DC 25), suggestion (DC 25)
. . 1st (9/day)—lucky number, saving finale[APG] (DC 24), unnatural lust[UM] (DC 24), urban grace[ARG], vanish[APG] (DC 24), ventriloquism (DC 24)
--------------------
Statistics
--------------------
Str 21, Dex 28, Con 26, Int 10, Wis 16, Cha 36
Base Atk +15; CMB +26; CMD 50
Feats Arcane Strike, Discordant Voice[UC], Greater Two-weapon Fighting, Harmonic Spell[ISWG], Improved Two-weapon Fighting, Lingering Performance[APG], Skill Focus (Perform [dance]), Slashing Grace[ACG], Spellsong[UM], Two-weapon Fighting, Weapon Finesse, Weapon Focus (kama)
Skills Acrobatics +46 (+58 to jump), Appraise +4, Bluff +46, Climb +7, Diplomacy +46, Disable Device +9, Disguise +17, Escape Artist +11, Fly +46, Handle Animal +17, Heal +7, Intimidate +46, Linguistics +4, Perception +30, Perform (dance) +46, Perform (oratory) +40, Perform (sing) +40, Perform (wind instruments) +40, Ride +11, Sense Motive +30, Sleight of Hand +11, Spellcraft +4, Stealth +34, Survival +7 (+11 when tracking by scent), Swim +7, Use Magic Device +46; Racial Modifiers +4 Survival when tracking by scent
Languages Common, Elven
SQ ashavic performance 20 rounds/day (swift action; deathwaking dance [DC 33], exorcist's waltz, true spark's guidance [DC 33], untethering steps, soothing performance), ashavic rites, bardic knowledge +5, change shape (half-elf, hybrid, and wolf; polymorph), elf blood, ghostly grace, hero points, jack-of-all-trades, lore master 1/day, lycanthropic empathy (+4 with animals related to lycanthropic form), silverblood moon phase, versatile performance (skill focus [dance]), versatile performances (expanded versatility, martial performance [dance], dance)
Other Gear celestial armor, +5 buckler, +5 agile heartseeker holy kama, +5 anarchic heartseeker holy kama, belt of physical perfection +6, headband of aerial agility (cha +6)[UE], three reasons to live, 150 gp
--------------------
Special Abilities
--------------------
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.
Ashavic Performance (20 rounds/day) (Su) Dance generates magic effects, as bardic performance.
Ashavic Rites (Su) Mind-affecting perform ignore undead immunity, spend 1 perform rd to do same for a cast spell.
Bardic Knowledge +5 (Ex) Add +5 to all knowledge skill checks.
Bardic Performance (move action, 35 rounds/day) Your performances can create magical effects.
Change Shape (half-elf, hybrid, and wolf; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Discordant Voice When using bardic performance, allies deal 1d6 extra sonic damage
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Expanded Versatility (, Use Magic Device) (Ex) Add another skill to those affected by a versatile performance ability.
Ghostly Grace (30 feet) (Su) When performing, weapons count as ghost touch and spells as ectoplasmic for allies in 30 ft.
Harmonic Spell Casting spells extends duration of bardic performance
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fear (Ex) You are immune to all fear effects.
Jack-of-all-trades (use any skill) (Ex) You may use all skills untrained.
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Lore Master (1/day) (Ex) Can take 10 on any trained knowledge checks. Activate to take 20 as a standard action.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Martial Performance (Dance, Proficient, Kama) (Ex) Gain proficiency or Weapon Focus with chosen weapon.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silverblood Moon Phase Select the phase of the moon.
Skill focus (Dance) Gain Skill Focus (Perform [dance]) as a bonus feat.
Slashing Grace (Kama) Treat chosen weapon as 1-handed piercing weapon and can add Dex instead of Str to dam.
Spellsong Combine spellcasting and bardic performance
Trip (Ex) You can make a trip attempt on a successful attack.
Versatile Performance (Dance) +46 (Ex) You may substitute the final value of your Perform: Dance skill for Acrobatics or Fly checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


His True Spark's Guidance would do between 100 and 50 hp a round to an undead and cripple it's movement even if it saves. I expected him to kite around any undead, hence the pc's sent a none undead against him
As he was really a support build and this battle called for Single combat I gave him an Angry New moon version
Moon Prince New Moon:

Moon Prince NEW
Half-elf silverblood werewolf bloodrager (urban bloodrager) 18/paladin 2 (Pathfinder Player Companion: Heroes of the Street 24, Pathfinder RPG Advanced Class Guide 15)
N Medium humanoid (elf, human, shapechanger)
Hero Points 1
Init +19; Senses low-light vision, scent; Perception +30
--------------------
Defense
--------------------
AC 60, touch 43, flat-footed 45 (+8 armor, +13 deflection, +13 Dex, +2 dodge, +5 morale, +9 natural)
hp 448 (20d10+248)
Fort +42, Ref +42, Will +35 (+4 vs. enchantments); +4 morale vs. poison and fear, +1 morale bonus vs. fear
Defensive Abilities improved uncanny dodge, indomitable will, restrained magic; DR 10/—; Immune fear
--------------------
Offense
--------------------
Speed 70 ft.
Melee +5 anarchic heartseeker holy kama +48/+48/+43/+38/+33 (1d6+48 plus 2d6 vs. lawful and 2d6 vs. evil) or
. . +5 anarchic heartseeker holy vorpal elven curve blade +58/+52/+47/+42/+37 (1d10+72/18-20 plus 2d6 vs. lawful and 2d6 vs. evil) or
. . bite +42 (1d6+29)
Special Attacks blood casting, curse of lycanthropy (DC 15), greater bloodrage (53 rounds/day), smite evil 1/day (+13 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +15)
. . At will—detect evil
Bloodrager (Urban Bloodrager) Spells Known (CL 18th; concentration +31)
. . 4th (5/day)—caustic blood (DC 27), dimension door, dimensional blade, greater false life[UM], fire shield, telekinetic charge[UC]
. . 3rd (5/day)—force punch[UM] (DC 26), heroism, keen edge, lightning bolt (DC 26), greater magic weapon, slow (DC 26), twilight knife[APG]
. . 2nd (6/day)—false life, force sword, invisibility, ironskin, mirror image, scorching ray, see invisibility
. . 1st (8/day)—blade lash[ACG], mage armor, magic missile, magic missile, mudball[ARG] (DC 24), protection from evil, protection from law
. . Bloodline Arcane
--------------------
Statistics
--------------------
Str 21, Dex 36, Con 28, Int 10, Wis 16, Cha 36
Base Atk +20; CMB +38; CMD 68
Feats Arcane Strike, Blooded Arcane Strike[ACG], Combat Reflexes, Eschew Materials, Extra Rage, Furious Focus[APG], Greater Two-weapon Fighting, Improved Initiative, Improved Two-weapon Fighting, Iron Will, Power Attack, Quick Draw, Raging Absorption[ACG], Raging Brutality[UC], Raging Vitality[APG], Two-weapon Fighting, Weapon Finesse
Skills Acrobatics +41 (+57 to jump), Appraise +4, Bluff +17, Climb +9, Diplomacy +17, Disguise +17, Escape Artist +17, Fly +17, Heal +7, Intimidate +17, Perception +30, Perform (dance) +37, Perform (oratory) +37, Perform (sing) +37, Perform (wind instruments) +37, Ride +17, Sense Motive +30, Stealth +37, Survival +7 (+11 when tracking by scent), Swim +9; Racial Modifiers +4 Survival when tracking by scent
Languages Common, Elven
SQ arcane bloodrage, caster's scourge, change shape (half-elf, hybrid, and wolf; polymorph), controlled bloodrage, disruptive bloodrage, elf blood, fast movement, greater arcane bloodrage, hero points, lay on hands 14/day (1d6), lycanthropic empathy (+4 with animals related to lycanthropic form), silverblood moon phase, tireless bloodrage, true arcane bloodrage
Other Gear +5 anarchic heartseeker holy kama, +5 anarchic heartseeker holy vorpal elven curve blade, belt of physical perfection +6, bracers of armor +8, bracers of the avenging knight[UE], headband of aerial agility (cha +6)[UE], three reasons to live, 150 gp
--------------------
Special Abilities
--------------------
Arcane Bloodrage (Blur) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
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.
Blooded Arcane Strike While bloodraging, Arcane Strike is always in effect and multiplies with Vital Strike.
Bloodrage (53 rounds/day) (Su) -2 Str, +8 Con, +3 to Will saves, -2 to AC when enraged.
Caster's Scourge (14/round) (Ex) Have extra AoO to attack casters in your threatened area.
Change Shape (half-elf, hybrid, and wolf; polymorph) (Su) Change into three different forms: base humanoid, hybrid and animal forms.
Combat Reflexes (14 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Controlled Bloodrage Gain lesser bonus split as desired, but without normal drawbacks.
Curse of Lycanthropy (DC 15) (Su) Bitten humanoid enemy within 1 size category contracts lycanthropy (Fort neg).
Damage Reduction (10/-) You have Damage Reduction against all attacks.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Disruptive Bloodrage (Su) +2 to DC for enemy spellcasters in threatened area when raging.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
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.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Greater Arcane Bloodrage (Haste) (Sp) As a free action apply chosen spelll to self when enter bloodrage.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Uncanny Dodge (Lv >= 22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) +4 bonus to Will saves vs. enchantment spells.
Lay on Hands (1d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lycanthropic Empathy +4 (Ex) Improve the attitude of your type of animal, as if using Diplomacy.
Power Attack -6/+21 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Raging Absorption While bloodraging, if you save vs. dmging arcane spell, and take no dmg, regain 1 rd bloodrage/2 lev of spell.
Raging Brutality (+9) Add Constitution bonus on damage rolls
Raging Vitality +2 CON while raging, Rage does not end if you become unconscious.
Restrained Magic (Su) Grant any in spell's area +2 to save vs. your spell, on success not affected.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Silverblood Moon Phase Select the phase of the moon.
Smite Evil (1/day) (Su) +13 to hit, +6 to damage, +13 deflection bonus to AC when used.
Tireless Bloodrage (Su) No longer fatigued after bloodraging.
Trip (Ex) You can make a trip attempt on a successful attack.
True Arcane Bloodrage (Beast Shape IV) (Sp) As a free action apply chosen spelll to self when enter bloodrage.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


My copy of the Tiger Totem of the Caer Brye seems to have corrupted since yesterday , but he was a 20th level Ranger animal Lord(Tiger) specialising in pounce with tooth and claw

[/sPOILER]

201 to 232 of 232 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Paizo / Product Discussion / Way of the Wicked—Book #6: The Wages of Sin (PFRPG) All Messageboards

Want to post a reply? Sign in.