Ding dong, the BBEG is dead! (Spoiler level over 9000)


Rise of the Runelords


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So we finished our Rise of the Runelords campaign yesterday. We started in September of 2014 and it has been almost 60 sessions. We've all had a blast. Big thanks to Paizo for making such a fun adventure, and another thanks to all forum posters here for helping in scorching-raying away the AP's warts.

Here's how the end battle against Karzoug went down (as I can recall it, it went late and there was some beer involved), hope it can be of use to other GMs.

Preamble:
We're a gang of old timers who've returned to this hobby after many years. I have four PCs in the group, all level 16. A cleric of Desna, a ranged ranger, an evoker wizard and a two-handed fighter. I let the players roll in a very generous fashion which gave them have silly high stats (something I regretted after we all had picked up speed again), and also Hero Points. They had quite well built characters, with loads of HP and crazy saves, and were really well decked out due to crafting feats and smart acquisitions. They all had runeforged weapons. Karzoug's tactics and spells, and some of his equipment, were adjusted by me as a consequence.

I revised Karzoug's spell list. He used most of his transmutation slots for buffs instead of attack spells, since he knew the PCs had Dominant weapons. I gave him metamagic gemstones, 3 of each kind, so he could cast more quickened spells (and silent ones as well) than his rod allowed. Also I added a bunch of scrolls and some other bits and pieces. I replaced his Arcane Strike and Combat Expertise with Spell Penetration and Improved Initiative. He also had Boots of Speed. I had pre-rolled the rounds for his two time stops, and made a spreadsheet for him and his minions' actions for the fight. I also allowed Karzoug the see the whereabouts of the PCs - they all wore Rings of Xin-Shalast, so he would pre-buff before they entered the Anima Focus. I had given all Karzougs minions the advanced template to make them last more than one round.

The Eye:
The PCs buffed themselves to the teeth, and then some more (they'd spent plenty on scrolls, both self-crafted and bought ones) and readied themselves. Then they jumped in. Big K had prepped with an widened (from gemstone) Dimensional Lock at the arrival platform, to prevent them from just hopping up to him. He had placed two symbols, (pain and weakness) on the stairs up (which his guards were attuned to). He'd placed a Wall of Suppression across the chamber, but with a gap at the top so he could fly over it. He had a permanent Prismatic Sphere 20 ft. above his throne. He himself was hovering above the sphere, invisible from a UMD:d wand. He had his Glaive project an major image of him sitting on the throne as a decoy, hoping the PC's would attack it (and so I could show my players the awesome cover of Gamemastery Guide). He hoped they would notice they couldn't Dimension Door/Hop up, so they would run or fly up to him at the throne, through the Wall and over one of the symbols. Unfortunately for old Karzy, that's not how it went down though.

Karzoug's buffs at the start of the fight:
Fiery Body (from scroll - he's the Runelord of greed, he's got some bling)
Mind Blank
Spell Turning
Stone skin
Haste (from boots)
Protection against Fire
Protection against Electricity
Protection against Cold
Fire resistance (he knew the wizard liked his fire spells)
Electricity resistance
Cold resistance
Invisibility
Protection from good
False Life

The PC's buffs - too many to list, but some will be mentioned in the round-by-round description. Mainly, they all had loads of elemental resistance/protection, death ward, true seeing, displacement, protection from spells (+8 res bonus!), stoneskin and other goodies. They had to save some round-only buffs to the fight (haste, mirror image, holy aura). They suspected (rightly) that he would go for necromancy and evocation in his attacks, since they thought that he knew that they had Dominant weapons...

The fight:
Round 1
All pc's easily make their saves from the stun from being transported by the Anima Focus (I add +2 to +5 to all DC's to try to somewhat counter the incredible saves my pc's have). They quickly take in their surroundings. The ranger rolls a perception check, rolls crazy high, and sees both the Wall of Suppression (which wasn't hard) and the two symbols (which was harder). He tells the other's through their permanent telepathic bond. They thought that the Wall was a Wall of Force, and took note to stay away from the symbols (although I forgot about them at the end of the fight). They all see that the Karzoug on the throne is an illusion (all have true seeing) and the the real Karzoug is flying, body immolated, above the primatic sphere atop the throne.

Karzoug wins initiative (I rolled a 20). Meteor Swarm (was thinking to change this rather weak tactic, but thought it would be a nice opener nevertheless) on the cleric, who takes a little damage, and a little fire damage that is absorbed by the party's protection from fires. Then time stop, four rounds.
Karzoug casts globe of invulnerability on himself, flies down to the PC's. We use the action economy from Pathfinder Unchained. So next round, he positions himself next to the wizard, casts a Prismatic Sphere around the both of them, steps out, flies back (over his Wall), casts a Delayed Fireball at the pc's and goes into his permanent prismatic sphere at the throne.

The time stop ends, the delayed fireball explodes and shaves off some more resistance and damages them (except the wizard, who is safe in his new cozy home).
The dragons flies down, through the wall (no buffs) which the PCs though was a weird Wall of Force. He breathes lightning in a flyby attack, by the PCs continue in making their reflex saves so just a little damage. The PCs attack the giants, the wizard tries to dimension door out, and understanding he can't, curses himself for using their mage's disjunction scroll on the door in to the anima focus before.

The runegiant Hutta gets hit with loads of damage from the ranger, misses a wisdom check and discards her orders to get the PC's to come up through the traps. She will show her lord how worthy she is of being his bodyguard by defeating these pesky humans herself! She moves down the platform, passes through the Wall, casts True Seeing on herself to see through the displacement all the PC's have. The fighter airwalks up to one storm giant and engages him, and he strikes back. The other storm giant uses his Chain lightning which shaves off some HP here and there. The cleric who's gotten the brunt of it all the first round casts a Heal on himself. You know it's gonna be a great fight when Heal comes out the first round. People that say in-combat healing is a waste obviously don't play at this level... ;-)

Round 2
Karzoug comes out of his Sphere, casts a quickened Horrid Wilting, damages the PC's some, and flies back in again. The wizard tells the cleric to dispel the dimensional anchor so he can come out, and readies a dimension door for the cleric's cue. The cleric casts a dispel on the anchor, and uses a Hero Point (the first of many to be spent in this fight, they saved the day). With the Hero Point, the player rolls 32 (needed a 31 to dispel it). Meanwhile the ranger hurts the runegiant, but is getting trashed by a crit from the runegiant's retaliation and arrows from a storm giant. With the damage from here and there and the Horrid Wilting, he's just got a few hit points left. If Karzoug hits him with spell at the start of round 3 he'll be gone. Karzoug, seeing it all from his safe little tree house, sharpens his finger of death for the next round. The fighter melees with the other stormgiant, and downs him.

Round 3
The ranger uses a Hero Point to change his initiative to first in the round, before Karzoug. He uses a teleporting arrow to get away up to the side, and drinks a CSW potion. Karzoug comes out and throws a Wail of the Banshee at the other pc's, he can't reach the ranger now on one round. The wizard recognizes the spell with a Spellcraft roll, and tells everyone to watch out. Everyone uses Hero Points for their saves, and all make it, with some close calls. Karzoug doesn't fly back though, but remains hovering above the party, full of arrogance and getting really annoyed. How could these worms still be alive? Preposterous! The fighter attacks the runegiant, who attacks him back. The cleric casts greater dispel at Karzoug and gets rid of his Fiery Body, Stoneskin and Globe of Invulnerability. They players really roll well the whole night. The wizard casts interposing hand to try to get away from the dragon, who's flown around to the back and is making short order of his mirror image, and a quickened scorching ray at the dragon.

Round 4
The ranger peppers Karzoug with all he's got, but luckily for the BBEG he doesn't score a crit on his now crit-vulnerable self. Karzoug casts his second timestop, and casts a quickened summon for an elder air elemental, which he orders to disarm the fighter. He also casts repulsion and ice body on himself to get crit immunity again, and gets ready to maze the fighter. The fighter fights the runegiant, blinds and staggers her with a crit and gets attacked by the newly arrived air elemental, who misses to disarm him. The ranger downs the runegiant. The wizard Banishes the air elemental, who hardly had time to say Hello. The cleric hits all PCs with a Mass Heal from a scroll.

Round 5
Karzoug mazes the fighter, who's player declines doing the real maze that I've printed out for him and instead rolls an Int check, using a Hero Point. He needs to roll above 11, and makes it. He's back next round. The dragon tears in on the cleric and the wizard, who fight back. The wizard shows that he also has big boy spells, and mazes the remaining storm giant, who's been peppering the pc's with arrows. The ranger attacks Karzoug. Karzoug releases his glaive who starts fireballing left and right, but due to low DC isn't doing much damage. The cleric casts Holy Aura, giving all Spell Resistance 25, which would prove really valuable later on.

Round 6
Karzoug smiles and Wishes him and all his bodyguards back to full life and health. The pc's squeal. Karzoug moves in for a Finger of Death on the cleric the next round, thinking that the fighter is gone for a while and with his allies back he's practically won. The fighter comes back, which makes Karzoug roar in anger. Enough! Die! The wizard and the dragon battle it out, the ranger lets his arrows fly.

Round 7
Karzoug tries to Finger of Death the cleric, but I roll a 2 on Karzoug's spell penetration (he needed a 3 or more to get over the Spell resistance of 25!). This becomes a turning point for old Karzy. The cleric summons an air elemental who engages the body guards, while the wizard greater dispels some of Karzoug's buffs. The ranger and fighter battles it out with the minions.

Round 8-9
Wild fighting, spells zapping back and forth between Karzoug and the wizard's spell turnings, the giants and dragon gets killed, Karzoug dimension doors back to heal himself in his permanent Prismatic Sphere, comes out and attacks the wizard with a polar ray which he survives. The fighter tries to close with Karzoug but can't pass his repulsion.

Round 10+
The wizard manages to dispel both Karzougs repulsion (they were great at dispelling) and wreath of blades. The cleric dimension hops up with the fighter close to Karzoug with a Silence on the fighter. Karzoug uses a silent gemstone to dispel the silence - he should have used it for a dimension door away instead. I was getting a bit tired here. Everyone attacked Karzoug who answered with Caustic Combustion and a second Wail. But he couldn't withstand the barrage, even if he was still immune to crits. So he went down, with a last cry of "Impossible! I'm a God! Why can't I live on?" (brownie points for anyone who knows where that is from...)

And that ended our campaign. The fight took almost four hours of straight gaming. The PC's fared really well, with their planning, buffing and dispelling really paying off (along with some luck and Hero Points to help tip the scales...) Now it's on to Hell's Rebels!


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Poor Karzoug, a slave to the power of death.

Nice recap! I look forward to sharing ours in the next 6 months or so.


True Seeing is a divination spell, and thus stopped by mind blank. Besides that one little bit, it looked like an awesome game.


Azten wrote:
True Seeing is a divination spell, and thus stopped by mind blank. Besides that one little bit, it looked like an awesome game.

Ah thanks, good one. I thought I had read through all his buffs but missed that connection. You live and learn :) Karzoug attacked them directly though, so that dispelled his invisibility, although the PCs probably would had thought he was in the Sphere rather than above it and gotten a little more confused - the PC wizard has permanent See Invisibility and is used to see all invisible critters.

I made a larger mistake with forgetting his symbols - Karzoug placed himself deliberately so one would go off, but I then got distracted by a phone call and forgot about them.


You know, as high level as he is, greater invisibility would've been an option easily available.


Azten wrote:
You know, as high level as he is, greater invisibility would've been an option easily available.

The pc's weren't expecting any illusion or enchantment spells at all from him, since they knew he was a Thassilonian transmuter (they'd done their research) and were debating if they should bother with true seeing at all. So I thought it would be a fun little curve ball to have him use a major image (from his glaive) and a UMD:ed invisibility. In the end they did go for true seeing ("for minions"). A greater invisibility I feel would had been a little too "un-transmutish", even if he could had used UMD for a scroll of it. He used his permanent sphere to a kind of similar defensive effect anyway - flying out to cast quickened spells and then back in again where they couldn't see or target him - as much as his action economy would allow him, of course.


Congrats!
My players and I started RotRL in September of 2015. We play weekly unless we have to cancel. We just played session 27....and we're not even through the Misgivings yet. Sad trombone.


Aaron Gillespie wrote:

Congrats!

My players and I started RotRL in September of 2015. We play weekly unless we have to cancel. We just played session 27....and we're not even through the Misgivings yet. Sad trombone.

Thanks! Looking through our event history we finished Misgivings around session 16, and finished part 2 at session 21. Here's how it went, (I should add that I did expand the first three parts with some more material and took away some in the last three. We play for about 4 hrs each time and sometimes 5-7 hrs.)

Part 1 - 9 sessions
Part 2 - 13 sessions (lots of added stuff before and in Magnimar)
Part 3 - 11 sessions
Part 4 - 8 sessions
Part 5 - 10 sessions
Part 6 - 7 sessions

We got bogged down in Part 4 when fights started to take a really long time, so we devised some ways to speed them up. The main cahnges were that I told the melees the AC and DR of their opponents, and they just told me how much total damage they did in that round, not how each single attack went. We also stopped to roll for all damage here, and took the average of each dice. So no more rolling and counting 12d6 for a fireball. I still rolled damage for opponents, but I did that in Combat Manager so no manual dice rolls.

Scarab Sages

I'm at 81 sessions, and we started in November of 2012. I'm hoping to finish in the next few sessions, though I don't know when that'll be...

Dark Archive

We are at 30 sessions and are in Book 5/Runeforge.
We played 6-8 hours per session.


Razcar wrote:
Azten wrote:
You know, as high level as he is, greater invisibility would've been an option easily available.
The pc's weren't expecting any illusion or enchantment spells at all from him, since they knew he was a Thassilonian transmuter (they'd done their research) and were debating if they should bother with true seeing at all. So I thought it would be a fun little curve ball to have him use a major image (from his glaive) and a UMD:ed invisibility. In the end they did go for true seeing ("for minions"). A greater invisibility I feel would had been a little too "un-transmutish", even if he could had used UMD for a scroll of it. He used his permanent sphere to a kind of similar defensive effect anyway - flying out to cast quickened spells and then back in again where they couldn't see or target him - as much as his action economy would allow him, of course.

Good write-up. Using Wish to restore all ally hit points is absolutely going on my version of Karzoug's tactic list. Making pc's squeal is fun.

But I'm wondering about Karzoug using Illusion spells (via UMD.) It's definitely okay per RAW but is it something Karzoug would actually consider? "Modern day" specialists are simply less able to use spells from opposition schools implying a lack of aptitude or focus, but Thassilonian specialists are prohibited from their opposition schools. Why is that? Exaggerated lack of ability or is it philosophical? Those are sins he won't commit? Transmutation magic is the pinnacle of magical ability (in Karzoug's view) - would he stoop to using lowly illusion magic? Or is he desperate enough to do anything? Or does he view himself as transcendant - the old rules don't apply to me any more? He certainly has enough UMD ranks to ignore normal magic item restrictions...

Again, I'm not challenging the choices, I'm just wondering about Karzoug's thought process.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber

Awesome. I wrapped up RotRL a few weeks ago with my group. Looks, like y'all had a fun campaign.

-Skeld


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Latrecis wrote:


But I'm wondering about Karzoug using Illusion spells (via UMD.) It's definitely okay per RAW but is it something Karzoug would actually consider? "Modern day" specialists are simply less able to use spells from opposition schools implying a lack of aptitude or focus, but Thassilonian specialists are prohibited from their opposition schools. Why is that? Exaggerated lack of ability or is it philosophical? Those are sins he won't commit? Transmutation magic is the pinnacle of magical ability (in Karzoug's view) - would he stoop to using lowly illusion magic? Or is he desperate enough to do anything? Or does he view himself as transcendant - the old rules don't apply to me any more? He certainly has enough UMD ranks to ignore normal magic item restrictions...

I thought about that when I saw Karzoug's UMD score. Why would he had bothered with that, if he's so arrogantly specialized (like all the Thassilonian specialists were)? For divine magic? It's not mentioned in the book (afaik), and might just be a way for the author to spend his skill points. Or maybe not?

Karzoug's sin is greed. While I think he firmly believes that his school is superior to everything else, that doesn't stop his craving for "everything else" - even the inferior illusion and enchantment schools. There's nothing the greedy want more than what they cannot have. I suspect that during his reign, somewhere in his palace, he had a secret room all to himself. In there there were stacks of illusion and enchantment spell trigger items. That's what he used his UMD for, in the darkest hours of the night :) And now, when he's soon to conquer the feeble and primitive world out there, with no other Runelords to stop him, why should he hide it? ALL magic shall soon be his - the weak and the strong! MuuahahahahahahHAHAHA!

Maybe he should had used a greater invisibiliy scroll after all :P


Skeld wrote:

Awesome. I wrapped up RotRL a few weeks ago with my group. Looks, like y'all had a fun campaign.

-Skeld

Thanks, we did. And thanks again for your excellent write-up, I stole the symbols idea from you - I just wish I'd had placed more of them (and remembered to use them..). I also showed my players the pic of your awesome battle map of the Eye of Avarice, to give them a sense of the platforms' elevation. Now they want you as their GM :P

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Razcar wrote:
Skeld wrote:

Awesome. I wrapped up RotRL a few weeks ago with my group. Looks, like y'all had a fun campaign.

-Skeld

Thanks, we did. And thanks again for your excellent write-up, I stole the symbols idea from you - I just wish I'd had placed more of them (and remembered to use them..). I also showed my players the pic of your awesome battle map of the Eye of Avarice, to give them a sense of the platforms' elevation. Now they want you as their GM :P

That's great! I'm glad the write-up helped. That map was fun to build, but it's not something I'd want to do very often.

Just tell them I'm a very mean GM. Lol. :D

-Skeld


Has anybody ever managed to take Karzoug alive?


UnArcaneElection wrote:
Has anybody ever managed to take Karzoug alive?

- I had to create a plan, that helped Karzoug too fool the party that he is dead, and most important - his soul was gone. Even than, they took his body for scooping out his implanted Ioun Stones, and questioning via Speak With Dead about all that he could possibly know. After asking, if they want future plothooks for high-level one-shots, and getting a solid yes, Karzoug rised from dead in morgue at their demiplane. Six seconds later he teleported himself back to Golarion, at one of his vaults that survived. He's currently getting his strength back, attaching a clocwork replacement for his lost arm and a gem istead a lost eye.

But if players had said No... Well, I would have tried my best not to give them Karzougs soul and body. Runelord knows too much, that can possibly make high-level party (at least the party of my players) overpowered in terms of the setting. I kind of need some status quo.


I was thinking more in terms that the decemvirate of the Pathfinder Society might want him alive. Of course, that doesn't mean that nothing could go wrong after they get their hands on him . . .


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UnArcaneElection wrote:
I was thinking more in terms that the decemvirate of the Pathfinder Society might want him alive.

Why I didn't think about this! Considering that I have put Xanderghul as one of Decemvirate.


^I like this! Now just remember that:

Spoiler for AR 4810:
Xanderghul has to survive long enough to make it to Earth, immigrate illegally undercover into the United States, cover his tracks completely with a cover identity featuring immigration from Germany and a career in real estate (through at least Earth Calendar AD 2016), and run for President . . . .

Dark Archive

Would you be willing to post your Karzoug's stat block? My players are 2 sessions away....

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
ckdragons wrote:
Would you be willing to post your Karzoug's stat block? My players are 2 sessions away....

You weren't asking me, but here you go anyway:

Spoiler:

This is from my HeroLab file for Karzoug. Note that mind blank is the only spell he currently has cast on himself, his glaive is help in both hands, his Combat expertise feat is always on.

Karzoug the Claimer, Runelord of Greed
Male human (Azlanti, Pureblooded) transmuter 20 (Pathfinder Campaign Setting: Inner Sea Magic 17)
LE Medium humanoid (human)
Init +7; Senses Perception +22
--------------------
Defense
--------------------
AC 36, touch 25, flat-footed 26 (+6 armor, +5 deflection, +7 Dex, +3 dodge, +5 natural)
hp 400 (20d6+220); fast healing 10
Fort +20, Ref +18, Will +19; +8 resistance bonus vs. divination and mind-affecting
SR 24
--------------------
Offense
--------------------
Speed 30 ft., fly 60 ft. (perfect)
Melee karzoug's burning glaive +17/+12 (1d10+14/×3 plus 1d6 fire) or
. . talons of leng (claws x2) +18/+13 (1d4+11/×3)
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . At will—change shape (beast shape iii or elemental body ii, 20 rounds/day)
. . 16/day—telekinetic fist (1d4+10 bludgeoning)
Transmuter Spells Prepared (CL 20th; concentration +33)
. . 9th—clashing rocks[APG] (DC 33), energy drain (DC 33), prismatic sphere, time stop, time stop (2), wail of the banshee (DC 33), wooden phalanx[UM]
. . 8th—heart of the mammoth (2), horrid wilting (2, DC 32), incendiary cloud (DC 32), mind blank, polymorph any object (2, DC 33), stormbolts[APG] (DC 31)
. . 7th—caustic eruption[UM] (DC 31), finger of death (2, DC 31), firebrand[APG] (DC 32), resonating word[UM] (2, DC 32), shadow body[OA], shadow body[OA], umbral strike (DC 31)
. . 6th—acid fog, antimagic field, banshee blast[ACG] (DC 30), disintegrate (2, DC 31), greater dispel magic, flesh to stone (DC 31), tar pool[UC] (DC 31), unwilling shield[APG] (DC 30)
. . 5th—acidic spray[UM] (DC 29), break enchantment, cloudkill (DC 29), fickle winds[UM], suffocation[APG] (DC 29), telekinesis (2), vampiric shadow shield[ACG], wall of stone
. . 4th—bestow curse (DC 28), black tentacles, boneshatter (DC 28), calcific touch[APG] (2, DC 29), enervation (2), solid fog, stoneskin, telekinetic maneuver[OA]
. . 3rd—gaseous form, haste, haste (2), ray of exhaustion (DC 27), sleet storm (2), slow (DC 28), vampiric touch (2)
. . 2nd—false life, kinetic reverberation[UC] (DC 27), owl's wisdom (2), resist energy (2), steal size (DC 27), storm of blades (2), twisted space[UC] (DC 27)
. . 1st—enlarge person (DC 26), enlarge person (2, DC 26), expeditious retreat, long arm[ACG], protection from good, ray of enfeeblement (DC 25), reduce person (DC 26), shield, windy escape[ARG]
. . 0 (at will)—detect magic, jolt[UM], mage hand, touch of fatigue (DC 24)
--------------------
Statistics
--------------------
Str 26, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +15; CMD 43
Feats Arcane Strike, Combat Expertise, Craft Magic Arms & Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness
Traits orphaned, true name caller
Skills Appraise +36, Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +15, Intimidate +26, Knowledge (arcana) +36, Knowledge (engineering) +36, Knowledge (history) +36, Knowledge (nature) +36, Knowledge (nobility) +36, Knowledge (planes) +36 (+40 to discover the true name of an Outsider from plane of choice, halve the time required to learn the outsiders name as well.), Knowledge (religion) +36, Perception +22, Sense Motive +22, Spellcraft +42, Survival +3, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Common, Cyclops, Draconic, Elven, Giant, Ignan, Infernal, Sylvan, Terran, Thassilonian
SQ arcane bond (karzoug's burning glaive), physical enhancement (+5)
Combat Gear quicken metamagic rod, quicken metamagic rod (greater), quicken metamagic rod (lesser), reach metamagic rod[APG], reach metamagic rod (lesser)[APG], scroll of disintegrate (x4), meteor swarm, wish, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges);
Other Gear karzoug's burning glaive, talons of leng (claws x2), amber spindle ioun stone (5), crimson sphere ioun stone (3), emerald ellipsoid ioun stone (12), onyx rhomboid ioun stone (3), belt of physical might +6 (Str, Dex), ring of freedom of movement, ring of protection +5, robes of xin-shalast, runewell amulet, sihedron tome, diamonds (worth 75,000 gp), eye ointment (worth 500 gp), ruby dust (worth 1,500 gp), rune of wrath ruby (worth 1,000 gp), vial of powdered gemstones (worth 10,000 gp), 5 gp
--------------------
Special Abilities
--------------------
Arcane Bond (Karzoug's Burning Glaive) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
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.
Change Shape II (beast shape iii or elemental body ii, 20 rounds/day) (Sp) Use beast shape III or elemental body II as a Spell-Like ability.
Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Flight (60 feet, Perfect) You can fly!
Greater Spell Focus (Transmutation) +1 to the Save DC of spells from one school.
Greed (Transmutation) Transmuters use magic to change the world around them.
Physical Enhancement +5 (Constitution, Constitution) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.
Spell Focus (Transmutation) Spells from one school of magic have +1 to their save DC.
Spell Resistance (24) You have Spell Resistance.
Telekinetic Fist (1d4+10 bludgeoning, 16/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.


Sure! I think this was the version I used, I had a couple (one with the advanced template as well with a 40 Int, included at the bottom). I'm sure there's some mistake/s in there, so sticklers, have fun ;-)

normal version:

Karzoug The Claimer
XP: 409600
Azlanti human transmuter 20
NE Medium humanoid (human)
Init +11; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +22

DEFENSE

AC 37, touch 22, flat-footed 30 (+6 armor, +5 deflection, +7 Dex, +5 natural, +4 shield)
HP 382 (20d6+310); fast healing 10
Fort +20, Ref +18, Will +19; +8 vs. mind affecting
Defensive Abilities freedom of movement; Immune disease, confusion effects, feeblemind; SR 24; Resist Fire 30, +4 saves against transmutation effects

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee Karzoug's burning glaive +22/+17 (1d10+15/x3 plus 1d6 fire), talons of leng +20/+15 (1d4+13/x3)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 20th; concentration +33)
16/day-telekinetic fist (1d4+10 bludgeoning)

Spells Prepared (CL 20th; concentration +33)
9th-prismatic sphere, meteor swarm (DC 32), time stop (2), wail of the banshee (DC 33; 2), wish (2)
8th-quickened dimension door (2), horrid wilting (DC 32), maze, mind blank, summon monster VIII, polar ray (DC 31), polymorph any object (DC 33; 2)
7th-ice body (2), finger of death (DC 31), caustic eruption (DC 31), waves of exhaustion, limited wish, delayed blast fireball (DC 30; 2), spell turning
6th-quickened enervation, disintegrate (DC 31; 2), globe of invulnerability, greater dispel magic (2), repulsion (DC 29), sign of wrath (DC 29), unwilling shield (DC 30)
5th-cloudkill, cone of cold (DC 28; 2), quickened magic missile, wreath of blades, quickened shield, telekinesis (DC 30; 2), wall of force
4th-bestow curse (DC 28), fire shield, black tentacles, enervation (1), ice storm (2), mass reduce person (DC 29; 2), scrying, solid fog
3rd-blink, dispel magic, fireball (DC 26), keen edge, greater magic weapon, protection from energy, slow (DC 28; 2), stinking cloud (DC 27), vampiric touch
2nd-blindness/deafness (DC 26), false life, glitterdust (DC 26), protection from arrows, pyrotechnics (DC 27; 2), resist energy, scorching ray (2), shatter (DC 25)
1st-alarm, enlarge person, expeditious retreat, grease (DC 25), ray of enfeeblement (DC 25; 4), reduce person (DC 26; 2)
0th-acid splash, flare (DC 23), mage hand, prestidigitation, touch of fatigue (DC 24), Thassilonian Specialization transmutation

Opposition Schools: enchantment, illusion

TACTICS

Before Combat Karzoug casts mind blank and false life at the start of every day.
During Combat Karzoug uses a project image that shows him starting combat seated upon his immense throne, while he is really flying, invisible from a wand, 30 feet above it in the shadows (DC 30 perception to spot if you can see invisible, 32 otherwise). He strives to remain out of melee as long as possible. On the first round of combat, he casts meteor swarm on the party, then uses his rod of greater quicken metamagic to cast time stop as a quickened spell. During the 1d4+1 rounds he gains, he casts spells like prismatic wall, wall of force, and cloudkill among the PCs to disrupt their tactics, and casts defensive spells on himself like spell turning, true seeing, and globe of invulnerability. He'll also use his wand of stoneskin on himself during this time. He'll repeat this tactic on the second round (pairing a quickened time stop with horrid wilting this time) to finish casting any spells he didn't get a chance to cast the first time. On following rounds, Karzoug hits the PCs with area-affecting spells like wail of the banshee and finger of death, saving spells like temporal stasis and maze to use against anyone who seems to be particularly dangerous. Karzoug's glaive takes actions on its own as well, unleashing fireballs on non-spellcasters and curing Karzoug of wounds whenever he drops below 220 hit points. If it comes down to melee, Karzoug releases his glaive to dance as soon as possible, fighting with his talons and using quickened spells like lightning bolt and magic missile to support his attacks. Whenever he drops below 200 hit points (or otherwise suffers a crippling effect) he casts wish to restore himself and his living allies to full health.
Morale Karzoug has nowhere to flee to–he fights to the death.

STATISTICS

Str 24, Dex 24, Con 28, Int 36, Wis 15, Cha 22
Base Atk +10; CMB +17; CMD 39
Feats Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Improved Initiative, Inscribe Rune, Martial Weapon Proficiency, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration, necromancy, transmutation), Spell Penetration, Toughness
Skills Bluff +26, Craft (alchemy) +36, Diplomacy +26, Fly +38, Intimidate +26, Perception +22, Sense Motive +22, Spellcraft +42, Use Magic Device +26
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian; tongues
SQ arcane bond (glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement +5 Con
Gear rod of greater quicken metamagic, rod of greater extend metamagic, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of invisibility(CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges), wand of displacement (CL 10th 20 charges), widening emerald (3), silent spinel (3), still amber (3), quickening diamond (3)
Other Gear boots of speed, Karzoug's burning glaive, talons of Leng, belt of physical might +6 (Str, Dex), implanted ioun stones (3 crimson spheres, 12 emerald ellipsoids, 3 onyx rhomboids, 5 amber spindles), ring of protection +5, ring of freedom of movement, robes of Xin- Shalast, runewell amulet, Sihedron tome, ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign of wrath), ruby dust worth 1,500 gp (for forcecage), vial of powdered gemstones worth 10,000 gp (for temporal stasis), eye ointment worth 500 gp (for true seeing), 150,000 gp in diamonds (for wish and limited wish)

SPECIAL ABILITIES

Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much more gear than an NPC of his level would normally have. These modifications increase his total CR by +2.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet retains the youth of a young man and does not gain the penalties to Strength, Dexterity, or Constitution. This immortality also grants Karzoug complete immunity to disease and to all forms of madness (including confusion effects and feeblemind).
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.

Advanced version:

Karzoug The Claimer (Adv +1)
XP: 614,400
Azlanti human transmuter 20
NE Medium humanoid (human)
Init +13; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +26

DEFENSE

AC 41, touch 24, flat-footed 32 (+6 armor, +5 deflection, +9 Dex, +7 natural, +4 shield)
HP 422 (20d6+350); fast healing 10
Fort +22, Ref +20, Will +21; +8 vs. mind affecting
Defensive Abilities freedom of movement; Immune disease, confusion effects, feeblemind; SR 24; Resist Fire 30, +4 saves against transmutation effects

OFFENSE

Speed 30 ft., fly 60 ft. (perfect)
Melee Karzoug's burning glaive +24/+19 (1d10+17/x3 plus 1d6 fire), talons of leng +22/+17 (1d4+15/x3)
Space 5 ft., Reach 5 ft.
Spell-Like Abilities (CL 20th; concentration +33)
16/day-telekinetic fist (1d4+10 bludgeoning)

Spells Prepared (CL 20th; concentration +33)
9th-prismatic sphere, meteor swarm (DC 34), time stop (2), wail of the banshee (DC 35; 2), wish (2)
8th-quickened dimension door (2), horrid wilting (DC 34), maze, mind blank, summon monster VIII, polar ray (DC 33), polymorph any object (DC 35; 2)
7th-ice body (2), finger of death (DC 33), caustic eruption (DC 33), waves of exhaustion, limited wish, delayed blast fireball (DC 32; 2), spell turning
6th-quickened enervation, disintegrate (DC 33; 2), globe of invulnerability, greater dispel magic (2), repulsion (DC 31), sign of wrath (DC 31), unwilling shield (DC 32)
5th-cloudkill, cone of cold (DC 30; 2), quickened magic missile, wreath of blades, quickened shield, telekinesis (DC 32; 2), wall of force
4th-bestow curse (DC 30), fire shield, black tentacles, enervation (1), ice storm (2), mass reduce person (DC 31; 2), scrying, solid fog
3rd-blink, dispel magic, fireball (DC 28), keen edge, greater magic weapon, protection from energy, slow (DC 30; 2), stinking cloud (DC 29), vampiric touch
2nd-blindness/deafness (DC 28), false life, glitterdust (DC 28), protection from arrows, pyrotechnics (DC 29; 2), resist energy, scorching ray (2), shatter (DC 27)
1st-alarm, enlarge person, expeditious retreat, grease (DC 27), ray of enfeeblement (DC 27; 4), reduce person (DC 28; 2)
0th-acid splash, flare (DC 25), mage hand, prestidigitation, touch of fatigue (DC 26), Thassilonian Specialization transmutation

Opposition Schools: enchantment, illusion

TACTICS

Before Combat Karzoug casts mind blank and false life at the start of every day.
During Combat Karzoug uses a project image that shows him starting combat seated upon his immense throne, while he is really flying, invisible from a wand, 30 feet above it in the shadows (DC 30 perception to spot if you can see invisible, 32 otherwise). He strives to remain out of melee as long as possible. On the first round of combat, he casts meteor swarm on the party, then uses his rod of greater quicken metamagic to cast time stop as a quickened spell. During the 1d4+1 rounds he gains, he casts spells like prismatic wall, wall of force, and cloudkill among the PCs to disrupt their tactics, and casts defensive spells on himself like spell turning, true seeing, and globe of invulnerability. He'll also use his wand of stoneskin on himself during this time. He'll repeat this tactic on the second round (pairing a quickened time stop with horrid wilting this time) to finish casting any spells he didn't get a chance to cast the first time. On following rounds, Karzoug hits the PCs with area-affecting spells like wail of the banshee and finger of death, saving spells like temporal stasis and maze to use against anyone who seems to be particularly dangerous. Karzoug's glaive takes actions on its own as well, unleashing fireballs on non-spellcasters and curing Karzoug of wounds whenever he drops below 220 hit points. If it comes down to melee, Karzoug releases his glaive to dance as soon as possible, fighting with his talons and using quickened spells like lightning bolt and magic missile to support his attacks. Whenever he drops below 200 hit points (or otherwise suffers a crippling effect) he casts wish to restore himself and his living allies to full health.
Morale Karzoug has nowhere to flee to–he fights to the death.

STATISTICS

Str 28, Dex 28, Con 32, Int 40, Wis 19, Cha 26
Base Atk +10; CMB +19; CMD 43
Feats Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Improved Initiative, Inscribe Rune, Martial Weapon Proficiency, Quicken Spell, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (conjuration, necromancy, transmutation), Spell Penetration, Toughness
Skills Bluff +28, Craft (alchemy) +38, Diplomacy +28, Fly +40, Intimidate +28, Perception +26, Sense Motive +24, Spellcraft +44, Use Magic Device +28
Languages Abyssal, Aklo, Aquan, Auran, Azlanti, Draconic, Elven, Giant, Ignan, Infernal, Necril, Sylvan, Terran, Thassilonian; tongues
SQ arcane bond (glaive), contingency, exceptional stats, immortal, inherent bonuses, permanent spells, physical enhancement +5 Con
Gear rod of greater quicken metamagic, rod of greater extend metamagic, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of invisibility(CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges), wand of displacement (CL 10th 20 charges), widening emerald (3), silent spinel (3), still amber (3), quickening diamond (3)
Other Gear boots of speed, Karzoug's burning glaive, talons of Leng, belt of physical might +6 (Str, Dex), implanted ioun stones (3 crimson spheres, 12 emerald ellipsoids, 3 onyx rhomboids, 5 amber spindles), ring of protection +5, ring of freedom of movement, robes of Xin- Shalast, runewell amulet, Sihedron tome, ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign of wrath), ruby dust worth 1,500 gp (for forcecage), vial of powdered gemstones worth 10,000 gp (for temporal stasis), eye ointment worth 500 gp (for true seeing), 150,000 gp in diamonds (for wish and limited wish)

SPECIAL ABILITIES

Contingency (Sp) If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, that spell effect is targeted by a greater dispel magic spell.
Exceptional Stats (Ex) Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Karzoug has much more gear than an NPC of his level would normally have. These modifications increase his total CR by +2.
Immortal (Ex) Secrets from ancient Thassilon and the realm of Leng have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is immortal. He gains the +3 bonus to his Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet retains the youth of a young man and does not gain the penalties to Strength, Dexterity, or Constitution. This immortality also grants Karzoug complete immunity to disease and to all forms of madness (including confusion effects and feeblemind).
Inherent Bonuses (Ex) Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence, and a +4 inherent bonus to his other five ability scores.
Permanent Spells (Sp) Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.

Dark Archive

Thank you both! (Skeld and Razcar)


@Razcar: Looking at the stats above, how does Karzoug not have at least one Transmutation School spell of each level duplicated (Thassilonian Transmuter is required to do this)? Looks like you made him a regular Transmutation Specialist instead (even though the stat block says Thassilonian Specialization Transmutation right after the spells).


UnArcaneElection wrote:

@Razcar: Looking at the stats above, how does Karzoug not have at least one Transmutation School spell of each level duplicated (Thassilonian Transmuter is required to do this)? Looks like you made him a regular Transmutation Specialist instead (even though the stat block says Thassilonian Specialization Transmutation right after the spells).

But he does have duplicates! Of course I might have missed it somewhere but I just double-checked and saw duplicated Transmution spells at every level.

Might be this annotation that's confusing: "polymorph any object (DC 33; 2)". Combat Manager writes how many copies of a spell you have memorized with a semicolon after the DC (if there is a DC stated). I think some software/people write the spell name twice instead.


^Yeah, that's what messed me up -- I had read the previous posters "2, DC {whatever})", adopted the format, and then parsed yours wrong.


Congratulations on finishing the AP! :)

I'm a bit late to the party, but will be taking copious notes for my own campaign (I'm currently running two different groups through RotR).

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