Telakin (Doppleganger)

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Pathfinder Adventure Path Subscriber. Organized Play Member. 137 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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David knott 242 wrote:

Here is a question about an attempt I am considering to apply one of the feats in this book to a non-legendary medium. As written, the only feat in this book that could be applied to a non-legendary medium is Spirit Focus, which is basically the same as the original feat by that name except for its "Special" line that allows it to be taken more than once, choosing a different spirit each time (and thus a slight powering up of the original feat).

The benefit section of the Dilettante Medium feat reads as follows:

"Benefit: For the purpose of determining the effects of your spirit, spirit powers, and spirit bonus class features, you may use your legendary medium caster level in place of your legendary medium level so long as your total effective legendary medium level does not exceed your character level."

Would it be overpowered (by the power level set by the standard medium class) if I struck every occurrence of the word "legendary" from this paragraph so as to make it applicable to a non-legendary medium?

I think it would be fine. The regular Medium doesn't really outdo the Legendary Medium in any regard.

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Only a thousand bytes? How far behind is Pact Worlds computing technology?

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StSword wrote:

Ah yes, to the top of my wishlist with this.

I've enjoyed the previous books in this series and I like SoP and SoM, so that's a no brainer.

But since you're open to questions, how about a short rundown of the SoM love in this book? Talents, archetypes, feats?

It's not a huge part, honestly. Spheres of power gets love in the form of the Technomancy Sphere, a bunch of new Armorist options, and a new Symbiat archetype. The big thing for Spheres of Might is the bevy of new martial traditions in the book, each tying into a major locale in Vandara.

If you want more Spheres of Might stuff down the road, please let us know.

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Glad this is finally out there. Original writer here for all of your questions.

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As one of the folks who worked on Co7S, I am definitely intrigued by this adventure.

I am relatively new to forum-based games, however. Will this be play-by-post? Over some online chat? How are we handling this?

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BPorter wrote:

So, love the book and content so far.

One question: what the heck are "cp"?!? They're referenced multiple times in regards to Wealth Points.

cp refers to Credit Points. It's the currency of Starfinder akin to Gold Pieces in Pathfinder.

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Zapranoth wrote:
Is Sorshen's backstory written out anywhere?

I've been writing up a backstory for her for my own game, which I may put somewhere eventually. The basic story is that she was born into a wealthy Azlanti merchant family who were worshippers of Ulon (the Deity of Secrets from Ruins of Azlant). When the Veiled Masters came to exterminate the cult, Sorshen escaped and buddied up with Xin to acquire his protection.

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As always, music recommendations

God of War-Battle Beast
Infernoplex-Dimrain47
God in Fire-Dissidia 012 Soundtrack
Fire Nation-Two Steps From Hell
I Burn-Jeff and Casey Lee Williams
Final Bowser Battle-Super Mario Galaxy 2 Soundtrack

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So it was mentioned in Return of the Runelords that a more powerful Alaznist than the one the players fight existed at some point, and I envision that at least one sadistic GM out there wants to throw the all-out version of the Runelord of Wrath at their players. Hence, I decided to complete the statblock of a mightier Alaznist for all your sakes

I also used this opportunity to patch up some odd discrepancies with the presented Alaznist, namely her large number of item creation feats given her in-lore unwillingness to craft things herself. I also added in the Scepter of Alaznist from the City Outside of Time, as it makes sense for her to wield it (I take partial responsibility if the entire party is annihilated by an empowered maximized augmented mythic meteor swarm).

Now anyway, enjoy.

RUNELORD ALAZNIST CR 28/MR 10
XP 1,228,800
Female advanced human evoker 20/archmage 10
CE Medium humanoid (human)
Init +30M; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +31
------DEFENSE------
AC 52, touch 27, flat-footed 40 (+13 armor, +5 deflection, +10 Dex, +2 dodge, +7 natural, +5 shield)
hp 600 (20d6+528); fast healing 10
Fort +29, Ref +24, Will +28
Defensive Abilities mythic contingency, evasion, hard to kill, mirror dodge;
Immune confusion, disease, feeblemind, fire; SR 30
-----OFFENSE-----
Speed 30 ft., fly 60 ft. (perfect)
Melee Alaznist’s Hateful Ranseur +22/+17 (2d4+13/19–20/×3 plus 1 bleed), Scepter of Ages +21/+16 (1d10+12/18-20), Scepter of Alaznist +22/+17 (1d8+12)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks arcane metamastery x2, channel power, eldritch breach, intense spells (+10 damage), mythic power (23/day, surge +1d12), mythic spellpower 2/day
Evoker Spell-Like Abilities (CL 20th; concentration +37)
At will—elemental wall (20 rounds/day)
20/day—force missile (1d4+10)
Evoker Spells Prepared (CL 21st; concentration +34)
9th—maximized chain lightningM (DC 37), crushing hand, meteor swarmM (2, DC 40), power word kill, time stop, quickened wall of forceM, ride the lightning (DC 40) wishM
8th—clenched fist, empowered maximized fireballM (2, DC 39), quickened greater invisibility, horrid wilting (DC 35), maximized quickened magic missile, phasic challenge (DC 35), polar ray (2), power word stun
7th—control weatherM, delayed blast fireball (2, DC 38), elemental body IIIM, quickened displacement, finger of death (DC 34), forcecage (DC 38), quickened lightning bolt (DC 35), limited wish, project image (DC 34)
6th—borrowed timeM, chain lightningM (3, DC 37), disintegrate (DC 33), flesh to stone (DC 33), quickened mirror image (2), sign of wrath (15d6, DC 37), true seeing
5th—cone of cold (DC 36), dominate person (DC 32), dream, feeblemind (DC 32), interposing hand, rune of ruin (DC 32), sending, telekinesis (DC 32), wall of forceM (2)
4th—charm monster (DC 31), fire shield, greater invisibility, ice storm (2), phantasmal killer (DC 31), resilient sphere (2, DC 35), wall of fireM (2), wall of ice (DC 35)
3rd—fireballM (4, DC 39), hasteM, lightning bolt (3, DC 34), ray of exhaustion (DC 30), slow (DC 30), vampiric touch
2nd—blindness/deafness (3, DC 29), fiery runes, flaming sphere (DC 33), gust of wind (DC 33), invisibility, pyrotechnics (DC 29), scorching ray (2), spectral hand
1st—blood money, burning hands (2, DC 32), charm person (DC 28), disguise self, magic missile (3), ray of enfeeblement (DC 28), reduce person (DC 28), shocking grasp
0 (at will)—bleed (DC 27), mage hand, prestidigitation, read magic
Thassilonian Specialization evocation; Prohibited Schools conjuration, abjuration;
M mythic spell
-----STATISTICS-----
Str 24, Dex 30, Con 42, Int 44, Wis 28, Cha 36
Base Atk +10; CMB +19; CMD 44
Feats Arcane StrikeM, DodgeM, Empower Spell, Fleshwarper, Greater Spell Focus (evocation), Improved InitiativeM, Inscribe Rune, Intensifed Spell, Martial Weapon Proficiency (ranseur), Maximize Spell, Quicken Spell, Scribe Scroll, Spell FocusM (evocation), Spell Penetration, Spell Perfection (Fireball), ToughnessM
Skills Bluff +35, Fly +35, Heal +31, Intimidate +35, Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion) +42, Linguistics +42, Perception +31, Sense Motive +31, Spellcraft +42, Use Magic Device +35
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Necril, Protean, Shoanti, Sylvan, Terran, Thassilonian, Undercommon, Varisian; tongues
SQ amazing initiative, arcane bond (Alaznist’s Hateful Ranseur), arcane surge, component freedom, enduring armor, exceptional statistics, immortal, inherent bonuses, mythic spellcasting, permanent spells, profane pact, recuperation
Combat Gear scrolls of greater restoration (3), scrolls of heal (3);
Gear Alaznist’s Hateful Ranseur*, belt of physical perfection +6, cloak of quick reflexes +5/+6 (Mythic Adventures 149), emerald ellipsoid ioun stones* (20), headband of mental superiority +6, ring of evasion, ring of protection +5, runewell amulet*, Sihedron Tome*, diamond worth 25,000 gp (for wish), diamond worth 1,500 gp (for limited wish)
-----SPECIAL ABILITIES-----

If Alaznist drops below 100 hit points, she takes a Contingent Action to use the Scepter of Ages to transport the attacker through time.

The first two times Alaznist takes ability damage, a Stalwart Resolve spell activates on her negating the ability damage to the damaged stat. These usually activate when Alaznist casts mythic Borrowed Time and Blood Money

When Alaznist bites her tongue (a free action), she creates a Mythic Globe of Invulnerability around herself which is augmented to negate all non-mythic spells

When Alaznist becomes grappled or entangled, she is immediately affected by Freedom of Movement

Exceptional Statistics (Ex) Alaznist's ability scores were generated using 25 points, rather than the standard 15. Additionally, she has much more gear than an NPC of her level would normally have. These modifications increase her total CR by 2.

Immortal (Ex) Pacts with forces from the Abyss have allowed Alaznist to live well beyond a human’s normal lifespan. She gains the +3 bonus to her Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet she retains the youth of a young woman and does not take the penalties to her physical ability scores. She is immune to disease and to all forms of madness (including confusion effects and feeblemind).

Inherent Bonuses (Ex) Alaznist has used wish spells to increase her statistics and has a +4 inherent bonus to her Constitution, Dexterity, Strength, and Wisdom scores and a +5 inherent bonus to her Charisma and Intelligence scores.

Mythic Contingencies (Sp) If Alaznist takes damage when she doesn’t have a displacement spell active, a displacement spell immediately activates on her.

Permanent Spells (Sp) Alaznist has made the following spells permanent on herself: arcane sight, darkvision, see invisibility, and tongues.

Profane Pact (Su) Alaznist bears a brand in the form of the rune of wrath on her hip—a mark bestowed by the powerful lilitu demon Ariashrael that also grants the runelord a profane pact; this pact grants Alaznist a +4 profane bonus to her Constitution score.

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So far, there have been four adventure paths dealing heavily with these nations (Rise, Return, Shattered Star, and Ruins of Azlant. One more if Curse of the Crimson Throne counts), and most of the big set pieces from that era have been dealt with. The Runelords have risen, most of the major landmarks have been explored, and to my knowledge every major NPC having something to do with these nations (save for Aroden) has been utilized.

Are there any more plans for future content in this portion of Golarion? Will we ever get to explore the labyrinths below Castle Korvosa? I’d personally be fine seeing other parts of Golarion take center stage from this point on.

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A rather annoying error I found in the adventure when reading it.

Area B4:
The High Justice doesn’t have any spells listed for the Divine template and is two points of CR higher than he should be according to the rules. Any suggestions on what I should fill in?

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Okay, I've got a few questions about the adventure now that I have it.

1. What happens if the PCs lose? Does Alaznist control everything? What if she's in the Eye of Fury?

2. Are Alaznist and Sorshen not actually pureblood Azlanti? Their stats say human while characters like Belimarius specified this ethnicity due to its impact on her stats. Were they calculated with +2 in all stats?

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StSword wrote:

I especially liked nano-metabolic interface and Resonant Musculature of the Goddess

I do wish Necrotic Scourge Augmentation had been written with the intent to include an option for those playing an undead character (thanks to third party material). But oh well.

Kudos for the aegis inspired power armor rules.

Only wish the rules had been in one book, because Arcforge really made me want an akashic iron man type archetype for the Helmsman.

Psibertech and Technology Expanded were originally a single book, but we split it into two volumes. If you want to make an Akashic Iron Man, there are ways to do it with content in either book.

Not familiar with any playable third-party undead races. Which books are those from?

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Dasrak wrote:
The appendix of Secret of Roderick's Cove contains a timeline of the seven Runelord positions and key events. It lists the exact dates at which Xanderghul, Sorshen, and Alaznist became mythic. Nowhere does it say where Zutha became mythic, which leads me to conclude that he isn't. Given that we have non-mythic statblocks for Karzoug, Krune, and Belmarius (the latter two aren't even 20th level) I'd say it's very presumptuous to say that Zutha is a mythic character.

Honestly, I went with a mythic Zutha for a few reasons.

1. He's been talked up as being "more than just a lich" in some of the older books, and Lord of Runes certainly built him up as something utterly bonkers in terms of power. I thought mythic abilities would be fitting for that.

2. The Cenotaph, which is Zutha's dungeon, is a mythic location which gets a ton of attention in Mythic Realms. This made me think that Zutha had mythic power backing him up before Return of the Runelords came out.

3. I wanted to build a character based around constant consumption, and nectar of the gods seemed to be a great way to do that. The item only works for mythic characters so I felt obligated to implement that.

4. With all of the ways Zutha has been built up, a level 18 lich just feels kinda underwhelming to me (especially given how some of his underlings described in Mythic Realms, Dead Heart of Xin, and Undead Revisited had higher CRs than 22). Zutha is quite possibly the oldest lich on Golarion and I wanted him to live up to his twisted reputation.

I could probably do a weaker, CR 22 version at some point, similar to Xanderghul's lesser incarnation.

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StSword wrote:

Well this has certainly got my attention, and I quite liked Technology Expanded the companion book, anyone up to sharing a little review of the material in here?

Author here. A basic rundown is as follows

-Psibertech: a new system which lets characters trade feats, talents, or powers for cybernetic implants. Many are tied to psionics in some way, such as a skeletal augment that boosts the effects of psychometabolism powers or a robot arm that merges with your mind blade.
-New Archetypes for the Aegis, Druid, and Daevic, all of which use either the new templates or the new variant rules from this book
-Some new technological weapons, most notably the Rocket Glove, Monofilant Stiletto, Micromissile Array, and String Launcher (my personal favorite)
-Armor Penetration, an alternative ruleset for firearms and advanced weapons as a replacement for them just hitting touch AC.
-New armor and weapon enhancements, many of which are geared towards high-tech settings and characters
-A bunch of templates, 8 in total, which are designed for high-tech monsters. Robot animals, fleshy mecha, undead AI, and radioactive dragons are among them
-Modular Robot variant rules, which offer allows players and GMs to custom-build robotic constructs for a wide variety of purposes. 19 sample robots are provided.

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If you guys really need Xanderghul stats, I did reverse-reverse-engineer the stats from book 4 into a full-power Xanderghul here.

I got Zutha as well

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Dryad Knotwood wrote:

Just looked over it and Savith has critical feats but is missing the prerequisite of Critical Focus for all four of them.

Also, just to check, but a number of things seem to be left unsaid: like whether she has inherent bonuses or not (which are kinda needed to reach a strength score of 40 and usually included in statblocks) as well as age bonuses and whether she's affected by them.

I also realized you may not have known about it, but:

https://www.aonprd.com/MagicArmorDisplay.aspx?ItemName=Savith%27s%20Iron

That is Savith's canonical shield that she lost in battle against Ydersius.

Other than those critiques, it's a good-looking statblock for Savith and I'd love to use it (if I ever get a chance with players doing what I hope they'll do and I ever get that game running again...)

You can probably trade Blinding Critical for Critial Focus. That was a gaffe on my part.

She has a +5 inherent bonus to strength and +4 bonuses to dexterity and constitution. I factored those in by deducting WBL as if she had spent them on the respective tomes.

As for Savith's Iron, it should be pretty easy to trade out her headband of mental superiority for the shield.

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Well, the Alara'hai have been passed from Runelord to Runelord over time, often violently, so I envision that those who would want to take up the mantle of a new Runelord could claim them and continue to use them at full power.

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Error that I can't edit for some reason: The vital strike damage should be 12d6+160, not 3d6+40.

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A lot of folks were requesting this one after my Runelord stats, so I decided to cook her up. I decided to challenge myself by seeing how powerful an un-archetyped fighter could be, and I think that I created something pretty impressive. Savith here could definitely 1v1 a god and pull it off.

SAVITH CR 24/MR 6
Azlanti Pureblood Fighter 20/Champion 6
LN Medium Humanoid (Human)
Init +35M Senses Perception +23
Aura Perseverance 30 feet
-----DEFENSE-----
AC 41 touch 21, flat-footed 35 (+15 armor, +6 dex, +5 natural, +5 deflection)
hp 415 (20d10+210)
Fort +25, Ref +25, Will +19;
Defensive Abilities: Armed Bravery, Armor Training +1, Armor Specialization, Aura of Perseverance, Bravery +5, Fighter’s Reflexes, Force of Will, Hard to Kill, Recuperation DR 5/-
-----OFFENSE-----
Space 5 feet Reach 5 ft
Speed 30 feet
Melee Serpentdeath +47/+42/+37/+32 (3d6+34/17-20/x3), Vital Strike +47 (3d6+40/17-20/x3)
Ranged +2 Longbow +15 (1d8+15/x3)
Special Attacks Abundant Tactics, Advance, Fleet Charge, Mythic Power (15/day, Surge +1d8), Punishing Blow, Trained Initiative, Warrior Spirit (+7), Weapon Training (Heavy Blades) +6, Weapon Mastery (Greatsword)
-----STATISTICS-----
Str 40, Dex 26, Con 26, Int 16, Wis 16, Cha 16
Base Atk +20; CMB +35; CMD 53
Feats: Advanced Weapon Training (Armed Bravery), Advanced Weapon Training (Fighter’s Reflexes), Barroom Brawler, Blinding Critical, Combat Reflexes, Combat Stamina, Cornugon Smash, Craft Magical Arms and Armor, Critical Mastery, Critical Versatility (Currently Tiring Critical), Cut from the Air, Devastating Strike, Dual PathM (Marshal), Furious Focus, Greater Vital Strike, Improved Critical (Greatsword), Improved InitiativeM, Improved Vital Strike, Master Craftsman, Power AttackM, Smash from the Air, Sprightly Armor, Stunning Critical, Staggering Critical, Vital StrikeM
Skills Acrobatics +31, Craft (Armor) +26, Knowledge (Dungeoneering) +26, Intimidate +26, Knowledge (Nature) +13, Perception +23, Spellcraft +13, Survival +26
Languages Aklo, Azlanti, Draconic, Giant
SQ Adaptable Training, Extra Mythic Feat, Legendary Item x3 (Serpentdeath, Foebiting, Perfect Surge, Rejuvenating, Unstoppable Strike, Intelligent (fly, darkvision, telepathy, spellcasting, skill)), Master Armorer
Combat Gear Serpentdeath, +2 Longbow, +5 Heavy Fortification Mithral Breastplate, Amulet of Natural Armor +5, Gloves of Dueling, Headband of Mental Superiority +4, Belt of Physical Perfection +6, Cloak of Resistance +5, Ring of Protection +5, Ring of Freedom of Movement, 50 Adamantine Arrows, 50 cold iron arrows, 50 silver arrows

SERPENTDEATH
Aura strong divination and evocation; CL 18th; Slot none; Weight 4 lbs.
Alignment LN; ego 20
Senses darkvision 60 ft.; Perception +12 Int 20, Wis 20, Cha 20
Communication telepathy
Languages Aklo, Azlanti, Common, Draconic, Giant
Powers fly 30 ft., 10 ranks in Perception
Lesser Powers: Righteous Might 1/day
Special Purpose defeat/slay serpentfolk; Dedicated Power true seeing at will
-----DESCRIPTION-----
Savith’s +6 Axiomatic Impact Monstrous Mithral Greatsword has become legendary for its use in Ydersius’ destruction, and the weapon is capable of slaying far more than just gods. Whenever Serpentdeath strikes a chaotic evil creature, it gains the Bane property against creatures of that type for 1 hour.
-----DESTRUCTION-----
Serpentdeath can be destroyed by a serpentfolk cleric who travels to a location where an Azlanti god perished and targets Serpentdeath with a Destruction spell, causing it to crumble to dust.

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Sadnerd wrote:
I'm planning to do something similar with my PC's too. Her power level shouldn't really be of too much concern though. From what I understand Alaznist's was already mythic at the start of this adventure but gained even more mythic power when she slew Xanderghul. The final adventure is supposed to be the Return PC's trying to strip her of some of that mythic power to be able to take her down. So when your SH fight her it should be an even more powerful version of her than the ones the Return PC's are destined to fight. A fitting sacrifice I believe.

Challenge accepted. Will probably put tier-10 Alaznist in the Homebrew chat as soon as I can get my mitts on the book.

It will be absolutely worth it to rain down a tier 10 Meteor Swarm just once.

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Zaister wrote:

1) It's called the tumult dragon

2) Here's a list:
** spoiler omitted **

3) Alaznist: ** spoiler omitted **
Sorshen: ** spoiler omitted **

The Alaznist one strikes me as a bit odd, given how Shattered Star's article seemed to imply that she had eldritch knight levels. Ah well.

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What are the odds of seeing full-power Xanderghul? I homebrewed my own version in case my campaign does go down that route but I'm curious to know if there ever will be a release of the official version.

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James Jacobs wrote:


Stethelos is a HUGE part of the adventure—so integral to its structure that all of the information about it ended up being contained within the adventure itself. I could have moved all that information out of the adventure and into its own gazetteer, but that would have made the flow of the adventure itself awkward to read. I abandoned the idea of separating that information out into its own article and instead expanded the adventure by several pages so that it would be able to contain all the info needed, in other words, which allowed Greg to build the adventure much more efficiently and excellently than if I'd had a different author create the content (which would have created a sort of chicken and the egg thing with both articles...

Aaaaand my hype level just escalated even further.

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James Jacobs wrote:


Nothing significant was cut from this Adventure Path. I knew going in that doing an Adventure Path that reached 20th level would require longer adventures than normal, and so I cut the forewords and at least one (and in some cases two) support articles to make room for the oversized adventures. No content was created and then cut, in other words. I knew going in I needed the room, and built the outline to support that decision.

Could there be expansions to the adventures that presents more material? Of course, but that's the same with ANY adventure or campaign. There's not any "cut content" that didn't make it into print, with the sole exception being the stat block of Runelord Xanderghul I built at full power in order to backwards-engineer the less powerful version of him that actually does appear in print.

My mistake. My reason for thinking this was conversations with a few authors a while back about a Stethelos article that didn't come to be (there may have been other things mentioned but Stethelos was the big one I remember).

If there are any future adventures that deal with the Dimension of Time, I would love to see a full Stethelos gazetteer similar to the one Kaer Maga got in Shattered Star.

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Ridiculously excited about this adventure. There's so much I'm curious to see (I would say tomorrow can't come soon enough, but I have deadlines to deal with).

A personal hope that I have about this adventure is that we'll get to meet Xin before he went off his rocker and became the secluded and unstable maniac he is in Shattered Star.

Also, I've heard from a lot of devs that a tremendous amount of content has had to be cut from this adventure for space reasons. Are we gonna see a "Runelord Apocrypha" or "Even MORE magic of Thassilon" blog post at some point that covers what couldn't make it in?

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I hope that I'm not the only one thinking that at some point in the Realm of Frozen tears, a lot of GMs will bust out this song. I'd like to know if the naming of the White Death was an intentional nod to one of Finland's most legendary soldiers.

Regardless, I might just swap Inkariax's favored weapon to the rifle, maybe change a few of his followers to the undead snipers from Rasputin Must Die.

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Here's what I have planned so far. This ties into another game which my friend is running.

Spoilers for Rise, Return, Shattered Star, and Wrath of the Righteous:
Since none of my party is particularly intellectual by disposition, they are contacted by a Thassilonian scholar (possibly Ogunthunn, although right now I'm not certain if she'll survive the entire campaign). The Onion Kid Division goes to the outside of Crystilan where Ogunthunn explains how Alaznist is messing with time and how this screws everybody over. The party starts up the timeglass ritual only to watch as a horde of monsters comes pouring in from the east bank of the island.

Alaznist has spent the last few months recruiting demons from the Worldwound-less domain of Sarkoris and has accrued a tremendous army which she is throwing at Ogunthunn and the Onion Kid Division. Fortunately, Ogunthunn brought backup, and busts out Xin's clockwork army which she has finally figured out how to unlock and control. Most of the demons are nondescript, but a few noteworthy creatures that Alaznist has under her command are Belsefelek (packing Garvok), a Herecite Eliandra (both from City of Locusts), Crimson Lotus, Balravnus, and Saorhaz (all from Demons Revisited). She's got a couple Rune Giants and Devastators too for good measure.

The party and the clockwork army have to fight off the horde from the sea, but they have a set of allies in the form of the original Sihedron heroes (from my friend's Rise of the Runelords game). For most of the ritual, things go pretty well and the party is managing to hold their own. At this point Alaznist arrives and tries to kill them herself. If she ever gets to a point where she's losing, a contingent action spell activates and Alaznist sends the heroes hurtling through time using the Scepter of Ages.

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Phntm888 wrote:


EDIT: Maybe give her a champion wielding Garvok, the Sword of Wrath.

Way ahead of you there. Already statted up some allies for Alaznist to ensure a sufficient threat, one of which is packing this thing.

As for running this, I still have a ways to go in Shattered Star, so I’ll have the stats by the time this all goes down.

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Phntm888 wrote:

If you've done it in the past without issue before, and you have either the same or some of the same players from that time, I think you could go ahead and do it.

My big question is, if the players lost the final-session encounter before, was it because they got beaten in combat or because the bad guy used a maguffin to take them out of the fight?

It was with a different group, and the players lost that one because they opted to detonate a nuke and take the villain with them once they came to realize that their victory was unlikely (one player fled the scene).

For Alaznist, I plan for her to deploy the Sceptre of Ages as a tool of last resort, giving the party a good solid fight before time-warping them as a desperation measure.

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So I'm running Shattered Star right now and plan on running Return of the Runelords afterward. Naturally, I plan on utilizing the Onion Kid Division (long, hilarious story behind the name) for the Sihedron Heroes.

However, after having built the party up, the idea of just taking down the whole group offscreen seems not only anticlimactic but unfair to the characters and their players. Hence, I have decided to take a more dramatic route.

What I plan to do is to run the encounter outside Crystilan that took place prior to Return with the Onion Kid Division, having them fight of Alaznist and her followers in an epic but ultimately futile final confrontation that would end with Alaznist using the Sceptre of Ages to seal them in Crystilan but causing her to lose the item in the process.

The ending is effectively scripted, but I think that a suitably difficult encounter could give the players the sense that they tried their hardest to avoid this fate. I've had successful final-session encounters in the past where the players have lost but were ultimately satisfied with the conclusion, and I'm fairly confident that I could repeat that success here.

What do you folks think? Should I go through with this or would it be better for the Onion Kid Division to fall without the players' involvement?

Dark Archive

Pathfinder Adventure Path Subscriber

Should these CR 18 behemoths have it? Without it, there’s no way for them to break from a Greater Planar Binding spell, meaning that any spellcaster with enough Cajones to drag one to the material plane is virtually guaranteed its service.

Was this an oversight or was it intended?

Dark Archive

Pathfinder Adventure Path Subscriber

So I had an idea for my Wrath of the Righteous character which I am planning on using in this week’s opening session. The GM thinks it is cool but concerning due to how some NPCs may interact with him. Hence, I wanted to run him past you to see what you folks would do with this character or point out obstacles he might face.

Marcellano is a LG cleric with the Channeler of the Unknown archetype whose father was a priest of Aroden in Cheliax. Although the god of humanity is long-dead, Marcellano’s father still clung to the old trappings, teachings, and methods, teaching his son about the faith of Aroden and the glories Cheliax knew before the Diabolists took over. It was at the age of 30 that Marcellano made a pilgrimage to Absolam, and it was there that he heard a strange voice beckon to him for the first time. The voice offered him power, guidance, and purpose, and Marcellano became convinced that Aroden was contacting him from some remote corner of existence.

Taking his bastard sword and eye-emblazoned shield to the Worldwound, Marcellano is determined to retrace Aroden’s steps, finish what his god had started, and ultimately reforge the faith in the hopes that it might bring Aroden back to Golarion.

Plan on going Hierophant/Archmage dual path and grabbing Divine Source so that my character can grant spells in the name of an allegedly-deceased god. Marcellano’s chosen domain is Void, and though he’s no slouch in melee his primary interest is BFC and Support. In time, I want Marcellano to build a following of Aroden loyalists which becomes a full religion by the end of the campaign.

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Hoo boy, there were a lot of things I enjoyed working on this year.

One thing I enjoyed was writing my first real adventure path for Blackmoor Society (Ascendant Saboteur)

I was really happy to join the Legendary Games team and release my first three Starfinder books (Star Empires, Star Classes: Envoy, and Star Classes: Solarian).

I had a great time working on City of Seven Seraphs and am incredibly excited to see the final product all of my friends have put together.

But honestly, the biggest thing that makes me happy is finally getting Arcforge into print. There’s something to be said for having for original darling project finally out there for other gamers to enjoy.

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Okay, so those of you who have made their way to book 3 know that Sorshen's blood simulacra are running around Golarian with some hidden agenda. The surprising thing about them is that they're chaotic neutral rather than chaotic evil as most would expect from a mastermind who started a seven-way civil war by killing her master and carried out a 1100+ year reign of terror (among some other horrific and unsavory things). Unless Pharasma has suddenly decided to relax a lot of rules regarding alignment or Sorshen has does some big things we don't know about in order to atone for her misdeeds, there's something fishy here. I was trying to figure out what could possibly explain it when I came across a certain mythic ability that fits the concept perfectly: Beyond Morality.

My theory is that Sorshen's recent actions have not been enough to push her out of the CE territory (seriously, 1100 years of being a sexually predatory warlord is a LOT to atone for), but the Beyond Morality ability allows her to disguise that fact. Her blood simulacrums are whatever alignment she wants them to be, and CN is just troublesome enough to not seem suspicious but just innocent enough to get some powerful alignment-sensing allies on her side (and possibly innocent to allow her to seize power without the other nations of Golarian freaking out).

I'm sure we'll get an answer on this in the next volume, but I'm curious to know what the rest of you think. Did Runelord Sorshen pull off the impossible and actually redeem herself, or has she pulled a fast one on the multiverse the likes of which haven't been seen since the Pact Primeval?

Dark Archive

Pathfinder Adventure Path Subscriber

Will Cradle of Night have obediences for these horrors? I may want to integrate them.

Dark Archive

Pathfinder Adventure Path Subscriber

These were quite enjoyable to create, and I'm wondering if you folks want to see stats for other major players in Golarian. Artokus Kirran? Geb? Nex? Razmir? Arnisant? Aroden himself?

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CR 28 Xanderghul here:

XANDERGHUL CR 28/MR 10
XP 4,920,000
Male shadow lord human (pureblood Azlanti) illusionist (thassilonian specialist) 20/archmage 10
LE Medium outsider (augmented humanoid, human)
Init +31M Amazing Initiative; Senses arcane sight, darkvision 60 ft., low-light vision, see invisibility, see in darkness; Perception +26
AuraMythic Presence (DC 33)
-----DEFENSE-----
AC 38, touch 23, flat-footed 25 (+10 armor, +13 Dex, +5 natural, +13 deflection when moving)
hp 372 (20d6+300)
Fort +22, Ref +25, Will +23;
Defensive Abilities enshrined, force of will, incorporeal step, immortal, legendary hero, longevity, mythic saving throws, pure body, recuperation, shadow blend, unstoppable; DR 20/magic; Immune disease, fear, poison Resist cold 30, electricity 30; SR 33, 35 vs arcane spells
-----OFFENSE-----
Speed 30 ft.
Melee Xanderghul’s Flawless Hammer +43/+38 (1d12+16 plus 2d6 vs. chaotic), touch +18 (1d6)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Special attacks arcane metamastery, channel power, cloying gloom blast (DC 33), competent caster, divine source, mirror dodge, mythic craft, mythic power (13/day, Surge +1d12), mythic presence (DC 33), resilient arcana, resilient illusions, tangible illusion, true archmage, wild arcana
Illusionist Spell-Like Abilities (CL 15th; concentration +35)
At will—invisibility field (20 rounds/day)
19/day—blinding ray
Shadow Lord Spell-Like Abilities (CL 20th; concentration +33)
At will—ray of sickening;
3/day—shadow conjuration, shadow step;
1/day—greater shadow conjuration, shadow walk.
Illusionist Spells Prepared (CL 20th; concentration +35)
9th—energy drain, greater shadow transmutation, icy prison (DC 34), mage’s disjunction (DC 34), prismatic sphere (DC 34), shades (2) (DC 36), wishM (DC 34)
8th—demand (DC 33), mind blank, prediction of failure (DC 33), prismatic wall (DC 33), quickened greater invisibility, quickened shadow step, scintillating pattern (2)
7th—finger of deathM (DC 32), mage’s sword, permanent hallucination (DC 34), prismatic sprayM (2, DC 32), project image (2, DC 34), quickened dispel magic, subjective reality
6th—antimagic fieldM, greater dispel magic, greater illusion of treachery (DC 33), mass suggestion (DC 31), mislead (2, DC 33), quickened mirror image (2), shadow walk
5th—hold monster (DC 30), mirage arcana (DC 32), phantasmal web (DC 32), quickened magic missileM (2), seeming (DC 32), shadow evocation (2, DC 32), wall of force
4th—ball lightning (DC 29), charm monster (DC 29), confusion (DC 29), greater invisibility (2), illusory wall (DC 35), mindwipe (2, DC 29), shadow conjuration, horrific doubles (DC 31), shadow step, enervation, heroismM
3rd—dispel magic, fireballM (DC 28), illusory script (DC 30), lightning bolt (DC 28), major image (2, DC 30), nondetection, suggestion (DC 28), vampiric touch, vision of hell (DC 30)
2nd—blur, haunting mists (DC 29), invisibilityM (2), minor image (2, DC 29), resist energy, shadow anchor, touch of idiocy (2)
1st—disguise self, Illusion of Calm (DC 28), magic missileM (3), ray of enfeeblement (DC 26), shield, silent image (2, DC 28), vanish
0 (at will)—arcane mark, dancing lights, prestidigitation, read magic
Thassilonian Specialization illusion; Opposition Schools conjuration, transmutation
-----STATISTICS-----
Str 24, Dex 36, Con 30, Int 40, Wis 21, Cha 36
Base Atk +10; CMB +32; CMD 55
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Deceitful, Eschew Materials, Extra Path AbilityM, Fabulous FigmentsM, Greater Spell Focus (illusion), Improved InitiativeM, Martial Weapon Proficiency (lucerne hammer), Mythic Spell LoreM, Quicken Spell, Scribe Scroll, Spell FocusM (illusion), Toughness
Skills Acrobatics +34, Bluff +38, Craft (alchemy) +39, Craft (clothing, tattoos, weapons) +39, Disguise +38, Fly +37, Intimidate +34, Knowledge (arcana, history, planes, religion) +39, Perception +26, Sense Motive +26, Spellcraft +39, Stealth +42, Use Magic Device +34
Languages Aboleth, Azlanti, Draconic, Giant, Infernal, Necril, Shoanti, Thassilonian, Varisian
SQ arcane bond (Xanderghul’s Flawless Hammer), exceptional statistics, extended illusions (10 rounds), knowledge is power, permanent spells, planar thinning, shadow gear
Shadow Gear Xanderghul’s Flawless Hammer (currently contains touch of idiocy), amulet of natural armor +5, authoritative metamagic rod, belt of Physical Perfection +6, bracers of armor +10, crystal ball, dusty rose prism ioun stone, greater persistent metamagic rod, handy haversack, headband of mental superiority +6, mantle of the peacock lord, pale green prism ioun stone, ring of freedom of movement, ring of wizardry IV, Sihedron Tome, 15k of Diamonds for Wish spell
-----SPECIAL ABILITIES-----

Cloying Gloom Blast (Su) Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord’s Hit Dice) and are blinded for the duration of the slow effect.

Divine Source (Su) Xanderghul can grant divine spells. This does not require any specific action on his behalf. He grants access to the domains of Evil, Law, and Trickery and to the subdomains of Deception and Tyranny. His symbol is a peacock feather with an eye inside, and his favored weapon is the lucerne hammer.

Enshrined (Ex) As long as the Peacock Shrine in area O3 remains active, if Xanderghul is slain, his body and shadow gear vanish, only to be restored in area O3 after 1 minute. Being restored in this manner otherwise functions as true resurrection. If Xanderghul is slain while this Peacock Shrine is inactive, he dies normally and his shadow gear dissipates into nothing.

Exceptional Statistics (Ex) Xanderghul’s ability scores were generated using a 25-point buy, and he has a +5 inherent bonus to all six ability scores. This increases his final CR to 17.

Permanent Spells (Sp) Xanderghul has these permanent spells: arcane sight, see invisibility, and tongues.

Incorporeal Step (Su) When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.

Mythic Contingencies (Sp) When Xanderghul shouts “know your place!” in Thassilonian (a free action), the following spells activate on him with maximum possible mythic augmentation: Globe of Invulnerability, Heroism, Shield, and Horrific Doubles. When Xanderghul shouts “face me!”, it activates a mythic antimagic field which does not suppress illusion spells. When Xanderghul shouts “enough!”, a prismatic sphere activates centered on him.

Planar Thinning (Su) Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord’s Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.

Shadow Gear (Su) Xanderghul carries shadowy duplicates of his favorite possessions, including a Sihedron Tome. These items function normally in all ways, save that if Xanderghul is killed, the items vanish along with his body. The Sihedron Tome functions as Xanderghul’s spellbook, and it contains all of his prepared spells as well as all sorcerer/ wizard spells (save those of the schools of conjuration and transmutation) from the Pathfinder RPG Core Rulebook (at your discretion, it might contain more spells than these). The Sihedron Tome allows Xanderghul to prepare additional spells as if his Intelligence score were 6 points higher.

Dark Archive

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
The actual full-on ramifications of Alaznist's historical tamperings have present day effects that take place as the 6th adventure begins. When the PCs leave Xin-Edasseril and destroy Crystialn and restore the city to the current era, they emerge into a Varisia that is VERY different, to the extent that they'll need to very quickly go about the process of traveling to the demiplane of time to start setting things right. All of that is handled in book 6.

If historical tampering was involved, shouldn't it have been apparent from book 1? Or have the adventures been taking place in such insufficient locations so far that we wouldn't have noticed any changes?

Dark Archive

Pathfinder Adventure Path Subscriber

Are the PCs aware that history has been rearranged? After all, they should logically be living with the consequences of Alaznist's actions in the past if the Scepter of Ages is involved.

If the past has been altered in some way, then the records in the timelocked city of Crystilan should be clearly divergent from the history that the PCs grew up with. Whatever they discover in that library should go against what they were taught in school/informed of by their elders/however else PCs might get knowledge (history) ranks.

The only alternative is that Alaznist's historical alterations have yet to take effect for some reason, and if that is the case I would like to know the "input delay" of historical tampering in order to figure out what's going on here.

Will this be explained in part 6? Does somebody at Paizo have a manuscript written somewhere pinning down how time travel functions with the Scepter of Ages? More than anything, I just want an explanation so I can figure out how to run this adventure properly.

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Hiding DM wrote:

I can use this as much or more than the Xanderghul post.

After reading the Dave Gross novel with Zutha as the antagonist, I'm adding the RuneLord to my current campaign, only to have the PCs eventually find where Zutha is(?) at the end of the novel and have to deal with it....

I recommend reading the novel and not looking under the Spoiler tag -- but if you're not going to read Lord of Runes and want to find out the ending....** spoiler omitted **

My idea would be

Madcap idea regarding spoiler:
In the most miserable seconds of his undead existence, Zutha seals his internal negative energy portal and terminates his fast healing. The ghouls think that he has finally worn his power out and start looking elsewhere for sustenance, but the moment they turn their backs the Runelord goes all out with command undead.

Dark Archive

Pathfinder Adventure Path Subscriber

Battle Music:
https://www.youtube.com/watch?v=AcFR_5xk7wE
https://www.youtube.com/watch?v=xctIcHIPkCI
https://www.youtube.com/watch?v=t2mU6USTBRE
https://www.youtube.com/watch?v=kqAIzwBvasc
https://www.youtube.com/watch?v=L78yVFeyvRo
https://www.youtube.com/watch?v=sXGrIN8wpC0

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As with Xanderghul, I have created a fully realized version of the last remaining Runelord: Zutha. This engorged abomination has been built up since the earliest days of Pathfinder, functioned as the basis on which Tar-Baphom built his mythic lichdom, created an utterly bonkers army of the undead, and in general has disgusted and terrified Pathfinder fans all over.

I've personally wanted to pound this guy for years and now here's an opportunity for you all do try your hands at taking down the second-most-legendary lich in all of Golarian.

Given that Tar-Baphom stole some of his power and eventually transcended him, I decided that Zutha himself wouldn't be quite at full mythic capabilities. However, I wanted to play up the uniqueness of his form and so utilized the Dread Lich template from Advanced Bestiary as well. The fact that Zutha's fragment was lower-level meant that I had more freedom with the feats and spells than I did with Xanderghul. The fact that only a fragment of Zutha was statted also meant that I could reasonably alter quite a bit about Zutha's abilities (so of course I went all out with that and gave him one of Pathfinder's most disturbing prestige classes).

Now, Enjoy.

RUNELORD ZUTHA CR 27/MR 9
XP 3,280,000
Male pureblood azlanti human dread mythic lich necromancer 10/bloatmage 10
CE Large undead (augmented humanoid, azlanti, human, mythic)
Init +30M; Senses darkvision 120 ft., life sight (10 ft., 10 rounds/ day), true seeing; Perception +51
Aura dread fear (60 ft., DC 43), frightful aspect 30 ft, radiation (30 ft, DC 30)
-----DEFENSE-----
AC 47, touch 25, flat-footed 47 (+6 armor, +5 deflection, +8 Dex, +3 insight, +16 natural, -1 size)
hp 546 (20d6+474) fast healing 20, 33 temp hp from false life
Fort +30, Ref +24, Will +32 second save
Defensive Abilities channel resistance +12, contingency, creeping paralysis, destiny realized, fated +5, formidable animation, fortification (50%), freedom of movement, stable form, rejuvenation, within reach; DR 15/magic, good, and epic; Immune cold, electricity, polymorph, undead traits Resist 30 acid, 30 fire, 30 sonic, SR 47
Weakness Hemophilia
-----OFFENSE-----
Speed 10 ft., fly 80 ft (perfect),
Melee Zutha’s Ravenous Scythe +31/+26 (2d6+24/×4 plus cursed touch) or touch +28 (1d10+12 negative energy plus cursed touch)
Space 10 ft Reach 10 ft
Special Attacks augmented spellcasting (wild arcana), blood pool (10), bloodgorged, bloodsurge 3/day (1d12), cursed touch, empowered spells, enhanced spellcasting, feed (DC 32), immediate counterspell, it was meant to be 2/day, mythic potency, mythic power (11/day, Surge +1d10), mythic spells, paralyzing touch (DC 43), strong spellweaving, sustained by magic
Necromancer Spell-Like Abilities (CL 10th; concentration +36)
13/day—grave touch (5 rounds)
Bloodline Spell-Like Abilities (CL 20th)
18/day—Touch of Destiny
Gluttonous Tome Spell-Like Abilities (CL 20th)
At will—detect undead, gentle repose
3/day—empowered ray of enfeeblement, empowered false life, empowered maximized vampiric touch, create undead
1/day—bestow curse, create greater undead, waves of exhaustion
Necromancer Spells Prepared (CL 20th; concentration +36)
9th—ascension, astral Projection, empowered energy Drain (2), gate, mass Suffocation (DC 37), empowered thanatopic finger of deathM (DC 35), time stopM, winds of vengeance (DC 35), wishM
8th—empowered death clutch (2, DC 36), empowered quickened wall of bone, frightful aspect (DC 34), Mass Umbral Infusion, maximized cone of cold (DC 31), maze, prediction of failure (DC 35), quickened dimension door, soulreaverM (DC 36)
7th—empowered finger of deathM (2, DC 35), empowered maximized masochistic shadow (DC 32), ethereal jaunt, grasping hand, greater teleport, mass hunger for flesh, plague storm (DC 35), quickened displacement, waves of exhaustion
6th—borrowed timeM, cold ice strike (DC 32), empowered circle of deathM (DC 34), empowered wither limb (2, DC 34), greater eldritch conduit (DC 32), quickened blindness/deafness (DC 30), quickened mirror image, true seeing, unwilling shield (DC 34)
5th—cloudkillM (DC 29), cone of cold (DC 31), empowered fireball (DC 29), empowered feast on fear (DC 33), empowered maximized limp lash, magic jar (DC 33), suffocation (2, DC 33), telekinesis (DC 31), teleport, quickened vanish
4th—animate deadM, black tentaclesM, dimension door, empowered boneshatter (DC 32), empowered enervationM (3), empowered scorching ray, ice storm, phantasmal killer (2, DC 30)
3rd—empowered aura of cannibalism (DC 31), empowered ray of exhaustion (2, DC 31), empowered vampiric touch (2), fireball (2, DC 29), flyM, slowM (DC 29), stinking cloudM (DC 29), unliving rage
2nd—blindness/deafness (2, DC 30), create pit (DC 28), empowered boneshaker (DC 30), empowered false lifeM, empowered limp lash, invisibility, mirror image, scorching ray (2), web (DC 28)
1st—chill touch (DC 29), empowered ray of enfeeblement (2, DC 29), mage armorM, magic missile (3), illusion of calm (DC 27), interrogation (DC 29), sculpt corpse (DC 29), vanish
0 (at will)—bleed (DC 19), mage hand, ray of frost, touch of fatigue (DC 19)
Thassilonian Specialization: Necromancy, Opposed Schools: Abjuration, Enchantment
-----STATISTICS-----
Str 38, Dex 26, Con —, Int 43, Wis 30, Cha 38
Base Atk +10; CMB +25; CMD 43
Feats Bloatmage Initiate, Combat CastingM, Combat Expertise, Command UndeadM,, Empower Spell, Eschew Materials, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved InitiativeM, Martial Weapon Proficiency (scythe), Maximize Spell, Mythic Spell LoreM x2, Potion Glutton, Quicken Spell, Scribe Scroll, Spell Focus (necromancy), Spell PenetrationM, Spell Perfection (Enervation), Thanatopic Spell, Turn Undead, Undead MasterM
Skills 19 skills in total Fly +36, Heal +36, Intimidate +37, Knowledge (all) +43, Linguistics +43, Perception +51, Sense Motive +41, Spellcraft +43, Stealth +44, Use Magic Device +38
Languages Abyssal, Aklo, Azlanti, Draconic, Giant, Shoanti, Varisian
SQ arcane bond (Hunger Ring of Zutha), craftmaster, enhanced ability scores, mythic phylactery, power over undead, rejuvenation, voidheart
Gear Zutha’s Ravenous Scythe, Rings of Zutha, 10 vials of Nectar of the Gods, 5 quantities of Ambrosia, Robe of Eyes, Thanatopic Metamagic Rod, Greater Quicken Metamagic Rod, Gluttonous Tome
-----SPECIAL ABILITIES-----

Bloodgorged (Su) Zutha has gathered the blood of a wide variety of creatures in his time as the Runelord of Greed, and is capable of tapping into their powers at a whim. The duration of Zutha’s Absorb Bloodline ability is permanent rather than 1 hour, and by expending a point of mythic power as a swift action Zutha may change what bloodline he is currently benefiting from (he may select from any bloodline that exists). Currently, Zutha benefits from the Destined Bloodline.

Craftmaster (Ex) Zutha is considered to have all item creation feats for the purpose of crafting items, and automatically knows the location of all items he has ever crafted or modified (this includes all of his gear). As a free action, he can call any item he has created to his person, causing him to don it immediately.

Cursed Touch (Su) Any living creature a dread lich hits with its touch attack must succeed on a Fortitude save or be paralyzed and cursed by a Death Curse that slowly wastes them away.

The curse must be removed before any attempt to remove the paralysis can occur. Further, the curse slowly drains away the target’s Constitution at the rate of one point of Con drain a day. A creature’s Con cannot be restored until the curse is removed. If the creature’s Con is reduced to 0, it immediately disintegrates into a pile of ash and bones. Only powerful magic, such as true resurrection, miracle or wish, can bring them back to life.

After the curse is removed, remove paralysis can free the victim. If either attempt to remove the curse or the paralysis fails, the creature’s Con immediately goes to 0 and it dies as above. Both the paralysis and the curse cannot otherwise be dispelled. Anyone under the effect of the cursed touch seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.

Creatures immune to paralysis, except for other dread liches, can still be inflicted by the curse of the dread lich’s touch. The save DC and the DC to remove the curse are both based on the dread lich’s Charisma.

Dread Fear Aura (Su) Creatures of less than 5 HD in a 60-foot radius that looks upon a dread lich must succeed on a Will save or become panicked. Creatures with 5 HD or more must succeed at a Will save or be frightened for a number of rounds equal to the dread lich’s total Hit Dice. A creature that successfully saves cannot be affected again by the same dread lich’s aura for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.

Empowered Spells (Ex) All of a dread lich’s spells from the necromancy school, spells with the evil descriptor, and spell-like abilities are automatically affected as if by the Empower Spell feat. Such spells do not require higher-level spell slots or increased casting times. The Empower Spell feat cannot be used to further augment these spells.

Enhanced Ability Scores (Ex) As with the other runelords, Zutha used wish spells to increase his ability scores. This fragment retains an echo of those effects and has a +5 inherent bonus to its Strength, Dexterity, Intelligence, Wisdom, and Charisma scores. In addition, his ability scores were calculated using a 25-point buy.

Mythic Contingency (Sp) Zutha’s fragment has the benefit of a mythic contingency spell in effect, with several effects. When Zutha bites his tongue (a free action that can be done reflexively in response to taking damage), he is affected by the following spells with maximum possible mythic augmentation: mage armor, fly, false life, true seeing, frightful aspect, and borrowed time. These abilities are already factored into his stats. When Zutha runs out of uses of mythic power, he is immediately affected by Time Stop. When Zutha bites his lower lip (a free action that can be done reflexively in response to taking damage), he is affected by Etherealnes. When reduced to below 100 hp, he is affected by a Greater Teleport spell that takes him to one of several hidden locations.

Stable Form (Ex) A dread lich is immune to all polymorph effects except those it casts on itself.

Strong Spellweaving (Ex) A -4 penalty applies to any dispel check made to dispel a spell cast by a dread lich.

Voidheart (Su) Zutha was known for creating numerous portals to the negative energy, but few are aware of the portal within his own corpulent form. This portal creates a constant Desecrate effect centered on Zutha, and Zutha’s body is considered a shrine for the purpose of determining the power of the Desecrate effect (+6 profane bonus to negative channeled energy DCs, +2 profane bonus and +2 hit points per HD for undead created in the area). These bonuses are already factored into Zutha’s stats. In addition, so long as this portal is active, Zutha gains fast healing 20. This ability fails to operate while inside the area of a Dimensional Lock spell.

ZUTHA’S RAVENOUS SCYTHE
Aura strong necromancy [evil]; CL 17th
Slot none; Weight 9 lbs.
-----CONSTRUCTION-----
Alignment LE; Ego 22
Senses 120 ft., darkvision, hearing
Int 17, Wis 17, Cha 10
Communication read languages, read magic, speech, telepathy
Languages Thassilonian
Speed fly 30 ft. (good)
Lesser Powers appearance of life (3/day), draconic reservoir (3/day)
Special Purpose protect the wealth and prosperity of Xin-Gatash; Dedicated Power fabricate (considered to have 17 ranks in all crafting skills)
-----DESCRIPTION-----
Soon after the founding of Thassilon, the ancient emperor Xin crafted the Alara’quin, seven icons symbolizing the runelords’ mastery of rune magic and dominance over their respective domains. Zutha’s +3 conductive spell storing wounding vicious bone scythe is one of these weapons.
Zutha’s Ravenous Scythe was originally created to ensure the continued productivity and efficient operation of the nation, it’s bone construction serving as a constant reminder of how human activity is the true source of wealth. The weapon provides constant advice on how to make the most of every situation and resource which the wielder has available. The weapon also harshly condemns any wasteful habits of its owner, calling them out for throwing away food or material when it can be repurposed somehow. Having long been the implement of necromancers, it views living creatures as inherently wasteful and parasitic when compared to undead.
-----DESTRUCTION-----
Zutha’s Ravenous Scythe must be used to harvest a field which has become so depleted it will no longer be capable of sustaining life once the harvest is finished.

RINGS OF ZUTHA
Aura overwhelming abjuration, divination and necromancy; CL 20th
Slot rings; Weight 2 lbs.
-----DESCRIPTION-----
Zutha was known for collecting Ioun Stones from remote locations across Golarian, oftentimes enhancing them with his own magic. He created ten magic rings inlaid with the most exotic and powerful stones, each of them glowing with an ultraviolet light that ordinary humans cannot perceive (thus they appear black to mortal observers). Each ring grants a unique benefit, and if all ten are worn by the same person it is possible to benefit from all of them at once. They are as follows.
Clarity: Grants the wearer a +3 insight bonus on AC, attack rolls, saving throws, and skill checks, and the wearer may spend a point of mythic power as an immediate action to increase these bonuses to +10 for one round.
Efficiency: Allows the wearer to ignore any material components for spells that cost less than 1000 gp. Wearer may spend a point of mythic power as part of casting a spell to ignore a larger component cost.
Hunger: The wearer gains the Feed ability of a Colour Out of Space (DC 32). Rather than gaining gaining hit dice, the wearer can expend five growth points to regain one expended use of mythic power.
Impenetrability: Grants the wearer a +5 deflection bonus to AC, and the wearer may spend a point of mythic power as an immediate action to deflect a spell cast upon them as per Spell Turning
Insulation: Grants the wearer resistance 30 against acid, cold, electricity, fire, and sonic damage. The wearer may spend a point of mythic power as an immediate action to gain immunity to one of these types of damage for one minute.
Perfection: Grants the wearer a +6 enhancement bonus to Strength, Dexterity, Intelligence, Wisdom, and Charisma, and allows the wearer to grant these bonuses to another creature within close range for 1 minute as a swift action by spending a point of mythic power.
Persistence: Grants the wearer a +5 resistance bonus on all saving throws, wearer may spend a point of mythic power as an immediate action to attempt another saving throw against an effect they failed a save against in order to end it prematurely.
Purification: The wearer exudes an aura of severe radiation out to 30 feet (DC 30, 4d6 Con drain, 2d6 Str drain per day). The wearer is not protected against this effect
Reclamation: Whenever a creature dies within close range of you, you gain a number of temporary hit points equal to three times the creature’s hit dice. By expending a point of mythic power as a free action, you may allow these hit points to stack with each other for one minute
Sacrosance: Grants a constant Freedom of Movement effect. By expending a point of mythic power, the wearer may use Antilife Shell as a spell-like ability (CL 20th)
-----DESTRUCTION-----
To destroy the Rings of Zutha, each ring must be subject to a separate Imprisonment spell cast at the center of a prestigious, abundant, and distinct field or vineyard. From that point on, the field becomes barren for 1000 years.

Dark Archive

Pathfinder Adventure Path Subscriber
Potato disciple wrote:

James once said that Xanderghul is CR 28 (wizard 20 / archamge 10) and that Sorshen is CR 26 (wizard 20 / trickster 8) with both of them having Exceptional stats (25 point-buy and gear as a PC) to raise ther CR by 2.

Besides:
* I like a lot what you did with the artifacts - I would never have thought of stating his iconic mantle!
* The stat block is kind of cluttered by the ridiculous amount of templates he has (usually, the abilities from templates and classes are left out of an NPC stat block).
* Good job on the contigencies! Looks exactly like the type of contigencies an ultra-arrogant demigod would have.
* a Charisma score of 48 is way, way too high in my opinion. Nocticula, former demon lady of succubi, had 40, and while he'd hate to admit it, Xanderghul is not nearly as sexy ;)
* Xanderghul is not even a demigod, let alone an outsider! He's a very powerful wizard, perhaps the most powerful one, but he's "mearly" a mythic hero with the Divine Source ability alowing him to grant spells to his worshippers.
All in all, great effort. The maths must be nuts!

Xanderghul had the Shadow template in Return of the Runelords (where the outsider type came from), so I thought that giving him the Shadow Lord template would make sense. If you want, I could probably throw together a version without inveigler and suzerain, which would be CR 28 and have a more manageable charisma score of 36.

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Pathfinder Adventure Path Subscriber

Also, a few songs that would work for boss music (set for variable campaign tones).

https://www.youtube.com/watch?v=zMqxveujf0I
https://www.youtube.com/watch?v=Vc-pQsoTL9c
https://www.youtube.com/watch?v=QV3wFRy23cY
https://www.youtube.com/watch?v=BJa0Zv5gHSU

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Pathfinder Adventure Path Subscriber

Well, word from Paizo is that Xanderghul and Zutha will not be statted in the last volumes of Return of the Runelords. As they are both canonically dead after the last two adventures, it is very unlikely that we will see either of these characters at the peak of their power. This strikes me as a minor tragedy, as these two have been built up as some of the zaniest villains in all Golarian and the idea of fighting them seems fun for a lot of players. Hence, not one to let a void like this remain, I statted up the arrogant p**** Runelord of Pride for any of you to try your hands against.

For those of you who are wondering why this guy is so spectacularly powerful, I'll describe why I made him CR 30. We know that Tar-Baphom is CR 26, and the fact that he derived his power from Zutha implies that peak Zutha must be substantially stronger (probably CR 28 or so). The fact that Zutha is considered weaker than Sorshen makes Sorshen at least CR 29 by this logic, and that leaves Xanderghul at CR 30.

I tried to cling to the original statblock from Temple of the Peacock Spirit as much as I could, which meant sticking to some less-than-optimal feat choices on several occasions.

I am only partially responsible for the TPKs this monster may cause

XANDERGHUL CR 30/MR 10
XP 9,830,400
Male inveigler shadow lord suzerain human (pureblood Azlanti) illusionist (thassilonian specialist) 20/archmage 10
LE Medium outsider (augmented humanoid, human)
Init +31M Amazing Initiative; Senses arcane sight, darkvision 60 ft., low-light vision, see invisibility, see in darkness; Perception +32
AuraDauntless Courage, Enchanting Presence (DC 39), Mythic Presence (DC 39)
-----DEFENSE-----
AC 43, touch 28, flat-footed 30 (+10 armor, +13 Dex, +1 insight, +5 natural, +4 morale, +19 deflection when moving)
hp 372 (20d6+300)
Fort +26, Ref +29, [/b]Will +29;
[b]Defensive Abilities
dauntless courage, enshrined, force of will, incorporeal step, immortal, legendary hero, longevity, mythic saving throws, pure body, recuperation, shadow blend, unstoppable; DR 20/magic; Immune disease, fear, poison Resist cold 30, electricity 30; SR 33, 35 vs arcane spells
-----OFFENSE-----
Speed 40 ft.
Melee Xanderghul’s Flawless Hammer +47/+42 (1d12+20 plus 2d6 vs. chaotic), touch +22 (1d6+4)
Space 5 ft.; Reach 5 ft. (10 ft. with lucerne hammer)
Special attacks arcane metamastery, born to lead, channel power, charming falsehood, cloying gloom blast (DC 39), competent caster, divine source, enchanting presence (DC 39), mirror dodge, mythic craft, mythic power (13/day, Surge +1d12), mythic presence (DC 39), resilient arcana, resilient illusions, tangible illusion, true archmage, wild arcana
Illusionist Spell-Like Abilities (CL 15th; concentration +39)
At will—invisibility field (20 rounds/day)
19/day—blinding ray
Shadow Lord Spell-Like Abilities (CL 20th; concentration +39)
At will—ray of sickening;
3/day—shadow conjuration, shadow step;
1/day—greater shadow conjuration, shadow walk.
Illusionist Spells Prepared (CL 20th; concentration +39)
9th—astral projection, energy drain, greater shadow transmutation, icy prison (DC 38), impenetrable veil, mage’s disjunction (DC 38), prismatic sphere (DC 38), shades (2) (DC 40), wishM (DC 38)
8th—demand (DC 37), irresistible dance (DC 37), mind blank, moment of prescience, prediction of failure (DC 37), prismatic wall (DC 37), quickened greater invisibility, quickened shadow step, scintillating pattern (2)
7th—finger of deathM (DC 36), mage’s sword, permanent hallucination, prismatic sprayM (2, DC 36), project image (2, DC 38), quickened dispel magic, sequester, subjective reality, waves of exhaustion
6th—antimagic fieldM, baleful shadow transmutation (DC 37), greater dispel magic, greater illusion of treachery (DC 37), mass suggestion (DC 35), mislead (2, DC 37), programmed image (DC 37), quickened mirror image (2), shadow walk
5th—dismissal (DC 34), hold monster (DC 34), impossible angles, mirage arcana, phantasmal web (DC 36), quickened magic missileM (2), seeming (DC 36), shadow evocation (2, DC 36), wall of force
4th—ball lightning (DC 33), charm monster (DC 33), confusion (DC 33), dreadscape (DC 35), greater invisibility (2), illusory wall (DC 35), mindwipeOA (3, DC 33), shadow conjuration, horrific doubles, shadow step, enervation, heroismM
3rd—dispel magic, fireballM (DC 32), illusory script (DC 34), lightning bolt (DC 32), major image (2, DC 34), nondetection, suggestion (DC 32), vampiric touch, vision of hell (DC 34), wall of nausea (DC 34)
2nd—blur, haunting mists (DC 33), invisibilityM (3), jitterbugs (DC 33), minor image (2, DC 33), resist energy, shadow anchor, touch of idiocy (2)
1st—Dazzling Blade (DC 32), disguise self, Illusion of Calm (DC 32), magic missileM (4), ray of enfeeblement (DC 30), shield, silent image (2, DC 32), vanish
0 (at will)—arcane mark, dancing lights, prestidigitation, read magic
Thassilonian Specialization illusion; Opposition Schools conjuration, transmutation
-----STATISTICS-----
Str 24, Dex 36, Con 30, Int 48, Wis 25, Cha 48
Base Atk +10; CMB +36; CMD 59
Feats Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Deceitful, Eschew Materials, Extra Path AbilityM, Fabulous FigmentsM, Greater Spell Focus (illusion), Improved Feint, Improved InitiativeM, Iron Will, Leadership, Martial Weapon Proficiency (lucerne hammer), Mythic Spell LoreM, Quicken Spell, Scribe Scroll, Spell FocusM (illusion), Toughness
Skills Acrobatics +38, Bluff +63, Craft (clothing, tattoos, weapons) +40, Disguise +48, Diplomacy +69, Fly +38, Intimidate +50, Knowledge (all) +47, Perception +32, Sense Motive +32, Sleight of Hand +20, Spellcraft +47, Use Magic Device +44
Languages Aboleth, Azlanti, Draconic, Giant, Infernal, Necril, Shoanti, Thassilonian, Varisian
SQ arcane bond (Xanderghul’s Flawless Hammer), exceptional statistics, extended illusions (10 rounds), hidden enchantment, inspiring example, knowledge is power, permanent spells, planar thinning, shadow gear, stirring speech, taken to the grave, undetectable nature, undetectable thoughts
Shadow Gear Xanderghul’s Flawless Hammer (currently contains touch of idiocy), amulet of natural armor +5, authoritative metamagic rod, belt of Physical Perfection +6, bracers of armor +10, crystal ball, dusty rose prism ioun stone, greater persistent metamagic rod, handy haversack, headband of mental superiority +6, mantle of the peacock lord, pale green prism ioun stone, ring of freedom of movement, ring of wizardry IV, Sihedron Tome, 15k of Diamond Dust for Wish spell
-----SPECIAL ABILITIES-----

Born to Lead (Ex) So long as a free-willed follower of the suzerain is within sight and capable of witnessing its actions, the suzerain has a +4 morale bonus to AC, attacks, damage rolls, checks, and saves. Mounts, familiars, animal companions, and trained animals do not count as free-willed creatures for the purpose of this bonus, but cohorts and followers the suzerain has gained via the Leadership feat do. These bonuses are integrated into Xanderghul’s stats already.

Additionally, if the suzerain has any teamwork feats, it can grant a number of followers and cohorts gained from its Leadership feat equal to its leadership score the use of any one of its teamwork feats once a day as a free action for a number of rounds equal to its Charisma modifier (minimum +1).

Charming Falsehood (Su) Once per day, an inveigler can tell a lie so convincing that it enchants a single creature that hears it. The inveigler need not be able to see the target of its lie or have line of effect to it, but if the target cannot hear the lie, this use of the ability is wasted. The lie must be one that would cause the target to view the inveigler as a trusted friend or that would make it likely to follow the inveigler’s orders, but it can be as outlandish as the inveigler wishes. If the target hears the lie, it must attempt a Sense Motive check opposed by the inveigler’s Bluff check. A creature that fails this check by less than 5 is affected as though by the charm monster spell (caster level equals inveigler’s character level). Failure by 5 or more means the inveigler has dominated the target as though using the dominate monster spell (caster level equals inveigler’s character level). Charming falsehood is a sonic, mind-affecting charm effect.

Cloying Gloom Blast (Su) Three times per day, the shadow lord can unleash a 30-foot cone of cloying gloom. On a failed Fortitude saving throw, creatures in the cone are affected by a slow spell (caster level equal to the shadow lord’s Hit Dice) and are blinded for the duration of the slow effect.

Dauntless Courage (Ex) A suzerain is immune to fear. In addition, any allies within 30 feet that view the suzerain as their leader are immune to fear effects.

Divine Source (Su) Xanderghul can grant divine spells. This does not require any specific action on his behalf. He grants access to the domains of Evil, Law, and Trickery and to the subdomains of Deception and Tyranny. His symbol is a peacock feather with an eye inside, and his favored weapon is the lucerne hammer.

Enchanting Presence (Su) The first time a creature comes within 30 feet of the suzerain, its attitude toward the suzerain shifts one category toward the positive, if it was not initially hostile (Will save negates). This shift can be further modified by the suzerain’s actions, or it might change over time naturally. The creature must be able to see, hear, or otherwise notice the suzerain to be affected. This is a mind-affecting enchantment effect. The save is Charisma-based.

Enshrined (Ex) As long as the Peacock Shrine in area O3 remains active, if Xanderghul is slain, his body and shadow gear vanish, only to be restored in area O3 after 1 minute. Being restored in this manner otherwise functions as true resurrection. If Xanderghul is slain while this Peacock Shrine is inactive, he dies normally and his shadow gear dissipates into nothing.

Exceptional Statistics (Ex) Xanderghul’s ability scores were generated using a 25-point buy, and he has a +5 inherent bonus to all six ability scores. This increases his final CR to 17. Permanent Spells (Sp) Xanderghul has these permanent spells: arcane sight, see invisibility, and tongues.

Hidden Enchantment (Su) When the inveigler uses any effect or spell that mimics charm monster, dominate monster, or any similar effect, spells such as detect magic cannot detect the effect. Furthermore, any Sense Motive check made to determine the influence over the target takes a –15 penalty. True seeing and other magic that reveals magical effects or determines the truth of the situation work normally.

Incorporeal Step (Su) When a shadow lord moves, it gains the incorporeal subtype and quality, including a deflection bonus to AC equal to its Charisma bonus. It loses the incorporeal subtype and special ability when it stops moving.

Inspiring Example (Ex) Each ally within 60 feet of the suzerain that can see or hear it gains a morale bonus equal to the suzerain’s Charisma modifier on all attack and damage rolls, checks, and saves so long as the suzerain is alive or not destroyed.

Mythic Contingencies (Sp) When Xanderghul shouts “know your place!” in Thassilonian (a free action), the following spells activate on him with maximum possible mythic augmentation: Globe of Invulnerability, Heroism, Shield, and Horrific Doubles. When Xanderghul shouts “face me!”, it activates a mythic antimagic field which does not suppress illusion spells. When Xanderghul shouts “enough!”, a prismatic sphere activates centered on him.

Planar Thinning (Su) Once per day as a full-round action, a shadow lord can thin the barriers between the Material Plane and Shadow Plane, making it considerably easier for creatures to cross between the two. This functions like the planar travel aspect of the gate spell (caster level equal to the shadow lord’s Hit Dice). This planar thinning is immediately dispelled if in an area of normal or bright light.

Shadow Gear (Su) Xanderghul carries shadowy duplicates of his favorite possessions, including a Sihedron Tome. These items function normally in all ways, save that if Xanderghul is killed, the items vanish along with his body. The Sihedron Tome functions as Xanderghul’s spellbook, and it contains all of his prepared spells as well as all sorcerer/ wizard spells (save those of the schools of conjuration and transmutation) from the Pathfinder RPG Core Rulebook (at your discretion, it might contain more spells than these). The Sihedron Tome allows Xanderghul to prepare additional spells as if his Intelligence score were 6 points higher.

Stirring Speech (Su) As a standard action, a suzerain creature can inspire greatness (as the bard ability) in its allies within 30 ft. a number of times per day equal to its Charisma bonus.

Taken to the Grave (Su) When speak with dead is used on the corpse or head of an inveigler, it tells nothing but lies. Only a wish or miracle spell used to mimic speak with dead can pry the truth from the dead body of an inveigler.

Truth Be Told (Su) Magic used to determine whether an inveigler is telling the truth reveals its lies only if the inveigler would wish its words to be construed as a lie. This ability affects even spells such as detect lie, zone of truth, and more powerful spells such as wish or miracle. Other creatures that are asked about the truth of what an inveigler says can represent the truth normally, so spells such as commune can allow characters to discover the truth, provided the creatures interviewed are privy to that truth.

Undetectable Nature (Su) Magical effects used to determine an inveigler’s alignment or true form automatically reveal it to be the same as that of the creature doing the detecting. If the inveigler is aware of the attempt, it can cause the magic to reveal any alignment it chooses. This ability also protects the inveigler from spells that detect only certain alignment components, such as detect evil. It defeats even true seeing, but a wish or miracle spell used to learn about the inveigler (even by mimicking a lesser spell) reveals the truth. .

Undetectable Thoughts (Su) Whenever a creature attempts to detect the inveigler’s thoughts (with a detect thoughts spell, for example), the inveigler is immediately aware of the attempt and can cause the effect to reveal any thoughts it chooses. A wish or miracle spell used to mimic detect thoughts or a similar effect reveals the inveigler’s true thoughts.

MANTLE OF THE PEACOCK LORD
Aura overwhelming abjuration and illusion; CL 20th
Slot shoulders; Weight 5 lbs.
-----DESCRIPTION-----
Xanderghul’s infamous feather-decorated mantle has long defined the Runelord’s image, it’s vibrant feathers and immaculately-woven fabrics acting as the centerpiece of the legendary wizard’s striking silhouette. Of course, even the Runelord of Pride wouldn’t decorate himself with such a garment were it not also phenomenally potent. The Mantle of the Peacock Lord provides a +5 resistance bonus on all saving throws and constantly affects the wearer with a displacement spell. In addition, illusions created by the mantle or its wearer are not bypassed by True Seeing or similar effects. Finally, any effects that the wearer creates through Shadow Conjuration, Shadow Evocation, or similar spells are considered 20% more real (to a maximum of 100% real).
-----DESTRUCTION-----
To destroy the Mantle of the Peacock Lord, one must wind the mantle around the loins of an inverted giant who knows Xanderghul’s most ancient and horrible secret. At this point, the mantle crumbles into dust and its feathers scatter to the winds.

Xanderghul’s Flawless Hammer
Aura overwhelming illusion [evil]; CL 20th
Slot none; Weight 18 lbs.
-----CONSTRUCTION-----
Alignment LE; Ego 28
Senses 120 ft. blindsense, darkvision, hearing
Int 20, Wis 20, Cha 20
Communication read languages, read magic, speech, telepathy
Languages Thassilonian
Speed fly 30 ft. (good)
Lesser Powers dispel magic (3/day), modify memory (3/day)
Special Purpose defend Xanderghul and those who serve him; Dedicated Power true strike (targets wielder, constant)
-----DESCRIPTION-----
Soon after the founding of Thassilon, the ancient emperor Xin crafted the Alara’quin, seven icons symbolizing the runelords’ mastery of rune magic and dominance over their respective domains. Xanderghul, too egotistical to utilize a weapon given to him by others, made numerous modifications to his weapon to improve it. This +5 Axiomatic Ghost Touch Heartseeker Spell Storing Lucerne Hammer is made from a strange alloy of starmetals that enables it to overcome all forms of damage reduction and utilize its Heartseeker Property even on creatures that lack hearts.
The weapon was originally created to uphold the prestige of its wielder and their actions, with Xin believing that a leader must always be a figure that followers can look up to. In the hands of a dignified and refined wielder (criteria which have been warped to include only Xanderghul), the weapon will embolden its wielder with assurances of their poise and worthiness, pointing out potential vulnerabilities in their reputation and offering guidance on how to safeguard against humiliation or insults. In the hands of anyone else, the weapon will constantly nettle and mock the wielder for all of their weaknesses and imperfections, constantly informing the wielder of how little their companions think of them.
-----DESTRUCTION-----
Xanderghul’s Flawless Hammer can be destroyed by hurling it into a star while it is encased within a Prismatic Sphere.

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James Jacobs wrote:

Use the virtues given in the hardcover "Rise of the Runelords," which are the same ones mentioned in the Dead Heart of Xin. This was a change I made after the switch to the Pathfinder rules from 3.5; I was never quite satisfied with some of the virtues being two words long instead of one word concepts, and wasn't super happy with the exact word chocies for the first versions anyway.

In the end, of course, feel free to use the version you like more, but the canonical "official" ones are charity, generosity, humility, kindness, love, temperance, and zeal.

(Note that these virtues don't really play a role at all in Return of the Runelords, which is why that topic never came up.)

Thanks for your response.

You may want to double-check the Hardcover version of Rise, because I pulled that passage about the original seven from page 75 of that book.

I could understand wanting to tweak them, but I'm curious as to why you went from moderations to inversions (why Wrath went from righteous anger to kindness, for example).

As for clarifying them, these are what I called the virtues in my run of Rise (a few have altered meanings but stick with the concept of "moderated sins"):

Ambition (Greed/Transmutation)
Vigilance (Envy/Abjuration)
Courage (Wrath/Evocation)
Patience (Sloth/Conjuration)
Tenacity (Gluttony/Necromancy)
Dignity (Pride/Illusion)
Devotion (Lust/Enchantment)

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So I've been reading through a bunch of older adventure paths in preparation for running Return of the Runelords and I've stumbled upon a rather large inconsistency with the writing of Thassilon-based adventures. Namely, Xin's original seven virtues vary from book to book.

Rise of the Runelords Anniversary Edition wrote:
The star itself is known as the “Sihedron Rune,” and signifies not only the seven virtues of rule (generally agreed among scholars to have been wealth, fertility, honest pride, abundance, eager striving, righteous anger, and rest), but also the seven schools of magic recognized by Thassilon (divination magic, Brodert points out, was not held in high regard by the ancients). Brodert notes with a smirk that much of what is understood about Thassilon indicates its leaders were far from virtuous, and he believes the classic mortal sins (greed, lust, pride, gluttony, envy, wrath, and sloth) rose from corruptions of the Thassilonian virtues of rule.

This is supported by the description of Krune's weapon later on.

The Waking Rune wrote:
Krune’s dragon-tooth spear has insightful patience granted to it by its imperial creator. Meant to embody all that is right and virtuous about inaction, the weapon is primarily concerned with providing for the comforts of its rightful wielder.

However, Shattered Star and other books seem to have a very different set of Virtues

The Dead Heart of Xin wrote:
The runelords took Xin’s seven virtues of rule—charity, generosity, humility, kindness, love, temperance, and zeal—and corrupted them into the rewards of rule, now known as the seven great sins of the soul—envy, greed, pride, wrath, lust, gluttony, and sloth.
Paths of the Righteous wrote:

At 1st level, a runeguard can master a secret method of using one of the seven runes of Rune magic in a beneficial way to aid himself or others. He must choose one of the seven virtues when he gains this ability, but can choose another at 2nd, 4th, 5th, 6th, 8th, and 9th levels; by 9th level, he has mastered all seven of the secrets of virtuous runes. A runeguard can use any of the virtuous runes that he has mastered in any combination per day, but no more times per day than his runeguard level overall. Using a virtuous rune is a standard action (unless otherwise indicated in the text) and provokes an attack of opportunity.

Charity...
Kindness...
Generosity...
Humility...
Love...
Temperance...
Zeal...

What happened with this inconsistency? Why have the seven virtues gone from moderated versions of the seven sins to complete inversions of them? Moreover, which set should we use for Return of the Runelords?

Dark Archive

Pathfinder Adventure Path Subscriber

Answering a few questions.

Army sizes are, like nation sizes, tied to relative scale. A Size 4 army could mean a group of 500 soldiers or a platoon of several million depending on the scale of the campaign.

All infrastructure requires at least one module As for Lots/Modules, that was the result of name change late in development that didn’t carry over to the character sheet.

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Pathfinder Adventure Path Subscriber

Author here (Matt Daley). Feel free to ask me any questions.

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