Sorry for the late reply (having a newborn can be distracting :p)
HP: 225 (Eagles Splendor, False Life)
Skills: Perception +33, Stealth +37, Fly +29, Spellcraft +34, Knowledge +34, Sense Motive +33, Acrobatics +26, other skills....
Feats: Improved Initiative, Craft Construct, Craft Arms and Armor, Craft Rod, Forge Ring, Craft Wondrous Item, Greater Spell Focus, Empower Spell, Quicken Spell, Scribe Scroll B, Spell Focus, Toughness, Dodge, Lightning Reflexes, Improved Lightning Reflexes, Maximize Spell
Telekinetic Fist: 14/day 1d4+10 30'
Concentration +31 DC slvl +21 *(+23)
Opposed Schools: Illusion, Enchantment
9th: *Time Stop, Gate x2, Wail of the Banshee, Prismatic Sphere, Wish
8th: Empowered Chain Lightning, Quickened Dimension Door x2, Maze, *Temporal Stasis, Clenched Fist +42 1d8+11
7th: Maximized Enervation, Finger of Death, *Reverse Gravity, Spell Turning, Mage's Sword, Delayed Fireball x2
6th: Chain Lightning, *Disintegrate, Maximized Vampiric Touch, Quickened Mirror Image (2), True Seeing, Quickened Fog Cloud
5th: *Overland Flight, Cone of Cold, Cloud Kill, Quickened Ray of Enfeeblement, Wall of Force, Maximized Scorching Ray x2
4th: Dimension Door, Enervation, Empowered Scorching Ray, *Reduce Person Mass, Maximized Magic Missile, Fire Shield, Solid Fog
3rd: *Slow, Dispel Magic x2, Fireball, Ray of Exhaustion, Vampiric Touch x2, Protection from Energy
2nd: Eagles Splendor, Cats Grace, Scorching Ray x3, False Life, Mirror Image (2), Glitterdust, Resist Energy, Darkness, Gust of Wind,
1st: Shield, Ray of Enfeeblement, Reduce Person, Shocking Grasp, Grease, Magic Missile, Unseen Servant, Protection from Good
♡Permanent Spells: See Invisibility, Arcane Sight, Read Magic, Tongues
◇Contingency: Cast Displacement when attacked
■Already Cast: Unseen Servant, False Life
Combat Gear: Inflict Serious Wounds x10, Lesser Rod of Quicken, Wand of Scorching Ray lvl 8, Boots of Speed
Round 1: Time Stop, Gate x2 (Pit Fiend, 3 Barbed Devils), Prismatic Sphere, After that any Leftover
In my pathfinderized Age of Worms campaign, my pc's were terrified of Krekie ( high lvl kenku assassin) whom i made a slayer. Basically Krekie would pop in at inopportune times and do a death attack then dimension door or stealth away. What made her so scary was she used the party's paranoia of being under constant threat to the fullest. Have your assassin versatile and not be afraid to make a quick getaway. My pc's spent 2 full sessions hunting her down lol
I was honestly a bit disappointed with Thessalar and his keep. Him being just a plain old lich when fighting Ulgurstasta sorcerers and spellweaver liches made him seem very vanilla.
I really reworked his spells and tactics to make him more of a challenge for my pcs. (And i might have used the stats for advanced Thessalhydra instead of the regular.... don't tell my pcs ;)
This magazine can be pretty brutal on low lvl pcs. All 3 temples have some serious firepower and following the tactics for each faction can lead the pcs into making some serious mistakes. Not to mention the aspect at the end will be even more dangerous if the pcs are running on empty.
I had one pc death (critical Greataxe i think) and dropped a couple into the negatives at various points. And that was with resting in between temples.
Consider the different parts of the Ebon Triad.
The LE faction is militaristic and most likely to be dealt with first.
The NE faction is so concerned with secrecy that it may be very common that they will go days without interacting with the others.
Finally the CE faction is kinda nuts so the other factions might not want to check in on them while they are tripping balls gaining their "visions".
Entering the Night Twist's clearing, the party was immediately assaulted with spells meant to turn their worst fears against them. Undaunted by their fears, Seriff and Mantis close in while the party's bard and inquisitor cast buff spells as the evil tree cloaks itself in Deeper Darkness. The bard successfully dispelled the darkness, and Serrif moved into melee scoring a critical hit. Then everything went wrong for Serrif as the Night Twist went: hit, critical hit, critical hit, hit, hit and hit dealing +/- 280 damage
Taking the lead, Serrif and Mantis flew over the Sea of Worms to scout. There they encountered the wormcallers, who began harassing the party with spells. Serrif landed on a small island to attack a wormcaller not knowing that a gargantuan worm lurked near his location. Said worm then burst to the surface landing a massive hit on Serrif. Turning their sights on this new foe, Serrif and Mantis slay the overworm. Their victory was short lived as the two wormcallers each dropped a Flame Strike. The ranger easily avoided both spells, the fighter however did not. The first spell knocked Serrif unconscious, the second was fatal. The only luck Serrif had was that he was still on his small island when he fell.
Two words... Exploding dinosaurs!
Advanced Bloody Fiery Skeletal Champion Tyrannosaurus CR 12
NE Gargantuan Undead
AC 32, touch 10, flat-footed 28 (+4 Dex, +22 natural, –4 size)
hp 170 (18d8+72 +2d8+8) fast healing 10
Melee bite +25 (4d6+28 +1d6 fire/19–20 plus grab)
Str 38, Dex 19, Con 0, Int 2, Wis 19, Cha 18
Feats Bleeding Critical, Critical Focus, Diehard, Endurance, Improved Critical (bite), Improved Initiative, Iron Will, Run, Skill Focus (Perception), Vital Strike
Deathless (Su): A bloody skeleton is destroyed when reduced to 0 hit points, but it returns to unlife 1 hour later at 1 hit point, allowing its fast healing thereafter to resume healing it. A bloody skeleton can be permanently destroyed if it is destroyed by positive energy, if it is reduced to 0 hit points in the area of a bless or hallow spell, or if its remains are sprinkled with a vial of holy water.
Fiery Aura (Ex): Creatures adjacent to a burning skeleton take 1d6 points of fire damage at the start of their turn. Anyone striking a burning skeleton with an unarmed strike or natural attack takes 1d6 points of fire damage.
Fiery Death (Su): A burning skeleton explodes into a burst of flame when it dies. Anyone adjacent to the skeleton when it is destroyed takes 10d6 points of fire damage DC 24 Reflex half damage
I'll try to make a long story short. The party already fought through the first round of the Champion's Belt match. On the second day they decided to explore the area and obviously found the hidden Kyuss shrine. Bozal Zahol ends up killing the party's sorcerer. So assuming they dispatch the ulgurstasta, the party still has the rest of the tournament.
Should I make the party finish the tournament one member down? The plot point that you needed a license to compete and Ekyam had the only ones left makes it hard to deviate from that course. Especially since the registration period is over.
Any thoughts on how I should handle the situation?
Character: Sharissa Halfling Sorc 9
After the death of Kudish the halforc druid, the party recruited the services of the blaster happy halfling sorcerer Sharissa.
While the party wasn't initially thrilled with the new acquisition, (being on the receiving end of several of her fireballs) they respected her ability to clear a room with relative ease.
The alliance however was cut short by one Bozal Zahol. While Sharissa was clearing out the room of Kyuss Spawn and a Mohrg, Bozal was erecting his formidable defenses.
During the battle Sharissa learned that Babau demons have no problems seeing invisible halflings as she took critical wounds from the demon.
Bozal not idle during the battle sat back in the comfort of his anti-life shell and spammed channeled negative energies.
Unfortunately when Sharissa fell to negative energy onslaught, her invisibility spell was still in effect. The party was unaware of her demise until she reappeared.
Character: Kudish halforc druid 7
Adventure: Hall of Harsh Reflections
Location: Telakin's Lair
Cause: Critical AoO from Telakin barbarian form.
Kudish was living on borrowed time from the start of the campaign. It was amazing he made it this far. Kudish began the battle by sending his ac up one set of stairs and him up the other. Both failed their reflex saves for the pit traps. After climbing out of the pit he shaped changed into a tiger then jumped through a wall of fire cast by Telakin. By this time Telakin was in barbarian form and full attacked Kudish whom he easily dropped. The bard then healed Kudish for 20 hp. On Kudish's next turn he stood up and provoked an attack of opportunity. Confirmed critical from a raging barbarian with a great axe. Needless to say Kudish didn't make it.
A : The swallow may fly south with the sun or the house martin or the plover may seek warmer climes in winter, yet these are not strangers to our land?
S #1: Are you suggesting coconuts migrate?
A : Not at all. They could be carried.
A: It could grip it by the husk!
S #1: It's not a question of where he grips it! It's a simple question of weight ratios! A five ounce bird could not carry a one pound coconut.
A: Well, it doesn't matter. Will you go and tell your master that Arthur from the Court of Camelot is here.
S #1: Listen. In order to maintain air-speed velocity, a swallow needs to beat its wings forty-three times every second, right?
S #1: Am I right?
A: I'm not interested!
S #2: It could be carried by an African swallow!
S #1: Oh, yeah, an African swallow maybe, but not a European swallow. That's my point.
S #2: Oh, yeah, I agree with that.
A: Will you ask your master if he wants to join my court at Camelot?!
S #1: But then of course a-- African swallows are non-migratory.
S #2: Oh, yeah...
S #1: So they couldn't bring a coconut back anyway...
Sorry this is where this post is heading in my mind.
Ogrillon 15 RP
Humanoid orc/giant subtype (0 RP)
Medium (0 RP)
Normal Speed (0 RP) **40'
Paragon (1 RP): +4 Str *+2 Con -2 Int -2 Wis -2 Cha
Xenophobic (0 RP): Giant and Orc
*Advanced Constitution (4 RP)
Fearless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 racial bonus on all saving throws against fear effects.
Natural Armor (2 RP): Prerequisites: None; Benefit: Members of this race gain a +1 natural armor bonus to their Armor Class.
Darkvision (2 RP): 30'
Slam Attack (1 RP): 1d4 +1.5 Str
Orc Ferocity (2 RP): Prerequisite: Orc subtype; Benefit: Once per day, when a member of this race is reduced to fewer than 0 hit points but is not killed, it can fight on for 1 more round as if disabled. At the end of its next turn, unless brought to above 0 hit points, it immediately falls unconscious and begins to die.
Relentless (1 RP): Prerequisites: None; Benefit: Members of this race gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both the member of this race and its opponent are standing on the ground.
**Fast (1 RP): Prerequisite: Normal speed; Benefit: Members of this race gain a +10 foot bonus to their base speed.
Snowball may have a save for the staggered effect but as a wizard I'd take the ranged touch with no SR any day. Magus on the other hand can crit stagger for 1 min no save fairly consistently with frigid touch.