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Fey foundling (feat): It may be taken only at first level (you may convince your GM to retrain your first feat (on the side note, shouldn't humans have 5 feats by level 7? I can count only 4)), but it improves the healing on you. Since you can move the damage from the party to you, you can save some resources.

Dual cursed oracle: Get a second curse which doesn't not improve with time, but you get more revelations and you can get the fantastic misfortune revelation (as an immediate action you can force a reroll on anyone in 30 ft. It works once per creature/PC, with a refresh of 24 hours).

Spells in general: You have a nice charisma, which while is not stellar, gives you some chance to be a battlefield controller. Choose spells that target many opponents; perhaps once in a while you'll get the job done. You also get some good buff spells (next level pick Blessing of Fervor. It's just fantastic). Summoning is also fine. Don't take the blasting route; it's terrible. You are better at summoning stuff that blast than just blasting.

You may try something from this list:

Pretend you are mythic:

1) Get a Staff of the Master
2) Get Ascendant Spell (or paragon surge it if you are an half-elf)
3) Cast some spells as if you were mythic. Notable examples are haste (additional move action per turn) and contingency (you can target other people, on touch). Your team will love them.
4) Profit
Note: You'll need to recharge the staff and it's quite slow.

Economy flood:

1) Learn Fabricate and Blood Money
2) Use them together to produce stuff from nothing
3) Sell your new stuff
4) Profit
Note: This produces an infinite amount of wealth. Local/Global/Planar economy is going to have problems (Producing a million of swords may sound cool, but it's not funny if you are a mundane smith).

Herculean strength:

1) Get Expanded Summon Monster (or paragon surge it if you are an half-elf)
2) Cast SMIX and summon a great, white whale
3) Cast Anthropomorphic Animal on said whale
4) Magic Jar/Marionette Possession/Other variants said creature
5) With a strength of 52, you can blood money a Wish
6) Profit
Note: You can cast spells for free (with preparation). If you manage to touch 38 intelligence (18 base + 2 race (choose a good race) + 4 level + 6 headband + 4 lilitu + 3 age (age resistance or get reincarnated) + 1 wish = 38), you'll be able to cast 6 spells per day (assuming you are a conjuration specialist, otherwise you'll have to level up or get a scroll of wish), or SMIX and 5 wishes, to give yourself a +5 bonus on each ability score. Summon something that can heal the strength damage.

Parasite living:

1) Get Parasitic Soul
2) Once in a while, change your body with a better one
Note: you may become evil

Illusory, magical army:

1) Get Simulacrum and Blood Money
2) Start mass producing copies of whatever you like
3) Remember that they only have half of a lot of stuff
4) Realize that some abilities don't rely on HD (Apostate Devil boundless reach it's fantastic) and neither do Spell-like Abilities
5) Profit
Note: You have to know what are your trying to create, invest in knowledge.

Hope it helps.

At every level I think.
1)Max Intelligence
2)Learn Hypnotic Pattern
3)Get an high diplomacy (cleaver wordplay comes to mind) to convince people to fail their saving throw
4)Start a making friends everywhere using the aforementioned 3 steps

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Remember that paladins are lawful good. They respect authority because they think that it's a good thing. Unless the opposite it's true. Then they can ignore laws and act following the good path. It's also written in their basic code of conduct:

Code of conduct wrote:

A paladin must be of lawful good alignment and loses all class features except proficiencies if she ever willingly commits an evil act.

Additionally, a paladin's code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.

That paladin may think that speeding is illegal because it increase the risk of incidents, and incidents may kill innocents. But if he's alone, maybe he wouldn't care. Maybe the paladin might pirate music because he knows that piracy gives more money in the pockets of the artist (it's a long story but in short people spend more in concerts than in DVD/CD or whatever, you can google it), and also believes that "lawful" music distributor pay too little to the artists.

For the murderer friend, the paladin would totally be mad with his friend, but it's a law that allows murder (as is a sentence of death) a fair one? No. At least it isn't from the point of view of the standard paladin, which encourages, while still both, good over law.
For the last question, it all depends from the people who receive the paladin. They might just not trust lawful good people.

Combat stamina to gain a stamina pool.
Combat trick of Death or Glory to automatically negate the attack the enemy gets against you.
I think it's the best solution. Get a big weapon and use vital strike too. Or (plan two) get a super reach and negate the opponent the chance of striking back by simply not being where he can hit.
Aberrant bloodrager, lunge, fauchard and enlarge person it's a lot of reach.

MichaelCullen wrote:
ElMustacho wrote:
MichaelCullen wrote:
Anzyr wrote:

Oracle, the one true SAD class. They get Charisma to everything!* To be even more specific, Lunar Oracles (even though Nature Oracle is the strongest class in the game)**. Honestly, one of my favorite PF classes.

*Not actually everything, just a lot of things.

**At 20th level.

I think the Razmiran Priest has it beat.

By level 20 there are so many factors but having access to nearly every spell in the game has got to tip things towards the Razmirans.
What? A nature oracle can obtain an arbitrary charisma at level 20. Charisma can be applied to initiative, increases the number of spells per day and their DC and a lot of other things. Spam miracles all day at arbitrary high DC while being first in the round.

Spells per day is almost a moot point for a level 20 caster. Miracle is very powerful to be sure but the Arcane spell list is generally considered to be better that the Divine list. We may have to agree to disagree. At the end of the day it really comes down to who is better prepared and who is faster. (Both classes can have charisma to init via noble scion of war).

I'm not saying that the arcane list is worse than the divine one. I actually believe the opposite. Miracle gives any spell of 7th level from the arcane list, and the Razmiran Priest allows to cast spells up to 8th level from the divine list. This gives us a divine/arcane access list of 9/7 for the oracle and 8/9 for the sorcerer, and since the sorcerer has to pay for the scroll while the oracle doesn't, I think they are on par on this.

But the oracle has an arbitrary high value of whatever has numbers.
From HD we get stat increase, skill ranks, saves, feats and health.
People only saves on a 20, and we only fail on 1s, and we have rerolls. We act first, and then we cast the appropriate spell to vaporize the obstacle.

I also suggest playing a kitsune. They have a racial bonus to enchantment DC, and their favoured class bonus for sorcerer is just too good (1/4 of your level goes to enchantment DC). You can also assume the form of a specific human (or any human if you pick a feat).
For feat you may go for Spell Focus (and greater), Ancient draconic (if you speak in draconic while casting a spell and the target has a language and intelligence, you get around the language dependent spell descriptor) and the feats for which you can target vermin, oozes, animals, undead and plants (not sure about this) with mind affecting spells.
It's totally possible to hit DC 23 on a charm person by level 5 (10 base + 6 charisma (17 base + 2 racial + 1 lv4 + 2 headband) + 2 feats + 1 racial + 2 bloodline + 1 favoured class + 1 spell level).

MichaelCullen wrote:
Anzyr wrote:

Oracle, the one true SAD class. They get Charisma to everything!* To be even more specific, Lunar Oracles (even though Nature Oracle is the strongest class in the game)**. Honestly, one of my favorite PF classes.

*Not actually everything, just a lot of things.

**At 20th level.

I think the Razmiran Priest has it beat.

By level 20 there are so many factors but having access to nearly every spell in the game has got to tip things towards the Razmirans.

What? A nature oracle can obtain an arbitrary charisma at level 20. Charisma can be applied to initiative, increases the number of spells per day and their DC and a lot of other things. Spam miracles all day at arbitrary high DC while being first in the round.

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The fey bloodline gives a +2 to the DC of the compulsion subschool.
Also, grab a few non-controlling spells once a while, just not to be useless when you meet undeads, oozes and whatever has immunity to mind affecting effects.
Alternatively, invest in metamagic feats and rods to bypass type immunity and continue to control stuff.

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Menite Monk wrote:
Are you referring to Quivering Palm? I thought of that but a Fort save of +31 against a DC of 30 seems to be a prey for a nat one event.

He's not talking about that.

He's talking about this.
I'll quote the relevant build, what happens in combat and why.
What happens wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...
The build wrote:

Name: One. Race: Human. Class/Level: Qinggong Zen Monk 20. Favoured

Bonus: H∞. Age: 30. Height: 5’. Weight: 130lbs. Alignment: LN. Pointbuy: 14/14/14/7/17/7 = 20.
Str 18 (24), Dex 18 (24), Con 14 (20), Int 7 (9), Wis 28 (34), Cha 7

Initiative +13
Perception +41, Darkvision
Hit Points 233
Armour Class 53, touch 40, flatfooted 46 (class 17, arm 8, dex 7, def 5, nat 5, ins 1)
CMD 67 (base 30, class 17, dex 7, str 7, def 5, ins 1)
Fort +24, Ref +27, Will +30; +2 magic & poison; evasion
Spell Resistance 30, Damage Resistance 10/Chaotic

Speed 90, fly 40
Base Attack +15, Base Flurry +20
CMB +22
Fist +22/+17/+12 (2d10+7, 1d6 energy, cold iron, magic, lawful, adamantine)
Fist vital strike +22 (2d10+7, 4d10, and ditto)
1. Bow deadly +32/+27/+22 (1d8+24, +1 per previous hit/19-20x3, 1d6 nonlethal, nonprovoking, threaten 5’, ignore less than total concealment/cover, all DR bar Epic, ki focus, -1 attack and damage beyond 30’)
2. Bow ki deadly vital strike +32 (2d10+24/19-20x3, 4d10, and as 1)
3: Bow deadly flurry +33/+33/+28/+28/+23/+23/+18 (1d8+28, and as 1)
4: Bow ki deadly flurry +33/+33/+28/+28/+23/+23/+18 (2d10+28, and as 1)
5: Bow ki deadly flurry haste +34/+34/+34/+29/+29/+24/+24/+19 (2d10+28, and as 1)

Traits: Exile, Resilient
1st: Toughness
Human: Improved Initiative
Monk 1st: Improved Unarmed Strike
Monk 1st: Perfect Strike (bow, special)
Monk 1st: Precise Shot
Monk 2nd: Weapon Focus (longbow)
Monk 2nd: Point Blank Shot
Monk 3rd: Point Blank Master
3rd: Deadly Aim
5th: Defensive Combat Training
Monk 6th: Specialisation (longbow)
Monk 6th: Improved Precise Shot
7th: Lightning Reflexes
9th: Vital Strike
Monk 10th: Improved Critical (longbow)
11th: Hammer the Gap
13th: Stunning Fist
Monk 14th: Pinpoint Targetting
15th: Improved Vital Strike
17th: Ability Focus (Stunning Fist)
19th: Mantis Style

The Way of One:
* Bow Flurry: no flurry with any other weapon
* Perfect Strike: 20/day, once/round, as part of attack; roll three d20s for one bow attack, with a discard as confirmation if the first threatens
* Zen Archery: Wisdom determines ranged attacks
* Mantis Style: swift, combat duration, +2 stunning DC. One bonus stun/day
* Vows of Cleanliness, Fasting and Truth: no lies, no potions, must remain clean, +11 ki
* Ki Pool: 33/day, swift, self only and one round unless stated:
1= (i) extra bow flurry [one attack], (ii) +50’ bow increment, (iii) +4 dodge armour, (iv) unarmed bow damage, (v) +20 speed or jump, (vi) +5 barkskin [standard, 200 min]
2 = (i) bow ignores total concealment, (ii) restoration [standard], (iii) dimension door 1200’ [move]
3 = (i) bow ignores total cover [shoot round corners], (ii) etherealness [move, 1 min], (iii) shadow walk [standard, 20 hours, self and 20 passengers, DC28w]
* Grasshopper: +20 jump with constant running start
* Reflexive Shot: One makes (and by default does not incur) bow opportunity attacks
* Stunning Fist (Ex): 21/day, once/round, as part of unarmed or bow attack: dc34/36w, stun
* Diamond Soul: Spell Resistance 30
* Quivering Palm (Su): 1x/day, as part of unarmed or bow attack: dc32w, death * Ki Bow: any arrow One fires becomes a Ki Focus weapon
* Hammer the Gap (Ex): cumulative +1 damage/previous hit uninterrupted by misses in a round; this damage is critiplied
* Perfect Self: immune to spells targetting humanoids. DR10/Chaotic

Skills: Acrobatics +27, jump+71 (16 ranks, 3 class, 7 stat, 1 luck/20 class, 24 speed), Fly+17 (1 rank, 7 stat, 1 luck, 4 item, 4 man), Heal+16 (3 ranks, 12 stat, 1 luck), Knowledge Planar+20 (20 ranks, -1 stat, 1 luck), Perception+41 (20 ranks, 3 class, 12 stat, 1 luck, 5 item), Sense Motive+17 (1 rank, 3 class, 12 stat, 1 luck), Stealth +30 (19 ranks, 3 class, 7 stat, 1 luck)

Gear (880,000gp): belt of physical perfection+6 & dwarvenkind (166,350gp, 1lb), tome of wisdom+4 (expended, 110,000gp), manual of strength+4 (expended, 110,000gp), manual of dexterity+4 (expended, 110,000gp), composite merciful str24 longbow+5 (73,100gp, 3lb, hardness 15, hp55), vest of armour+8 (64,000gp, 1lb), ring of protection+5 & counterspells (56,000gp; greater dispel 660gp), headband of wis+6 and int+2 (Know: Planar, 42,000gp, 1lb), ring of evasion & counterspells (31,000gp; greater dispel 660gp), greater bracers of archery (25,000gp), cloak of resistance+5 (25,000gp, 1lb), luckstone (20,000gp), broom of flying (17,000gp, 3lb), boots of speed (12,000gp, 1lb), bottle of air (7250gp, 1lb), ioun stone+1 armour (5000gp), eyes of the eagle (2500gp), handy haversack (2000gp, 5lb), 2 ioun torches (150gp), mwk backpack (50gp, 4lb), 300 arrows (15gp, 45lb), cold iron knuckle (2gp, 1lb), 2 weapon cords, 7gp

In the haversack: 20 monk’s outfits (100gp, 20lbs), 2 holy waters (50gp, 2lb), 2 unholy waters (50gp, 2lb), 5 smoke arrows (50gp, 5lb), 40 blunt arrows (4gp, 6lb), soap (1gp, 2lb), waterskin (1gp, 4lb)

Encumbrance (light 266lb): 67lb with broom. Encumbrance for broom (light 200lb): 194lb

Now, this actually happens after a ancient gold dragon and a solar angel.

What happens wrote:

One has 1 charge of haste , 17 ki points, 6 Perfect Strikes and 8 stuns left for his last fight. He goes first. He flurries, he hits (openers on 2s), he stuns (the tarrasque needs a 20 to save). One spends the next few rounds pumping stunning flurries into the beast, followed by about 340 coup-de-grace vital-strike arrows, reducing the tarrasque to about minus 16,000 virtual hp (taking into account DR and regeneration, obviously), which gives him all the time he needs to shovel the machinegunned remains into four bags of holding he’s hired for the day, then turn ethereal (3 ki) and dump them out on the Ethereal Plane, where the beast drives all ghosts to extinction over the course of a decade, then starves into a permanent coma (because regeneration can’t heal starvation damage).

In recognition of his services to the multiverse, One the Zen Archer is awarded the title Lord Ghostslayer and stewardship of the Nine Kingdoms he calls home, where he lives happily ever after.

So the solar was only a narrow victory. Still, One put on a rather good show, didn’t he? Can a wizard or cleric beat Beastmass? Can a paladin or barbarian? How many builds can do it without taking a single point of damage? Let’s look at why One does well, and then consider some build points.

And there are a lot of other people who beat the tarrasque.


Instead of a succubus, you may go for a lilitu, which offers a +4 profane bonus instead of a +2. Which means another +1 to the bluff check.
Remember to take the trait Power of Suggestions to have some fun.

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Ahpook The Destroyer wrote:

I was hoping you good people could point me the directions of all feats, traits, class abilities, or races that get to supplant the wisdom bonus for the charisma bonus on will saves.

Also, I am seeking similar instances of the ability that is basically the same as evasion except for its for will saves.

Thanks in advance!

There is Stalwart, but at best it comes at level 11 as an inquisitor.

Stalwart wrote:
At 11th level, an inquisitor can use mental and physical resiliency to avoid certain attacks. If she makes a Fortitude or Will saving throw against an attack that has a reduced effect on a successful save, she instead avoids the effect entirely. This ability can only be used if the inquisitor is wearing light armor, medium armor, or no armor. A helpless inquisitor does not gain the benefit of the stalwart ability.

I remember there is a Fighter archetype that gets it too, but probably it's very late for a class feature.

There are very few effects that target the fey bloodline. One of them is the bloodhunting weapon property, which works just like bane, but against specific bloodlines (so sorcerers and whoever has a bloodline is affected if the bloodlines match).
It's a very specific option. I never saw it anywhere, and neither I am aware of some other "bloodline targeting" abilities or effects.

Snowlilly wrote:
ElMustacho wrote:

I think that it should apply for concentration checks outside grappling, but RAW Competent Caster says that you automatically pass any concentration check when casting a spell with a level lower than 9 (at your level).

If you really really want something that can kill you, you may as well face a magus 19/slayer 1.
Quick build:
Magus arcana - Spell Blending x2: grab contingent action and contingency
Feat - Merciless Butchery: coup the grace is a standard action against whoever you studied.
Path Ability - Mythic Spellcasting: grab contingency

There is an archetype that gives sneak attack to the magus.

Now you can have up to 6 contingencies on you. They are contingent action in this order: Study, Move Adjacent, Grapple, Pin, Tie up, Coup the grace.
Be sure to have an Artifact.

I would expect both the Magus and the Sorcerer to have Mirror Dodge.

By taking the feat Mythic Paragon, you are considered 2 tier higher for the effects of spells and other stuff; this allows another contingent action which is "Follow the caster".

I think that it should apply for concentration checks outside grappling, but RAW Competent Caster says that you automatically pass any concentration check when casting a spell with a level lower than 9 (at your level).
If you really really want something that can kill you, you may as well face a magus 19/slayer 1.
Quick build:
Magus arcana - Spell Blending x2: grab contingent action and contingency
Feat - Merciless Butchery: coup the grace is a standard action against whoever you studied.
Path Ability - Mythic Spellcasting: grab contingency

There is an archetype that gives sneak attack to the magus.

Now you can have up to 6 contingencies on you. They are contingent action in this order: Study, Move Adjacent, Grapple, Pin, Tie up, Coup the grace.
Be sure to have an Artifact.

DM_Blake wrote:

You know, there doesn't seem to be any item in the magic item database that has a continuous Protection from Evil effect.

I think that is deliberate. It's surprisingly powerful. Especially that part about being immune to mind control. Huge.

Worth way more than 4,000gp. More like 40,000gp. Or more.

As Gilarius said, Step 1 and Step 2 are there to prevent accidentally creating overpowered items for ridiculously low prices. Consider a 2,000gp Ring of True Strike that gives a continuous +20 to hit on all attack rolls. Some items just should not be made. Other items are not priced according to the simple formulas (look at the Ring of Invisibility, it's double the formula price). All of which should be up to your GM long before it's up to you or me or anyone else on the forums.

You should probably ask your GM and suggest to him that the formula price seems to be very, very low for such a powerful item.

Protection from possession and mental control comes with a Clear Spindle Ioun Stone inside a Wayfinder at a buying price of 4500 gp (so this is 2250 gp for crafting), while freeing your headband slot. You only gain that protection, but the bonus to saving throws and AC do not stack with the ring of protection and the cloak of resistance. And at the level you have that amount of money enemies have options to deal with the "can't touch" effect of the spell, so it's not that much of a loss.

I also report some relevant quotes from the PRD. wrote:


For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell but not higher than her own caster level. For other magic items, the caster level is determined by the item itself.
[...] n.html wrote:

[...]While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.

Yeah. To push this even better, get a spell-storing amulet of mighty fists and a wand of frigid touch. Frigid touch is a no save stagger, non caster level dependent spell. Ask someone to recharge your amulet with the wand.

To plane shift into a plane, and thus a demiplane, you need a fork attuned to that particular plane. It's costless and it should be inside a spell component pouch, but that's depend on your gm. To circumvent this, you can use Gate, which forces the creature (or a person) to enter your actual plane. There is no better ambush than this. Then cast Dimensional Anchor/Lock and stop him from running away.

Dot and preparing stuff.

Jiggy wrote:
ElMustacho wrote:
Jiggy wrote:
ElMustacho wrote:
1) I actually meant this:** spoiler omitted **

Where is that from?

Link to prd.
Ah, so it's an alternative subsystem-type thing offered as a variant option in Ultimate Campaign. Might be worth keeping in mind for the later Multi-Level Team Series ("MLTS"?), but for the CRB-only 1v1, it's off limits. For the CRB duel, we'll go with things as-written (which as affirmed in a CRB FAQ, means that crafted items count their Cost, not Price, toward calculating WBL).

That's works for me. Do you want to decide the level or you prefer to let the fate decide by rolling 2d10?

Jiggy wrote:
ElMustacho wrote:
1) I actually meant this:** spoiler omitted **

Where is that from?

Link to prd.

Jiggy wrote:
ElMustacho wrote:
I'll do the GM.

Do you mean for my and MendedWall's duel, for the proposed multi-level team series, or both?

1) Standard WBL. 1 crafting feat increase it by 25%, 2 by 50%, 3 or more have no other effect. (remember that Master Craftsman is a feat, and its limits allow to get an additional 50% on WBL).

What's the point in houseruling how the crafting feats work?

2) The arena is sphere with a radius of 100 foot. The lower hemisphere is filled with earth/dirt/stone and the higher is air.

Might it be better as a cylinder?

3) The teams are at least 60 foot distant from each other, every member can "spawn" wherever possible.

"At least"? If we put them too far apart, it screws (non-archery) martials.

4) If the sum of the remaining teammates can't free a character from a crippling condition (such as flesh to stone or death), that character is removed from the arena. Its belonging vanishes.

That's probably a good idea.

0) Let's say both.

1) I actually meant this:
Adjusting Character Wealth by Level:
You can take advantage of the item creation rules to hand-craft most or all of your magic items. Because you've spent gp equal to only half the price of these items, you could end up with more gear than what the Character Wealth by Level table suggests for you. This is especially the case if you're a new character starting above 1st level or one with the versatile Craft Wondrous Item feat. With these advantages, you can carefully craft optimized gear rather than acquiring GM-selected gear over the course of a campaign. For example, a newly created 4th-level character should have about 6,000 gp worth of gear, but you can craft up to 12,000 gp worth of gear with that much gold, all of it taking place before the character enters the campaign, making the time-cost of crafting irrelevant.

Some GMs might be tempted to reduce the amount or value of the treasure you acquire to offset this and keep your overall wealth in line with the Character Wealth by Level table. Unfortunately, that has the net result of negating the main benefit of crafting magic items—in effect negating your choice of a feat. However, game balance for the default campaign experience expects you and all other PCs to be close to the listed wealth values, so the GM shouldn't just let you craft double the normal amount of gear. As a guideline, allowing a crafting PC to exceed the Character Wealth by Level guidelines by about 25% is fair, or even up to 50% if the PC has multiple crafting feats.

If you are creating items for other characters in the party, the increased wealth for the other characters should come out of your increased allotment. Not only does this prevent you from skewing the wealth by level for everyone in the party, but it encourages other characters to learn item creation feats.

Example: The Character Wealth By Level table states that an 8th-level character should have about 33,000 gp worth of items. Using the above 25% rule, Patrick's 8th-level wizard with Craft Wondrous Item is allowed an additional 8,250 gp worth of crafted wondrous items. If he uses his feat to craft items for the rest of the party, any excess value the other PCs have because of those items should count toward Patrick's additional 8,250 gp worth of crafted items.

2) A cylinder is fine, it's less math.
3) If an archer wants to stay out of melee let it be. If a wildshaping druid wants to eat faces let it be. We can say that teams have two starting lines; one the first at 60ft from the opponents, and the other at 100ft.
4) Nothing to answer.

EDIT - Correction of broken spoiler.

MendedWall12 wrote:
Goddity wrote:

I'll play in the tournament because I want to see what will happen. And to those of you who say it is pointless because casters win: think of it as an opportunity to prove yourselves right and watch epic combat. Or, you never know, you could be wrong.

Fair rules would be (Open to debate of course):
1. There would be several tournaments of different levels and party sizes for proper results.

2. The Caster Team would only be allowed to pick from classes that have full 9 level casting and prestige classes that boost casting.

3. The Melee Team must only choose from classes (or archetypes) that do not provide any spell casting. If a class like paladin grants spell casting at 4th, then you may take up to 3 levels of it. Prestige classes you qualify for may be taken freely.

4. Full WBL for both teams. Assume you can buy any item in any book, but no crafting "special" items.

5. The arena should be a circle with a 200 foot radius. Each team starts at opposite ends.

6. Neither team will see it's opponents character sheets before battle.

7. A neutral bystander/judge will be on hand to arbitrate disputes and monitor character sheets.

8. You win when everyone on your opponents team is dead, or outside the arena by choice. If you do end up outside the arena, you have one turn to get back inside it.

9. The arenas walls are considered to be indestructible.

10. Another plane counts as outside the arena.

I had many of these same thoughts last night whilst pondering as well. I don't know that you need to make it 200 feet, but I wouldn't argue with that if that were the choice. Definitely need to have a third party arbiter GM who approves the character sheets, and stands as a referee for rules decisions. Letting the opponent see the character ahead of time is obviously detrimentally dumb because it tells them what to prepare in those three rounds of taking potions, etc.

As this specifically affects the combat between Jiggy's wizard, and my fighter, I want to make sure that he agrees with all of this. I had thought, too, of putting an actual ceiling on the arena. Like having it in a huge cave underground. I also want to make sure that we are still agreed on being teleported into the arena at an exact distance of 60' apart.

Anybody want to volunteer to be the arbiter GM? I'm wondering if I shouldn't just actually start up a PbP campaign thread, and recruit the GM?

Help! Thoughts?

I'll do the GM.

I think I'll place some other rules, just to better define the details.

Some that came to mind are the following (different from the listed):

1) Standard WBL. 1 crafting feat increase it by 25%, 2 by 50%, 3 or more have no other effect. (remember that Master Craftsman is a feat, and its limits allow to get an additional 50% on WBL).

2) The arena is sphere with a radius of 100 foot. The lower hemisphere is filled with earth/dirt/stone and the higher is air.

3) The teams are at least 60 foot distant from each other, every member can "spawn" wherever possible.

4) If the sum of the remaining teammates can't free a character from a crippling condition (such as flesh to stone or death), that character is removed from the arena. Its belonging vanishes.

Maybe I'll think something else, but that's it.

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People, there's Memory of Function.

Memory of Function:
Source Technology Guide pg. 10
School transmutation; Level arcanist 7, cleric/oracle 7, sorcerer/wizard 7, warpriest 7
Casting Time 1 standard action
Components V, S, powdered skymetal worth 10,000 gp
Range touch
Target object or construct touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Even a broken object remembers what it means to be a functioning whole. You restore a broken object or damaged construct to a functional state, as if it were new and intact. Any pieces missing from the object or construct remain missing. Significant missing pieces may prevent proper functioning. If the object uses charges, the object becomes fully charged. A timeworn object becomes fully charged, but doesn’t lose the timeworn condition (this spell is one of the few ways a timeworn item can be recharged). For 1 hour after this spell is cast on a timeworn object, that object does not suffer any chance of glitching. Other consumables such as ammunition are not restored.

When this spell is cast upon a damaged construct, all hit point damage dealt to that construct is healed. When this spell is cast upon a destroyed construct, it is restored to full functionality and full hit points, provided no significant portion of the destroyed construct (such as an entire limb) is missing. Constructs brought back in this fashion regain their memories up to the moment of their destruction and have no particular inclination to serve the caster.

If you attempt to cast this spell on an object or a construct that has been destroyed for more than 10 years per caster level you possess, the spell fails.

Get spell focus, greater spell focus (raise DC), spell specialization (raise caster level). Persistent spells is a metamagic feat (at +2 spell slot, enemies must save again if the first throw is successful).
Spell penetration and greater spell penetration help with SR (you are focused on conjuration so this isn't so much important). To maximize action economy you either cast Contingency or you cast Borrowed Time. It hurts your constitution but it gives you a second swift action that cannot be used as an immediate action; quickened spells are okay. By the time you'll be able to pull the majority of those tricks you should never be low on spells. If that happens then buy some scrolls and use them.

You don't have so many buff spells. I suggest you taking things like heroism, blur, mirror image. They are helpful.
You also mentioned that you like to dominate people. You are at this time limited to humanoids; consider grabbing more charm spell (charm monster/disable construct comes to mind as they are medium level spells).
Transformation is lame. While the bonus to hit is very nice, you just removed your best move; spells. Consider other buff options.
You also lack many acid based spell. I understand that there aren't many, but there's always something. Caustic eruption is nice if you can cast it without hurting your party.
Feats: you are perfecting dominate person and it targets a small amount of stuff. I suggest you to change it to something else, maybe dominate monster or charm monster, mass. For charm monster (for which you should grab tongue in the case you can't talk to your new friend) just politely ask to fail the save of your next spell, which may be dominate person/monster.
Consider dropping spell penetration for rods of piercing metamagic, dweomer essence (not sure about the name), the spell sure casting and higher caster level all around. After all, acid bypasses SR, as for eating people.
Stuff to buy: mnemonic vestment and scrolls (1/day cast a spell on a scroll by expending an equivalent spell slot instead of consuming it), otherworldly kimono (higher saves, bonus on caster level checks, maze once a day which empowers the kimono), robe of arcane heritage, quick runner shirt(s), metamagic rods (a lot), amulet of mighty fists, page of spell knowledge, belt of STR/CON, headband of CHA, ring of protection, bracers of armor, staff of the master.
Save money during your campaign so you can buy diamonds for wishes, or since you are polymorphing into big stuff you might try to get blood money, reach 51 at strength and cast spell for free.
I don't suggest you to dip. Caster level and spells decrease hurts.

alientude wrote:
ElMustacho wrote:
Protip: This spell has a duration of instantaneous, you can target people inside an Antimagic Field.
Antimagic Field's instantaneous spell duration exception is limited to Conjuration spells, which Battering Blast is not.

Really? I was taught the wrong way then.

But here two another nasty spells: Irradiate.
Constitution damage is good.
Litany of Vengeance.
It's a buff (sort of).

Orfamay Quest wrote:
ElMustacho wrote:

Protip: This spell has a duration of instantaneous, you can target people inside an Antimagic Field.

How is that supposed to work? AMF "suppresses any spell or magical effect used within, brought into, or cast into the area."

I suppose you can target people -- in the sense of "aim at" -- but you explicitly can't hit them or otherwise affect them since the ball of force winks out as soon as it enters the warded area.

PRD wrote:
Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.

The fact is that the ball of force is not magical. You are using a spell to create it, but then it isn't magical anymore. It's just like a wall of stone that doesn't disappear or break when it's dispelled. This quality often is shared by conjuration (creation) spells, but for inexplicable reasons we have this spell as an evocation.

Ravingdork wrote:
ElMustacho wrote:
Ravingdork wrote:

If you're looking for raw damage, battering blast is hard to beat. At high caster levels it deals 20d6 damage (or more), ignores all energy resistances, can crit for double damage, hits incorporeal creatures for full damage, and can bull rush AND knock multiple foes prone. It can also blast down doors and move objects.

It is probably the most versatile 3rd-level attack spell out there.

EDIT: The spell also qualifies for half the metamagic feats out there. One good one might be an intensified battering blast; it can still go into a wand and will do 40d6 damage at CL 20.

I don't see how. It's 1d6/2 caster level, which means the maximum is 7d6 (each ball), for a total of 28d6 at CL 20.

Protip: This spell has a duration of instantaneous, you can target people inside an Antimagic Field.

Yeah, I miscalculated. Was thinking +5 dice rather than +5 CL worth of dice.

Still a helluva good spell!

The first time I saw this spell I made the same error. It's nice, however, that there's no cap on the number of balls you can cast. You could, for example, cast a CL 30 battering blast for six balls (level 20 + spell specialization + spell perfection + trait + bead of karma + orange prism(?) ioun stone). It's a thing.

Ravingdork wrote:

If you're looking for raw damage, battering blast is hard to beat. At high caster levels it deals 20d6 damage (or more), ignores all energy resistances, can crit for double damage, hits incorporeal creatures for full damage, and can bull rush AND knock multiple foes prone. It can also blast down doors and move objects.

It is probably the most versatile 3rd-level attack spell out there.

EDIT: The spell also qualifies for half the metamagic feats out there. One good one might be an intensified battering blast; it can still go into a wand and will do 40d6 damage at CL 20.

I don't see how. It's 1d6/2 caster level, which means the maximum is 7d6 (each ball), for a total of 28d6 at CL 20.

Protip: This spell has a duration of instantaneous, you can target people inside an Antimagic Field.

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I found in Arkalion a critical weakness. He's susceptible to Source Severance, which functions somewhat like Antimagic-field but only arcane/divine. Set it to divine and if you manage to get Arkalion into that effect he might have trouble. The best I can think of is an arcane archer with imbue arrow or something enough stealthy to get near to him, reading a scroll of Source Severance from Contingent Action and one-round him. Not sure about how Arkalion (and effects related to him) would react to this.

LV 1)Sure Casting, Ray of Enfeeblement, Infernal Healing, Anticipate Peril. All good on pages of spell knowledge.

I'll post more later.

LV 4)
Shadow Projection -> This spell ha an insanely high level of power (not in sunlight). A lot of people just cannot do anything against shadows' damage.

LV 6)
Elemental Assessor -> deal damage and guess what you should target for elemental damage.
Permanent Image -> let your imagination do your pleasure. Prepare a lot.
Mass Suggestion -> By trying enough you can make your enemies severely cripple themselves ("Disarm, remove and get rid of any of your carried possessions. Hinder yourselves for the purpose of recollecting them later." may be a good example).

Imbicatus wrote:
I agree 100% with Iammars. You also are undervaluing Yai-mimic. It's benefit isn't that you heal one point a round, it's that you cannot die from hp damage while the regeneration is active. It's still situational, but it's not red.

Deathless is a thing.

First, this guide looks like to applicable only during high levels. The vast majority of feats you recommend start to work at high level. I mean, dazing is crazy good, but even at level 7 it's not worth it (Dazing Burning Hands?). That's more than an half of a PF character career. In the meantime, a Toppling Magic Missile just ruined half of the enemies action economy, and that works from level 3. And it always gets better.
I agree with Iammars too. Today, Impossible Sorcerers can take care of every mind affecting immunity with 3 feats and a class feature (and may the gods save the enemies if it happen to be a kitsune sorcerer). Try also to check other points of view for metamagic users, blasters always prefer metamagic over spell level (Fireball and Delayed Fireball, Snowball and Flurry of Snowballs and many other couples stands as example).
Elemental spells works great if you are a spontaneous caster, meh if you aren't, and nothing if you are an admixturer, but I saw nothing about this.
Extend spell is wonderful, it allows your spells to last enough to be active the day after you cast it, refreshing the slot. Poor men Contingency, that is.
You should also say if metamagic effects are worth a rod. Dazing, enlarged, persistent fireball is hilarious, and the rod is only a lesser one.
Spell perfection also doesn't appear here. That's the point of most spellcasters.

Read this and you'll be ok.

Congrats! I'm waiting for the next contest!

Grab the dragon totem line of rage powers?

Dragon Totem:
The barbarian must select a single color of dragon (black, blue, brass, bronze, copper, gold, green, red, silver, or white) as her totem. While raging, she gains a +1 bonus on Perception checks and a +1 morale bonus on saving throws against fear, paralysis, and sleep effects. This bonus increases by +1 for each additional dragon totem rage power (such as dragon totem resilience and dragon totem wings) the barbarian possesses. A barbarian must have the animal fury and intimidating glare rage powers and be at least 6th level before selecting this rage power.

Dragon Totem Resilience:
While raging, the barbarian gains resistance to the energy type that is associated with her dragon totem—acid (black, copper, green), cold (silver, white), electricity (blue, bronze), or fire (brass, gold, red). This resistance equals double her current DR/— from her barbarian damage reduction class feature; this DR increases by 2 for each dragon totem rage power she possesses, including this one. A barbarian must have the dragon totem rage power and be at least 8th level before selecting this rage power.

Dragon Totem Wings:
When a barbarian selects this rage power, the Fly (Dex) skill becomes a class skill for her. While raging and wearing medium or lighter armor, the barbarian can spend a standard action to manifest a pair of spiritual dragon wings that grant her a fly speed equal to her base speed (average maneuverability). She can expend 2 rounds of her rage to instead spend an immediate action to gain this fly speed. She can end her fly speed at any time, even when it is not her turn. Each round she spends raging and flying counts as 2 rounds of rage. Her ability to fly ends automatically when she ceases raging. A barbarian must have the dragon totem and dragon totem resilience rage powers, and she must be at least 10th level before selecting this rage power.

Soilent wrote:

It'll be nice, until you inevitably come across something with fire immunity.

Which is basically everything over 15 CR.

Believe me or not, more than an half of creatures over CR 15 is neither immune neither has resistance to fire (before buffs). That's something.

Canopic Jar and Dragonform Armor costs around 23000 gp and are a renewable resource. By heavily investing you can get one of those at level 9 or 10.
For the first one listed you need to be mythic.

To Slithery D

The observable universe is 1.41258667 × 10^82 ft^3 (of course this number is increasing but that doesn't matter). You need 7.0629333 * 10^77 castings to create something as big. And the time needed to create it is 1.3437849*10^71 years, supposing that you are able to cast spells constantly, ignoring resting. This looks prohibitive. But hey! We have magic! Just use simulacrum on something, give it a staff that can cast create demiplane (greater), wish and miracle, give him something to recharge the staff, and tell him to cast spells until you are pleased, leave him in a timeless plane, return immediately and puff! You just created a new universe! A wizard certainly can do that (although that staff might be exceedingly costly).

There's always the blood money trick; *raise your strength to an arbitrary high score, cast create demiplane (any version), restore any ability damage, raise your strength to an arbitrary high score, cast permanency, restore any ability damage, return to *. It is awesome for a god to say:"Your world is the result of my blood!".
Somewhere in the books it is written that Wish is enough to create new life. Not remember on which book, but I'm sure that it's not on the PRD. Use the same trick as seen above and you will not need any diamond dust.
For spells that relies on teleportation effects and the like (the example you gave are fine), just have your wizard develop spells replacements, like Blink that makes you, well, blink from the astral plane to the old material plane and backwards. Teleportations effect can be replicated by creating a timeless plane and casting plane shift twice (one to get into the linking plane, rest peacefully because time doesn't pass, recharge spells, get back into your plane). Close enough.

Grigori Rasputin:
Grigori Rasputin CR 17
XP 102,400
Male middle-aged human mesmerist (cult leader) 18
NE Medium humanoid (human)
Init +4; Senses; Perception +22
Aura unholy aura (DC 22)

----- Defense -----
AC 26, touch 17, flat-footed 26 (+7 armor, -1 dex, +2 natural armor, +4 deflection, +4 insight)
hp 198 (18d8+126);
Fort +16, Ref +14, Will +25
Defensive Abilities stitched soul, towering ego +9; SR 25 vs. good

----- Offense -----
Speed 20 ft.
Melee mwk dagger +12/+7/+2 (1d4-2/19-20)
Ranged mwk Nagant M1895 revolver +13/+8/+3 (1d8/x4)
Space 5 ft by 5 ft.; Reach 5 ft.
Special Attacks hypnotic stare (-3, 30 feet)

Mesmerist Spells Known (CL 18th; concentration +27)
6th (4/day) create mindscape (greater) (DC 27), hold person (mass) (DC 27), overwhelming presence (DC 27), true seeing
5th (6/day) feeblemind (DC 26), suggestion (mass) (DC 26), mind fog (DC 26), primal regression (DC 26)
4th (7/day) dominate person (DC 25), command (greater) (DC 25), invisibility (greater) (DC 25), arcane eye, mind wipe (DC 25)
3rd (7/day) confusion (DC 24), crushing despair (DC 24), displacement (DC 24), false life (greater), synestesia (DC 24), triggered suggestion (DC 24)
2nd (7/day) blistering invective (DC 21), haunting mists (DC 23), hold person (DC 23), invisibility (DC 23), mirror image, oneiric horror (DC 23)
1st (8/day) anticipate peril, command (DC 22), deja vu (DC 22), heightened awareness, ill omen, mental block (DC 22)
0 (at will) detect magic, ghost sound (DC 21), light, message, read magic, touch of fatigue (DC 19)

----- Tactics -----
Before Combat Rasputin scouts the characters by using arcane eye and his world engines' scrying to get as much as possible information about routines, spell casts and tactics. He treats Serafina as his cohort to use fanatical stare if she happens to remain alive in the final battle. Just before the combat, he casts true seeing, false life (greater), anticipate peril, heightened awareness and lastly invisibility. If he believes that the characters are very powerful enemies, he also casts from his scrolls antilife shell, heroism, shield, spell turning, stoneskin and cat's grace. He implants on himself compel alacrity.
During Combat Rasputin enjoys the benefits of many spells to increase his chance of acting first during the combat. In the first round he casts quickened blistering invective, draws his rod of focused spell and casts persistent confusion. In the following rounds he casts mind fog, mind wipe, crushing despair and haunting mists in conjunction with his hypnotic stare to lower as much as possible the saving throws of each party member. If the characters are composed by a majority of spell casters, Rasputin also casts feeblemind and primal regression. If any member of the party is too powerful and must be eliminated immediately, Rasputin casts quickened ill omen and persistent dominate person on the target, ordering him to immediately run away from combat, to leave any possession and to finally go to sleep. In any moment when Rasputin is alone and realizes that his enemies are not able to fight him, he extract the scroll of summon monster VIII, moves into a better position and in the following round summons greater earth elementals to kill the characters. If Rasputin believes that the party is weakened enough, he casts overwhelming presence and start to coup-the-gracing with his revolver each helpless target, ignoring any other target if they aren't capable of saving their friends. If his initial mesmerist trick goes off, Rasputin replaces it with faked death, triggered at 0 hit points, allowing his armor to heal him back to positive hit points. While invisible he places on himself astounding avoidance, and then he resumes his standard tactics. When possible, Rasputin places on himself compel alacrity. When he dies and turns back with raise dead he switches to a more defensive pattern, casting displacement, mirror image, greater invisibility and greater false life.
Morale On the precipice of claiming his mother’s mythic power, Rasputin relies on his stitched soul and his armor to preserve his life, and fights to the death up to four times until slain permanently.

----- Statistics -----
Str 7, Dex 9, Con 22, Int 14, Wis 13, Cha 28
Base Atk +13; CMB +11; CMD 20
Feats Diehard (Bonus), Eschew Materials, Greater Spell Focus (Enchantment, Illusion), Improved Initiative, Leadership (Bonus), Lightning Reflexes, Marked for Glory, Persistent Spell, Quicken Spell, Spell Focus (Enchantment, Illusion),
Skills Bluff +30, Diplomacy +39, Intimidate +30, Knowledge (arcana) +23, Knowledge (history) +23, Knowledge (religion) +23, Perception +22, Spellcraft +23, Use Magic Device +30
Languages Church Slavonic, Common, Russian
SQ bold stares (allure, sapped magic, susceptibility), faithful followers, false healing, fanatical devotion, fanatical stare, glib lie, hypnotic stare (-3, 30 feet), insidious personality (+9), mental potency, mesmerist tricks (280 feet), mesmerist tricks (astounding avoidance, cursed sanction, compel alacrity, faked death, free in body, gift of will, psychosomatic surge, reflection of weakness, spectral smoke, spell anticipation), towering ego +9
Gear mwk dagger, mwk Nagant M1895 revolver with 21 metal cartridges, chain shirt +3 (determination), headband of alluring charisma +6, amulet of natural armor +2, belt of mighty constitution +4, ioun stone, dusty rose prism - cracked, ioun stone, nacreous gray sphere - cracked ~ con, lesser bouncing metamagic rod, lesser focused metamagic rod, lesser reach metamagic rod, scroll (antilife shell), scroll (heroism), scroll (shield), scroll (spell turning), scroll (summon monster vii), scroll (blade barrier), scroll (stoneskin), scroll (cat's grace) (3)

----- Ecology -----
Environment Baba Yaga's Prison
Organization Solitary or group (any nearby survivor)
Treasure None, but see Gear

----- Special Abilities -----
Stitched Soul (Su) Rasputin’s soul is stitched to his body with threads of fate, and he clings tenaciously to life. He gains Diehard as a bonus feat. In addition, when first reduced to a number of negative hit points equal to or greater than his current Con score, Rasputin dies, but he springs back to life 1d4 rounds later as if the target of a resurrection spell. If killed a second time, the Mad Monk again comes back to life 1d6 rounds later, as if the target of a raise dead spell (upon his return, he loses 50% of his remaining unused spell slots as if they had been used to cast spells). Only after Rasputin is slain for a third time do his soul’s stitches finally unravel from his corpse, releasing his malignant spirit into the ether.

Notes on build:
For the stat array I just used the old array, modified by a different equipment. Surprisingly Rasputin now has a better concentration check. I treat him as a full caster (-3 on Will saves from hypnotic stare on a caster that almost always target Will is like having 9th level spellcasting).
Massive penalties can be achieved with this build: penalties on Will saves easily sums to 15. Blistering invective and hypnotic stare don't even allow a save (blistering invective gives a save for the damage, not for the demoralization). One could drop eschew materials for spell perfection to give another +2 on DCs for one spell, but I think they are high enough.
Marked for glory gives the flavor of being destined for mythic ascension.

If you have any question, please let me know.

Every (insert martial class here) dwarf can do that, dwarven waraxes are considered one handed weapons for them. You'll eat -4 on each attack but it's possible.
If you weren't a dwarf, then what you needed was the proficiency in that exotic weapon. Or, at last, what you said.
Or maybe you are trying to wield 2 large dwarven waraxes?
If this is the case, then you need Titan Mauler at 3rd level.

Do we have to assume that he's in the same location as in the AP? He has some circumstance bonuses from being near *********. Are they preserved?
Also, what about his equipment? The Cassock of the Black Monk is supposed to be used by an oracle, which he isn't going to be. Do we have to just refund it to buy other equipment or we should build a new magic item?
Last question: archetypes are allowed?

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Pixie, the Leng Queen wrote:
Not sure how its so OP... its just a weaker empower at that point (empower is a 50% boost... this is a 20% if lookes at that way)... for a rather high spell slot... yeah... not seeing it... all.

At least you can adjust it depending on the situation. An empowered fireball is not going to harm a devil, but a shadow evocation can (even if just a little).

There's another way to get over 100%.
Shadow conjuration/evocation -> 20%
Capstone lv 20 for Shadow Bloodline -> +20%
The Crook of Cidhureen -> up to +50%
The metamagic feat -> +20%
Totaling 110%.
This time there's no explicit limit.

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A Shadowcaster which is capable of adding Solid shadow to the Shades spell (rod, trait, whatever) is probably able to summon an illusion more real than reality itself.

Lilitu (Temptation Demon)[CR 17, Will +20, SR 28, Cha 28] You are not going to send this demon on melee regularly, apart form the branding ability it is nothing to be proud about. She has DR 10/good and cold iron, and 34 to AC, but I'm not listing her for those reasons. Spell like abilities: we find permanent fly, tongues, TRUE SEEING and why not, unholy aura, which buffs defenses. We have some goodies, but look, she has wish at 1/week! It comes with a DC 26 Will or be CE, and other not so nasty effects, but that's incredible. Husk family of abilities makes her great at sequester people. She is an infiltrator, and that +40 at bluff is truly good, except when it is used against you. Be warned.
The branding abilities are interesting, but you get only one attempt each round to inflict the brand (being touch attack is pretty easy to be affected). At 4 brands, you get -2 penalties for Will saves against the Lilitu. At 7 brands, you reduce the Wis score by 4, resulting in another -2 penalty (which applies to every Will saving throw). At 10, all the listed effects doubles, and the branded creatures automatically fails every Will saving throw against the Lilitu. That's beautiful (she has a lot of Will targeting abilities).
Last but not least, the Lilitu is the big sister of the Succubi, and she has a profane pact that gives you a +4 profane bonus to any ability score. And say goodbye to the telepathic link, because you don't have it.

Copy of a theorycrafted character:

Male venerable human alchemist (trap breaker) (vivisectionist) 20 champion 10
Medium humanoid (human) LG
Init +45; Senses Perception + 62
AC 48, touch 25, flat-footed 42 (+6 armor, +5 deflection, +6 Dex, +17 natural, -1 size, +4 shield, +1 dodge, -2 rage)
hp 403 (20d8+260+50) (class bonus went here)
Mind Blank (su)
Fort +37, Ref +27, Will +18
Speed 70 foot, fly 90 foot (average), swim 60 foot
Melee Unarmed strike (+53/+53/+48/+48/+43/+38 - 1d8 + 34 + 1d6 slashing- 20x2) and 2 claws (+53 -1d6 + 21 + 1d6 - 20x2) and 2 claws (+53 - 1d8 + 21 + 1d6 - 20x2) and 2 bites (+53 - 2d6 + 21 + 1d6 - 20x2) and 1 tentacle (+53 - 1d6 + 21 + 1d6 - 20x2) and 1 snake (+53 - 1d8 + 21 + 1d6 - 20x2)
If sneak attacking, every attack has +22d6 precision damage, but all the damage is nonlethal. This sneak attack doubles on crits.
If pouncing, every attack has +5 to hit if charging above the target, or else +2.

Space 10*10 foot; Reach 5 foot
Special Attacks feral mutagen, grab, grand mutagen, greater mutagen, sneak attack 11d6, tentacle, throw anything
Alchemist Spells Prepared (CL 20th, concentration +29):
6th—beast shape iv (3), monstrous physique iv UM (3)
5th—beast shape iii (3), monstrous physique iii UM (3)
4th—beast shape ii, freedom of movement, invisibility (greater), universal formula APG (2)
3rd—beast shape i, haste (2), heroism, thorn body APG , protection from energy
2nd—acute senses UM, alchemical allocation APG (5), barkskin
1st—anticipate peril UM (DC 19), endure elements, expeditious retreat, keen senses APG, negate aroma APG (DC 19), shield, touch of the sea APG
Str 54, Dex 22, Con 34, Int 28, Wis 14, Cha 12 -----------Starts from 14+2/14/14/14/11/9 -- after level advancement --> 17,15,15,16,11,9
Base Atk +20; CMB +38 (+42 grapple); CMD 58
Feats Alertness, Bludgeoner, Brew Potion, Celestial Obedience, Death from Above, Hammer the Gap, Improved Initiative, Improved Two-Weapon Fighting, Improved Unarmed Strike, Multiattack, Sap Master, Skill Focus (Knowledge (Religion), Stealth, Use Magic Device), Throw Anything, Two-Weapon Fighting,
Skills Craft (Alchemy) +34 , Craft (Alchemy) (Create item) +54, Disable Device +42 , Escape Artist +24 , Fly +42 , Knowledge (Arcana) +34 , Knowledge (Dungeoneering) +31 , Knowledge (Engineering) +31 , Knowledge (Geography) +31 , Knowledge (Nature) +34 , Knowledge (Planes) +31 , Knowledge (Religion) +37 , Perception +60 , Spellcraft +34 , Stealth +49 , Use Magic Device +32
Traits dangerously curious, reactionary
Languages Abyssal, Aklo, Aquan, Celestial, Common, Cyclops, Draconic, Infernal, Skald
SQ alchemy, brew potion, cruel anatomist, enhance potion, eternal potion, eternal youth, explosive disarm, extend potion, focused study, humanoid traits, instant alchemy, land mine, mine engineering, mutagen, persistent mutagen, skilled, sneak attack, swift alchemy, torturer's eye, torturous transformation, trapfinding, tumor familiar, vestigal arm (2x), wings (2x)
Combat Gear potion (silence/cleric/3rd), potion (weapon of awe/cleric/3rd), potion of good hope, potion of rage, scroll (divine favor/cleric/11th/divine/minor), scroll (transformation/wizard/11th/arcane/major), scroll (greater heroism/wizard/11th/arcane/major); Other Gear: Armor of the Shadow Lord, tentacle, Skulking Sniper's Blowgun, amulet of mighty fists +5, headband of vast intelligence +6, ring of inner fortitude, minor, ring of protection +5, belt of physical might (str/con) +6, cloak of resistance +5, boots of speed, ioun stone, deep red sphere, ioun stone, dusty rose prism, ioun stone, pale green prism - cracked ~ attacks, ioun stone, pale green prism - cracked ~ saves, ioun stone, dusty rose prism - cracked, stone of good luck (luckstone), tome of clear thought (+3), manual of bodily health (+3), manual of gainful exercise (+3), manual of quickness of action (+1), formula book (3), cyclops helm, wand of clw, ~18000 gp left (I'm not sure but I'm surely under 880000 gp)

Celestial Obedience(Ghenshau)

Bury a book or scroll that you have never read in fertile soil. Plant a seed above the buried knowledge and pray over the site that good and growth can come from the decaying parchment. Gain a +4 sacred bonus on saving throws against transmutation effects.

1: Peacefulness (Sp) erase 3/day, calm emotions 2/day, or deep slumber 1/day
2: Ignorance (Su) Three times per day, you can attempt a melee touch attack to obliterate the cares of the wicked. On a successful hit, the target takes a penalty to Wisdom equal to 1d6 + 1 per 2 HD you possess (maximum 1d6+5, to a minimum Wisdom score of 1). This penalty lasts for 1 round per HD. If the target succeeds at a Fortitude save (DC 10 + 1/2 your HD + your Wis modifier), the penalty is halved.
3: Still Mind (Su) You are continually shielded as if by a mind blank spell. If anyone attempts to divine information about you through scry or similar spells and is foiled by the mind blank, the scrier must succeed at a Will save (DC 10 + 1/2 your HD + your Wis modifier) or take 1d6 points of Intelligence damage.

Alchemy (Su): When using Craft (Alchemy) to create an alchemical item, you gains a +20 competence bonus on the Craft (alchemy) check. In addition, you can use Craft (Alchemy) to identify potions as if using Detect Magic. He must hold the potion for 1 round to make such a check.
Brew Potion (Ex): You receive Brew Potion as a bonus feat. You can brew potions of any formulae you know (up to 3rd level), using your alchemist level as caster level. The spell must be one that can be made into a potion. You do not need to meet the prerequisites for this feat.
Cruel Anatomist (Ex) You may use your Knowledge (Nature) skill bonus in place of your Heal skill bonus.
Dangerously Curious (trait) You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent's laboratory or shrine to tinker with spell components and magic devices, and often caused quite a bit of damage and headaches for your parent as a result. You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Enhance Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks to function at a caster level equal to his class level.
Eternal Potion: If an alchemist drinks a potion that he extends, the effects of that potion become permanent until he chooses to make another potion effect permanent.
Eternal Youth: The alchemist has discovered a cure for aging, and from this point forward he takes no penalty to his physical ability scores from advanced age. If the alchemist is already taking such penalties, they are removed at this time.
Explosive Disarm (Ex): A Trap Breaker can attempt to disarm a mechanical trap by detonating it rather than disarming it with a Disable Device check. As a full round action, a Trap Breaker may expend one of his bombs to make a ranged touch attack against a trap, using the trap's Disable Device DC as its AC. If the attack misses, the bomb's splash damage activates the trap. If the attack hits, the bomb deactivates the trap without setting it off The Trap Breaker must both know the location of the trap and be able to reach the trap's trigger with a ranged touch attack in order to use this ability. At 8th level, a Trap Breaker can disarm magic traps with this ability.
Extend Potion: A number of times per day equal to his Intelligence modifier, the alchemist can cause any potion he drinks that does not have an instantaneous duration to function at twice its normal duration. This does not apply to extracts.
Feral Mutagen: Whenever the alchemist imbibes a mutagen, he gains two claw attacks and a bite attack. These are primary attacks and are made using the alchemist's full base attack bonus. The claw attacks deal 1d6 points of damage (1d4 if the alchemist is Small) and the bite attack deals 1d8 points of damage (1d6 if the alchemist is Small). While the mutagen is in effect, the alchemist gains a +2 competence bonus on Intimidate skill checks.
Focused Study (Ex): At 1st, 8th, and 16th level, gain skill focus in a skill of your choice.
Grab (Ex): If you hit with the indicated attack (usually a claw or bite attack), you deal normal damage and can attempt to start a grapple as a free action without provoking an attack of opportunity. You have the option to conduct the grapple normally, or simply use the part of your body you used in the grab to hold the opponent. If you choose to do the latter, you takes a -20 penalty on your CMB check to make and maintain the grapple, but do not gain the grappled condition itself. A successful hold does not deal any extra damage unless you also have the constrict special attack. If you do not constrict, each successful grapple check you make during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, you deal constriction damage as well. You receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used on creatures of a size equal to or smaller than you.
Grand Mutagen: The alchemist's mutagen now grants a +6 natural armor bonus, a +8 alchemical bonus to one ability score (Strength, Dexterity, or Constitution), a +6 alchemical bonus to a second physical ability score, and a +4 alchemical bonus to a third physical ability score. The alchemist takes a -2 penalty to his Intelligence, Wisdom, and Charisma as long as the mutagen persists (see Mutagen).
Greater Mutagen: The alchemist's mutagen now grants a +4 natural armor bonus, a +6 alchemical bonus to one physical ability score (Strength, Dexterity, or Constitution), and a +4 alchemical bonus to a second physical ability score. The alchemist takes a -2 penalty on both associated mental ability scores as long as the mutagen persists.
Headband of Intellect Skill Selection: (Craft (Alchemy), Stealth, Use Magic Device)
Humanoid Traits (Ex): Humanoids breathe, eat, and sleep.
Instant Alchemy (Ex): You can create alchemical items with almost supernatural speed. You can create any alchemical item as a full-round action if you succeed at the Craft (Alchemy) check and have the appropriate resources at hand to fund the creation. You can apply poison to a weapon as an immediate action.
Land Mine (Ex): A Trap Breaker can turn his bombs into land mines. Setting a land mine is a full round action that provokes attacks of opportunity. The land mine fills a single 5-foot square, and can't be placed in the same space as another trap, land mine, or magic trap. The Trap Breaker can arm the land mine with any bomb he is eligible to use, and the effects of this bomb are immediately transferred to the land mine. Creating a land mine uses up two of the alchemist's bombs per day. The DCs for Perception checks to notice the land mine, Disable Device checks to disable it, and saving throws to avoid its effects are equal to 28. All alchemist land mines are mechanical traps with the qualities Trigger: location and Reset: none. Land mines last for 20 days or until they are triggered, whichever comes first.
Mine Engineering (Ex): At 10th level, a Trap Breaker's expertise in improving explosives allows him to create land mines with minimal expense. Creating a land mine uses up only one of the alchemist's bombs per day.
Mutagen (Su): You know how to create a mutagen that you can imbibe in order to heighten your physical prowess at the cost of your personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. You can only maintain one dose of mutagen at a time - if you brews a second dose, any existing mutagen becomes inert. A mutagen that is not in your possession becomes inert until an alchemist picks it up again. When you brew a mutagen, you select one physical ability score - either Strength, Dexterity, or Constitution. It's a standard action to drink a mutagen. Upon being imbibed, the mutagen causes you to grow bulkier and more bestial, granting you a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 200 minutes. In addition, while the mutagen is in effect, you take a -2 penalty to one of your mental ability scores. If the mutagen enhances your Strength, it applies a penalty to your Intelligence. If it enhances your Dexterity, it applies a penalty to your Wisdom. If it enhances your Constitution, it applies a penalty to your Charisma. A non-alchemist who drinks a mutagen must make a DC 28 Fortitude save or become nauseated for 1 hour - a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist's mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the "stolen" mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
Mutagen: (Prime Stat Selection) Strength
Mutagen: (Second Stat Selection) Constitution
Mutagen: (Third Stat Selection) Dexterity
Persistent Mutagen (Su): The effects of your mutagens last for 20 hours.
Reactionary (trait) You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Sneak Attack (Ex): If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 11d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Sneak Attack (Ex): At 1st level, a vivisectionist gains the sneak attack ability as a rogue of the same level. If a character already has sneak attack from another class, the levels from the classes that grant sneak attack stack to determine the effective rogue level for the sneak attack's extra damage dice (so an alchemist 1/rogue 1 has a +1d6 sneak attack like a 2nd-level rogue, an alchemist 2/rogue 1 has a +2d6 sneak attack like a 3rd-level rogue, and so on). This ability replaces bomb.
Swift Alchemy (Ex): You can create alchemical items with astounding speed. It takes you half the normal amount of time to create alchemical items, and you can apply poison to a weapon as a move action.
Tentacle (Ex): You gain a prehensile, arm-length tentacle on your body. The tentacle is fully under your control and cannot be concealed except with magic or bulky clothing. The tentacle does not give you any extra attacks or actions per round, though you can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability (see page 301 of the Pathfinder RPG Bestiary). The tentacle can manipulate or hold items as well as your original arms can (for example, allowing you to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Throw Anything (Ex): You gain the Throw Anything feat as a bonus feat. You add your Intelligence modifier to damage done with splash weapons, including the splash damage if any. This bonus damage is already included in the bomb class feature.
Torturer's Eye (Ex): You add Deathwatch to your formula book as a 1st-level extract.
Torturous Transformation (Ex): You add Anthropomorphic Animal to your formula book as a 2nd-level extract. When you use this extract, you inject it into an animal as part of a 2-hour surgical procedure. By using multiple doses of this extract as part of the surgery, you multiply the duration by the number of extracts used. You add Awaken and Baleful Polymorph to your formula book as 3rd-level extracts. When you use the Awaken or Baleful Polymorph extract, you inject it into the target (not a plant) as part of a 24-hour surgical procedure. You can make Anthropomorphic Animal permanent on a creature by spending 7,500 gp. You add Regenerate to your formula book as a 5th-level extract.
Trapfinding (Ex): A Trap Breaker adds i/2 his alchemist level on Perception checks made to locate traps and on Disable Device checks. A Trap Breaker can use Disable Device to disarm magic traps.
Tumor Familiar (Ex): You create a Diminutive or Tiny tumor on your body, usually on your back or stomach. As a standard action, you can have the tumor detach itself from your body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to you as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on your caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as your familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to you, the tumor has fast healing 5. Your extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete. (Cat)
Vestigal Arm (2x) (Ex): You gain a new arm (left or right) on your torso. The arm is fully under your control and cannot be concealed except with magic or bulky clothing. The arm does not give you any extra attacks or actions per round, though the arm can wield a weapon and make attacks as part of your attack routine (using two-weapon fighting). The arm can manipulate or hold items as well as your original arms (for example, allowing the alchemist to use one hand to wield a weapon, another hand to hold a potion, and the third hand to throw a bomb). The arm has its own "hand" and "ring" magic item slots (though the alchemist can still only wear two rings and two hand magic items at a time).
Wings (2x) (Ex): You gain batlike, birdlike, or insectlike functional wings, allowing you to fly as the Fly spell for 40 minutes per day. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. You can select this discovery multiple times; each time you do so, you add your caster level to the number of minutes per day that you can fly with the wings. This flight is an extraordinary ability.

(Alchemical allocation) Good Hope, Rage, Improved invisibility (eternal, doesn't count into daily extracts), Silence (totaling (+2 to hit, +2 to damage, +2 to ability checks, +2 to saving throws, +2 to str, +2 to con, +1 on will saves, -2 to AC) morale bonus, invisibility (so +2 to hit) and total silence)
(Scrolls (UMD and auto-success)) Divine Favor, Transformation, Greater Heroism (totaling (+3 to hit, +3 to damage) luck bonus, +5 BAB, +5 competence bonus on fort saves, +4 natural armor, +4 enchantment on physical scores)-> Being consumable, in combat those aren't accounted.
(Extracts) Anticipate Peril, Expeditious Retreat, Negate Aroma, Shield, Touch of the sea, Acute Senses, Barkskin, Haste, Protection from Energy, Thorn Body, Freedom of movement, Beast Shape IV (kamadan) (totaling +5 to initiative, +30 foot speed (land), immunity to scent, +4 shield bonus to AC, swim speed of 30 foot, +30 on perception checks, +5 natural armor to AC, +1 attack, +1 dodge bonus to AC, +1 to reflex saves, the first 150 fire damage are prevented, +1d6 of slashing damage on natural weapons, immune to grapple, +6 size bonus to str, -2 size malus to dexterity, +2 size bonus to con, +6 natural armor bonus, 2 extra claw attack, 1 extra bite attack, one extra snake attack, pounce, large size)
(Mutagen) +8 to str, +6 to con, +4 to dex, +6 natural armor bonus, 2 extra claw attacks, 1 extra bite attack
(Equipment) +1d6 extra sneak attack damage, +15 to stealth and escape artist, +6 bonus to armor, immunity to blindsense, blindsight and tremorsense; opponents gain +10 on perception checks inside the closer half of the radius of those senses, +5 to hit and damage with natural weapons, +6 to intelligence, damage and penalty on ability scores reduced by 2, drain reduced by 1, +5 deflection bonus to CA, +6 to str and con, +5 to saves, +2 to dex, +1 insight bonus to CA, +1 bonus to initiative, +1 competence bonus to hit and saves, 10/day haste for a round as a free action, +1 luck bonus on ability checks, +3 to str, con and int, +1 to dex, 50 times 1d8+1 to hp, 1/day get a natural 20

Mythic stuff taken:

Death from above
Improved initiative
Potent surge
Extra mythic power
Dual path->Trickster
I don't almost care.
Path abilities:
+2 to STR
Always a chance
Precision (x2)
Assured skill
Critical master (x2)
The other I don't care.
Ability score:
+10 to STR.

For a run, I let him face Pazuzu.
Automatic 79 on stealth, Pazuzu maximum perception is 78.
Magical senses are blocked by the build. Autowin initiative.
Partial flying from above charge pounce, negate fear with unstoppable (tier 8 power), autosucced on Avian mastery with helm of the cyclops, full attack of autohits, autoconfirms and maximum damage if crit (x4). I'm going to roll that.
Checking if I get a 20: 15d20 ⇒ (1, 7, 13, 18, 3, 8, 20, 2, 17, 2, 12, 20, 6, 7, 6) = 142 Got an unarmed strike and a bite.
Damage (long):

Damage: 4d6 + 100d6 + 100d6 + 100d6 + 9d8 + 1391 ⇒ (1, 2, 5, 6) + (3, 1, 2, 1, 2, 3, 6, 6, 3, 4, 6, 6, 6, 3, 1, 6, 2, 4, 4, 2, 3, 3, 5, 1, 4, 2, 6, 3, 2, 2, 4, 4, 1, 5, 2, 3, 4, 6, 5, 6, 1, 3, 4, 3, 1, 3, 4, 1, 1, 3, 1, 2, 4, 2, 1, 4, 5, 5, 1, 6, 3, 6, 3, 2, 1, 1, 3, 5, 3, 6, 5, 1, 5, 5, 3, 4, 6, 6, 6, 2, 2, 1, 5, 3, 4, 3, 3, 4, 2, 6, 6, 4, 1, 6, 5, 3, 6, 3, 5, 5) + (2, 2, 6, 4, 6, 1, 4, 5, 5, 1, 5, 6, 3, 5, 1, 4, 1, 1, 1, 6, 6, 6, 4, 1, 1, 1, 2, 6, 1, 4, 1, 3, 5, 6, 4, 4, 2, 2, 6, 4, 6, 3, 1, 6, 2, 5, 2, 6, 2, 2, 5, 1, 1, 6, 6, 6, 4, 5, 2, 6, 2, 4, 5, 4, 4, 1, 5, 3, 5, 6, 6, 3, 5, 2, 1, 2, 4, 4, 1, 4, 2, 2, 5, 6, 6, 5, 6, 5, 3, 4, 1, 2, 1, 1, 6, 5, 6, 4, 3, 4) + (4, 6, 6, 3, 1, 2, 3, 1, 4, 3, 3, 6, 3, 1, 5, 6, 1, 4, 2, 2, 1, 5, 2, 1, 1, 6, 2, 6, 5, 1, 2, 6, 1, 1, 1, 6, 1, 1, 2, 4, 5, 4, 1, 5, 5, 2, 1, 5, 4, 1, 1, 1, 5, 5, 1, 3, 3, 2, 5, 4, 4, 6, 3, 5, 5, 5, 5, 2, 5, 4, 6, 1, 3, 3, 5, 5, 3, 3, 5, 6, 1, 1, 6, 6, 2, 5, 5, 5, 1, 2, 4, 1, 5, 5, 1, 4, 5, 5, 3, 6) + (2, 1, 2, 8, 4, 6, 6, 3, 5) + 1391 = 2496
Fact-> This result, together with 2495, is the most probable.

Short answer-> Pazuzu died 2,26 times, accounted nonlethal damage.

By taking mythic haste with mythic spellcasting, in the surprise round I should be able to partial charge, move back and partial charge again (with a mythic power), doubling (more or less) the damage.
Even shorter answer: don't care about the damage. Just look at WotR: numbers simply gets way too high. Play the adventure instead.

EDIT: forgot to add Beyond Morality, or else Unholy Aura stops me.

Or growing.

thejeff wrote:
How does
Area 10-ft.-radius emanation, centered on you
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.

apply to a dragon?

Look to a non SP/SU/Spells ancient green dragon.

Ancient Green Dragon CR 17

XP 102,400
LE Gargantuan dragon (air)
Init –1; Senses dragon senses; Perception +35
Aura frightful presence (300 ft., DC 26)
AC 36, touch 5, flat-footed 36 (–1 Dex, +31 natural, –4 size)
hp 310 (23d12+161)
Fort +20, Ref +12, Will +20
DR 15/magic; Immune acid, paralysis, sleep; SR 28
Speed 40 ft., fly 250 ft. (clumsy), swim 40 ft.
Melee bite +31 (4d6+18/19–20), 2 claws +31 (2d8+12/19–20), 2 wings +29 (2d6+6), tail slap +29 (2d8+18)
Space 20 ft., Reach 15 ft. (20 ft. with bite)
Special Attacks crush (Medium creatures, DC 28, 4d6+18), tail sweep
Str 35, Dex 8, Con 25, Int 20, Wis 21, Cha 20
Base Atk +23; CMB +39; CMD 48 (52 vs. trip)
Feats Alertness, Bleeding Critical, Cleave, Critical Focus, Flyby Attack, Great Cleave, Improved Critical (bite, claws), Improved Sunder, Iron Will, Multiattack, Power Attack
Skills Fly +9, Knowledge (arcane) +31, Knowledge (local) +31, Knowledge (nature) +31, Knowledge (planes) +31, Perception +35, Spellcraft +31, Stealth +13, Survival +31, Swim +46, Use Magic Device +31
Languages Abyssal, Common, Draconic, Elven, Giant, Sylvan
SQ camouflage, trackless step, water breathing, woodland stride

Mhhhh, it still has frightful presence, a good perception, fly speed, DR/magic and a lot of attacks. His Ref save is still low, and his touch AC is even lower. What can be done?
A Monk4/Ninja2 has a Ki pool which is both SU/EX, and Monk4 get his unarmed strike to bypass DR/magic. Probably this isn't a character.
Stunning fists also.
Archers may keep a bunch of bonuses because they aren't inside the AMF (but arrows does).
Stone discuss, 4d6 every 4 level beyond 3, targets AC and bypass DR magic. 12d6 is good.
Lantern archon deals 1d6 as a ranged touch attack (EX). Spam them.
Alchemists's fire does 1d6 of fire damage, targets touch AC. Even the 7 strength wizard is able to autohit except on 1's against 5.
Snowball (great with metamagic) and his family, walls also. Just be sure that the party knows that they are going to fight a creature inside an antimagic field.

They'll met them 3 times; the first time there's no combat, as they immediately flee. The second time they charge the party, running away when one of them is at least at 2/3rd of their unlife span. The third time, they fight to the death. The party has to roll a relatively simple Knowledge DC (the bard surpasses it by 5 if he rolls a 1), but since they are monsters with class level they don't know their tactics and feats (they are modified), they'll discover them in combat and by getting clues during the game. Also, the barbarian has the highest will save (superstition + being a dwarf and that feat that gives an additional +2). The fighter does have bravery switched on. The bard inspires courage at +6 (Master Performer + Grand Master Performer + Aasimar FCB), adding to morale bonus on fear effects. The barbarian doesn't fail a saving throw unless he rolls a 1, but the ghosts will try to get him unprepared as they'll start the third combat emerging from the ground in flanking position.

Sorry for the delay;
As a group (me and the players), we like to be stressed in combat, and a fear based encounter is appropriate.
... maybe I should remove Cha to saves? +29 seems too much.

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