Plague Steed

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I remember at one point during the Ask James Jacobs Anything thread that he mentioned that all runelords are specialist wizards. Since the campaign I am using her in will be an unofficial canon sequel to ROTR I went with that. I'm loving the feedback so far. I began looking into the searing spell metamagic feat from 3.5's Sandstorm to help her power through any energy resistance spells but with all the feedback i'll be reworking her.

I'm making her the blaster while her meatshields are the bruisers.

So far I have a few meat shield minions with her, one advanced fiendish entropic inverted giant, a shemhazian demon, and one flame-spawned Augnagar Qlippoth.

So far it was confirmed during Wrath of the Righteous: Herald of the Ivory Labyrinth that Xanderghul and Sorshen are confirmed mythic. But Inner Sea Magic has all of the runelords listed (with the exception of Karzoug) as 20+ which going off of nearly everyone else listed who has a + next to them turned out to be mythic I could assume Alaznist is mythic.

Turin the Mad wrote:

Alaznist's CR seems too high unless you have a rather unoptimized 19th-20th level group facing her. Without increasing her CR, I suggest tacking on the half-fiend and half-dragon templates, then incorporate an ability similar to that of a White Witch: energy spells (acid, cold, electricity, fire) ignore resistance to energy and deal half damage against creatures immune to energy. I suggest reworking her absorption from the robes to "Elemental Absorption" (su) which includes acid, cold, electricity and fire.

Edit: I don't see what her metamagic rod does, so the suggestion is that it automatically maximizes every spell that she casts, all day.

I based her off of Karzoug who has a similar challenge rating (since he is the only fully statted runelord currently) until the PCs are able to knock him down a few levels towards the end of ROTR but I see your points, I'll have to rework her a bit then using the inputs you and Myrryr gave me.

Originally she was supposed to be mythic based off of her profile in Inner Sea Magic being a CR 20+ but due to how broken mythic can get I've decided against going mythic with this campaign and her.

Also her metamagic rod allows her to empower any spell she casts, i'll have to find what book I found it in.

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So running a sequel to Rise of the Runelords with the Runelord of Wrath Alaznist being the BBG, so went all out and made her along with some unique equipment befitting her. Let me know what you all think! I know Alaznist isn't really expanded upon so I had to make her iconic ranseur and robes.

Runlord Alaznist CR 24
Female Azlanti Evoker 20
CE Medium Humanoid (Human)
Init +6; Senses arcane sight, see invisibility, darkvision 60 ft.; Perception +29
AC 46, touch 33, flat-footed 40
(+6 Insight, +6 Dex, +14 Armor, +5 Natural, +5 Deflection)
Hp 470 (20d6+420); Fast Healing 10
Fort +19, Ref +20, Will +26
Defensive Abilities Acid Resistance 20, Cold Resistance 20, Freedom of Movement;
Immune electricity, poison, confusion effects, polymorph effects, feeblemind, fire absorption; SR 25
Speed 30 ft.
Melee Alaznist’s Wrathful Ranseur +31/+31/+26 (2d4+18 plus 1d6 fire/x3 plus 2d10 fire)
Special Attacks Intense Spells (+11), Force Missile (1d4+11; 15/day), Elemental Wall (20 rounds), Mark of Pure Wrath
Spells Per Day 7/7/7/7/7/7/7/6/5
Spells Prepared (CL 20th; Concentration +32)
9 – maximized chain lightning (2) (DC 33), meteor swarm (2) (DC 33), energy drain (DC 30), time stop, wish
8 – clenched fist, polar ray (2) (DC 32), maximized cone of cold (3) (DC 32), horrid wilting (2) (DC 30)
7 - forcecage (DC 31), quickened fireball (3) (DC 31), prismatic spray (2) (DC 30), finger of death (DC 29), maximized ice storm (2) (DC 31)
6 – chain lightning (2) (DC 30), contingency, forceful hand, disintegrate (2) (DC 27), flesh to stone (DC 28), sign of wrath (2) (DC 30)
5 – cone of cold (3) (DC 29), wall of force, empowered fireball (3) (DC 29), empowered lightning bolt (2) (DC 29)
4 – ice storm(2) (DC 28), quickened magic missile (2), wall of fire (2), wall of ice (DC 27), enervation (DC 26)
3 – fireball (2) (DC 27), lightning bolt (2) (DC 27), wind wall, vampiric touch, fly, keen edge, slow (DC 25)
2 – flaming sphere (DC 26), scorching ray (3), shatter (3) (DC 26), spectral hand, invisibility
1 – burning hands (2) (DC 25), magic missile (3), shocking grasp, true strike, ray of enfeeblement (DC 23), reduce person (DC 23)
0 (at will) – detect magic, read magic, ray of frost, light
Thassilonian Specialization: evocation; Opposition Schools: abjuration and conjuration
Str 28 Dex 22 Con 22 Int 35 Wis 20 Cha 20
Base Atk +10; CMB +19; CMD 45
Feats: Scribe Scroll, Empower Scroll, Maximize Spell, Quicken Spell, Widen Spell, Arcane Strike, Arcane Armor Training, Spell Focus (Evocation), Greater Spell Focus (Evocation), Defensive Combat Training, Toughness, Martial Weapon Proficiency (Ranseur), Weapon Focus (Ranseur), Weapon Focus (Ray), Elemental Spell
Skills: Acrobatics +30, Appraise +39, Craft (Alchemy) +39, Escape Artist +20, Fly +38, Intimidate +29, Knowledge (Arcana) +39, Knowledge (Dungeoneering) +39, Knowledge (History) +39, Knowledge (Planes) +39, Knowledge (Religion) +39, Linguistics +29, Perception +29, Spellcraft +39, Use Magic Device +29
Languages: Thassilonian, Common, Azlanti, Giant, Shoanti, Varisian, Abyssal, Aklo, Infernal, Draconic, Ignan, Goblin, Elven, Dwarven, Orvian, Terran, Auran, Aquan, Cyclops. Celestial, Halfling, Gnome, Osiriani
SQ Arcane Bond (Ranseur), Arcane School (Evocation), Cantrips, Intense Spells, Force Missile, Elemental Wall
Combat Gear Alaznist’s Wrathful Ranseur, +4 mithral chain shirt; Other Gear 3 Scarlet and Blue Sphere Ioun Stones, Incandescent Blue Sphere Ioun Stone, Pink and Green Sphere Ioun Stone, 4 Pale Green Prism Ioun Stones, 2 Pale Blue Rhomboid Ioun Stones, 2 Dusty Rose Prism Ioun Stones, 12 Emerald Ellipsoid Ioun Stone, 4 Amber Spindle Ioun Stones, Amulet of Natural Armor 5, Ring of Protection +5, Bracers of Armor +6, Alaznist’s metamagic rod, Robes of Xin-Bakrakhan, Ring of Freedom of Movement, three rubies inscribed with the rune of wrath worth 1,000 gp (focus for sign of wrath), Runewell Amulet, Boots of Teleportation
Special Abilities
Contingency (Sp) Whenever Alaznist would be flanked a sign of wrath spell is cast.
Exceptional Stats (Ex) Alaznist was raised from birth to be one of the most powerful evokers of her age and had several pacts with both demon and qlippoth lords. As a result, her ability scores were generated using 25 points, rather than using the standard 15 point buy used to create most NPCs. Additionally, Alaznist being the ruler of Bakrakhan has far more gear than a PC of equivalent level would. These modifications increase her total CR by +2.
Long Lived (Ex) Alaznist was in her prime when Thassilon was in power and when she went into suspended animation. She has lived for 10,000 years and still looks like she did when Earthfall happened. She gains the +3 to Intelligence, Wisdom, and Charisma for having lived passed venerable age but has none of the penalties associated with venerable age.
Quite Mad (Ex) Alaznist was possibly insane; nearly all statues of her depict her with a mad look in her eyes. No one knows if it was the result of the many bargains she made with demons and qlippoths but Alaznist does have a certain kind of madness none can truly explain. She is immune to all forms of madness (including confusion effects and feeblemind).
Fiendish Pacts (Su) Due to the many pacts Alaznist had with various demon and qlippoth lords, Alaznist has many of their traits. She is immune to electricity and poison, and has acid and cold resistance 20; she also gains a +2 profane bonus to her Strength, Constitution, and Intelligence scores and she has the aura of an evil outsider for the purpose of detect evil. Her pact with her patron Yamasoth grants her immunity to polymorph effects. Unfortunately these pacts also make her count as an evil outsider for the purposes of spells and effects that harm them or do increased harm to them (to include evil outsider bane weapons). These modifications increase her CR by +2.
Permanent Spells (Sp) Alaznist has made the following spell permanent on herself: arcane sight, darkvision, read magic, see invisibility, and tongues.
Inherent Bonuses (Ex) Through liberal use of the spell wish Alaznist has given herself a +5 bonus to her Strength, Dexterity, Constitution, and Intelligence scores.
Mark of Pure Wrath (Su) Alaznist developed her own special mark of wrath called the Mark of Pure Wrath. It provides her with a +2 insight bonus on AC and on attack and damage rolls. Also, once per day as a swift action, she can call upon the mark to protect with both a maximized fire shield (CL 20th) and a sign of wrath (CL 20th). The flames her mark generates are black in color and the mark unlike normal marks of wrath does not transfer to the brow of another upon her death.
Fire Absorption (Ex) Alaznist’s Robes of Xin-Bakrakhan not only make her immune to fire but when targeted or hit with a spell or attack that would deal fire damage, she heals herself half the fire damage she would have been dealt.

Alaznist’s Wrathful Ranseur CL 20th
+5 Adamantine Dancing, Flaming Burst, Speed Ranseur
Alignment: CE; Ego 23
Int 20, Wis 14, Cha 15
Communication: Speech
Languages: Abyssal, Thassilonian
Purpose: Defeat/Slay all who oppose the rightful runelord of wrath.
Powers: Alaznist’s ranseur can cast shout 3/day
Special Purpose Powers: Alaznist’s ransuer can cast slay living (DC 20) and cure critical wounds (on Alaznist) at will.
Destruction: The ranseur must be hit with a full blast from the kaiju King Mogero’s breath weapon (not his reflexive blasts) without interference from another kaiju while there is no runelord of wrath living.

Robes of Xin-Bakrakahn
Strong Evocation CL 20th
As much a mark of her position as ruler of Xin-Bakrakhan as a source of protection, these elegant and semi-revealing crimson robes upon closer inspection seem to be made of a combination of pit fiend and red dragon scales with various Thassilonian runes embroidered onto the folds. The robes grants spell resistance 25 and the fire absorption ability when worn.

John Compton wrote:
I recommend you first contact our licensing coordinator Mike Kenway.

Awesome thank you so much!

So I'm sure most are familiar with the film Dorkness Rising from Dead Gentlemen Productions, well in the film they use the actual D&D books, maps, and minis and I know they went through certain channels to be allowed to use them. Well I'm working on my own film based off a group playing Pathfinder (a la Dorkness Rising). I was wondering if anyone knew what proper channels I'd have to go through to be able to use Paizo products such as the books and minis, while the world the film will take place in will be a homebrewed world, we want to use the Pathfinder books and system. So any help on this?

Well I want a full 20 level version of these archetypes, the vampire hunter while the options it does have are nice I feel like more could be added to make this a full blown class. I was thinking maybe a mix of the inquisitor and ranger's class abilities (I'm pretty sure the Advanced Class Guide has a class called the Hunter which may help with this, will have to see when it's released) or some new stuff but geared towards vampires (and undead to a lesser extent since any vampire hunter worth his salt would know vampires tend to come with more undead).

Possibly some abilities to resist level drain, the dominating gaze of the vampire (perhaps even full blown immunity around 17-20th level), and of course stake a vampire without having to make it helpless.

For the witch hunter I'm think of just combining some of these archetype abilities into it's own class if it's possible to balance it all out. The spell breaker and witch hunter both seem to do each other job but in different ways so combining them seems like the logical thing to do.

Found this little number while I was looking for music for this AP. I think it works great for exploration parts, especially later on in Silver Mount.


Similar to the Ninja and the Samurai which are alternates of the Rogue and Cavalier respectively I am trying to make a Witch Hunter and Vampire Hunter alternate for possibly both the Inquisitor and Ranger or simply two alternate class choices for the Inquisitor. Any advice on this or suggestions?

I've checked out the vampire hunter and witch hunter and spell breaker archetypes and while they seem to be a good start I feel like they could have more (in the case of the vampire hunter) or would be awesome combined (in the case of the witch hunter and spell breaker).

Any help would be appreciated. This is for a homebrew campaign setting.

So retrying out a campaign setting building exercise I read a long time ago and wanted to see what you all think of it (or come up with using it).

The premise is this: Imagine a planet in the shape of a d20 die, each of the triangular sides on it is a blank slate for you to build whatever country/continent/island chain/culture/etc you want. Once you have finished detailing one triangle you move on to the next one until all 20 sides of the d20 have been fleshed out. Get as creative as you want with these triangles as it's up to you if whatever is on say the #1 triangle will interact with the #18 triangle. You can also have others make their own stuff on the other triangles for a group made world.

Each triangle measures let's say 5,000 miles from center point to each corner (lost my notes on how many actual miles each triangle would be if this was based off of Earth so just making up a number right now).

Again be as creative as you want, put whatever races, cultures, technology, classes, and such in each triangle.

TBH I've had great success using this technique to build my campaign worlds but never had success when working with others to build a group made world.

When Inner Sea Bestiary came out I saw the rules for the Spawn of Rovagug to include the hibernation rules, which is the only thing that saved my players as the party wizard and sorcerer used three Wish spells to first wish for an airless demiplane to come into existence, the second wish for big-T to have a one-way trip to the demiplane, and the third wish to close the demiplane permanently. Tarrasque can't breath and thus goes into hibernation until conditions are right for it to awaken again.

Yeah he is arguably among the top three of the demons lords but I'm going for a before he got to rule three planes. Plus Orcus in Book of the Damned II is even mentioned as being bigger on other worlds and taking his time with Golarion so trying to go for a similar angle.

Glad you guys like the conversion, still working on his CR 30 version, also working on Socothbenoth since he's a possible final boss if the PCs help Graz'zt dethrone him (lesser or greater of two evils depending on your point of view).

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One of my group's favorite NPCs was an android. She was what they called an "infiltrator" an android trying (sometimes too hard) to act human to better study (to better kill) humanoids. She didn't get jokes, she was naïve, she was blunt, her data on humanoids and their culture/habits was out of date and she had problems understanding morals when logically killing solved the problem that letting a potentially recurring enemy could become.

I basically played her as a child genius that doesn't know any better, can easily explain nuclear physics but doesn't know how to tell when someone is straight up lying to her face or how to act cultured during a nobleman's dinner party.

From 3.5 there's the spell-less ranger and paladin from Complete Warrior, those worked well for my low magic games. If you don't like them they might at least give you an idea to go off of.

Bellona I like your explanation of the CRs it works quite well for campaign plot line and planning.

yeah I was working him to be a nascent for my campaign, he's not meant to be a full demon lord...yet. I think the highest nascent's go is CR 25 according to Book of the Damned II.

I never knew about the update actually, I was going off of the Fiendish Codex 1 entry with a bit of his Book of Vile Darkness version mixed in. But seeing as he has a CR 32 version I may have to make a CR 30 version based off the Demonomicon version (will have to find it) to use for the end of my campaign.

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I converted Graz'zt as a nascent demon lord due to his low (for a demon lord anyhow) CR in 3.5, plus in my campaign I am using him as a nascent demon lord since the PCs may have a chance to stop him from killing Socothbenoth and becoming a full demon lord. I even changed his weapon from a simple +5 acidic burst bastard sword (I used the version from Fiendish Codex II) to an actual artifact.

Let me know what you think!

Graz’zt, The Dark Prince CR 23
CE Large Outsider (Chaotic, Evil, Extraplanar, Demon)
Init +13; Senses darkvision 60 ft., detect good, detect law, true seeing; Perception +35
Aura unholy aura (DC 32)
AC 47, touch 32, flat-footed 37 (-1 size, +4 deflection, +9 Dex, +14 natural, +10 profane)
Hp 472 (27d10+324); regeneration 15 (good and epic)
Fort +27, Ref +24, Will +22
Defensive Abilities Displacement, freedom of movement; DR 15/cold iron and good and epic; Immune charm and compulsion effects, death effects, electricity, and poison; Resist acid 30, cold 30, fire 30; SR 34
Speed 40 ft.
Melee Rapture of Ecstasy +41/+36/+31/+26 (2d8+13/17-20 plus 1d6 acid [plus 1d10 acid on a critical hit])
Space 10 ft.; Reach 10 ft.
Special Attacks fear
Spell-Like Abilities (CL 20th); Concentration +47
Constant – detect good, detect law, true seeing, unholy aura (DC 32), freedom of movement, vitriolic mist
At will – astral projection, charm monster (DC 28), desecrate, greater dispel magic, greater teleport, telekinesis (DC 29), unhallow, unholy blight (DC 28), unnatural lust (DC 26)
3/day – dominate person (DC 29), empowered unholy blight (DC 28), acidic spray (DC 29), black tentacles
1/day – caustic eruption (DC 31), waves of ecstasy (DC 31), summon demons
Str 27, Dex 28, Con 35, Int 33, Wis 25, Cha 38
Base Atk +27; CMB +36; CMD 69

Feats Power Attack, Cleave, Combat Expertise, Dodge, Empower Spell-Like Ability (unholy blight), Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Initiative, Weapon Focus (bastard sword), Mobility, Spring Attack, Vital Strike, Improved Vital Strike, Greater Vital Strike

Skills Acrobatics +39, Appraise +41, Bluff +52, Climb +38, Diplomacy +44, Disguise +44, Intimidate +44, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (religion) +41, Knowledge (the planes) +41, Linguistics +41, Perception +45, Sense Motive +37, Sleight of Hand +39, Spellcraft +41, Stealth +38; Racial Modifiers +8 Bluff, +8 Perception

Languages Common, Abyssal, Aklo, Aquan, Auran, Celestial, Draconic, Dwarven, Elven, Giant, Gnome, Goblin, Gnoll, Halfling, Ignan, Infernal, Orc, Sylvan, Terran, Undercommon; telepathy 300 ft.

SQ change shape (any humanoid; alter self), nascent demon lord traits, item master

Combat Gear Rapture of Ecstasy, major cloak of displacement

Fear (Su) As a free action, Graz’zt can inspire fear (as the spell of the same name) by sneer and word once per round in any target creature within 60 feet. This effect can be resisted with a DC 28 Will save. Even creatures immune to fear can be affected but they gain a +4 bonus to their save while mythic creatures immune to fear gain a +8 bonus to their save. This is a mind-affecting fear ability. The save DC is Charisma-based and includes a +4 bonus.

Item Master (Ex) Although not an actual spellcaster, Graz’zt can use any magic item, even spell completion items such as wands and scrolls. He does not create items.

Nascent Demon Lord Traits In addition to many of the defenses and abilities incorporated into Graz’zt’s statistics above, his weapons (natural and manufactured) are treated as chaotic, epic, and evil for the purpose of resolving damage reduction. Also he can grant spells to her worshipers—he grants access to the domains of Chaos, Charm, Evil, and Trickery and the subdomains of Demon, Deception, Fear, and Lust.

Summon Demons (Sp) As a nascent demon lord, Graz’zt can summon any demon or combination of demons whose total combined CR is 20 or lower. This ability always works, and is equivalent to a 9th-level spell.

SLOT weapon CL 20th WEIGHT 12 lbs.
AURA strong evocation and necromancy

This wavy bladed bastard sword drips with earth blackening acid and no one knows if Graz’zt created this powerful weapon or found it but it is Graz’zt’s most prized possession.

This +5 Corrosive Burst Cruel Heartseeker bastard sword on a critical hit causes the target to make a DC 29 Fort save or be stunned for 1 round by immeasurable amounts of both pleasure and pain, if the target is already stunned the duration of the stun increases by +1d6 rounds.

The Rapture of Ecstasy must be brought before and kissed by the demon lord Nocticula, the Empyreal Lord Arshea, and the Whore Queen Ardad Lili (in that order) before finally being brought before Calistria who must be convinced to kiss the blade then she can simply snap it, destroying it forever.

Batman is simple

LG Male Human Investigator 2/Inquisitor 5/Unarmed Fighter 7/Sleepless Detective 6

Yes a lot of cross-classing (and one prestige class) but in the end it fits Batman easily. This is before ACG comes into play of course.

What's funny is that King Mogaru's entry in B4 states he's not the most powerful kaiju so the G-man could be the true king of PF kaiju...