Yithdul

Lochar's page

Organized Play Member. 520 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.


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Scarab Sages

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Honestly, I think a CG worshiper of a redeemed Nocticula would be fun.

Scarab Sages

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Matt Thomason wrote:
I do, however, concede that if a product isn't designed to run out of the box, it should state that clearly. Then at least there's no room for claims that it isn't suitable for its expected function. In fact, some kind of indicator on APs and modules of the amount of work a GM is expected to put in could be a nice feature.

Honestly, you know what would be an interesting thought experiment?

The end of book stat build outs for what the devs consider to be the 'baseline' for that AP.

Scarab Sages

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NobodysHome wrote:
Deadmanwalking wrote:

Actually...a +3 enhancement bonus cuts through DR/Cold Iron, so an Evil Outsider Bane Longsword will do the same vs. evil outsiders (since it has a +3 enhancement bonus vs. them).

Just for the record.

The way I read that rule is that it's the raw +3/+4/+5, so +1 Evil Outsider Bane is NOT the same as just plain +3.

A magic weapon is enhanced to strike more truly and deliver more damage. Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonuses on attack rolls do not stack with their enhancement bonuses on attack rolls.

Some magic weapons have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents, including those from character abilities and spells) higher than +10. A weapon with a special ability must also have at least a +1 enhancement bonus. Weapons cannot possess the same special ability more than once.

Weapons with an enhancement bonus of +3 or greater can ignore some types of damage reduction, regardless of their actual material or alignment. The following table shows what type of enhancement bonus is needed to overcome some common types of damage reduction.

Notice that they're separate: Magical enhancement bonus is one part, and special ability bonus is separate.

Yeah, but the bane special ability has a caveat for that.

Quote:
Against a designated foe, the weapon's enhancement bonus is +2 better than its actual bonus.

So it is automatically a +3 weapon with regards to bypassing DR.

Scarab Sages

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Alright, so you wanted details.

The evening started with the group getting contacted by Nocticula as they became notorious. While she invited them to the Vault of Graves, none of them know what it was. Taking some time to rest as she warned them about the defenders, the party paladin started asking around. I set it as 1d4 hours and a Diplomacy check for Gather Info at the same DC as the K: Local check.

7 hours later, Steelmane finally manages to get the info and they head out.

As expected, they trounced through the shadows and the coloxus, no troubles.

When they opened the door to Nocticula's area, she welcomed them in warmly and hit them with her aura. Both the cleric Brother Peter and Steelmane rolled natural 20s. Mordekay and Rogar both failed and stood there, entranced at her words.

As she wasn't bothering to actually attack the party, Peter shook the two out of their trance and conversation commenced. Steelmane did most of the conversing and the party learned that Nocticula knew about the crystals but didn't care too much one way or the other, but the party provided an interesting way to get a minor favor out of the good gods and still keep her hands clean.

Steelmane, child of Iomedae that he is, immediately stated that they couldn't make any deals on behalf of the gods. Nocticula stated that was fine. The fact that she'd help them was enough to make her mark. As their talismans didn't ping, they agreed.

Nocticula made her offer of a single question, an item, or *flaring her wings, the runed names flaring* the offer of ascension under her. Which, obviously, pinged.

Brother Peter asked about his followers and the fact that one of them had been cut off in death in a prayer to him, here on the Abyss. Nocticula responded that the other half of his divine power was collecting the souls of those who didn't worship her.

Steelmane asked how to close the worldwound. Nocticula replied that while she didn't know how it was opened, it would likely take recreating and reversing the ritual that opened it.

Rogar asked for Gloves of Elvenkind. Nocticula gave him the pair of gloves, made from a skinned elf. The gloves included the bits of hair on the back of a man's hand, fingernails, the whole nine yards.

Mordekay wondered to himself how he could ascend from an Aasimar to a Half or Full celestial without dying. Nocticula answered, stealing his question because she'd been conversing mentally with them, that it would require the sponsorship of one of the good gods and whatever they required of him.

She then told them to step into the pool to be whisked away to the island.

They did so, only to get dumped onto the pier where I had them roll init. The flayed angel floated like a corpse in the water and I described it as the flayed body of a planetar. The party was going to do something about it, but the angel got the highest init and attacked.

Reflex DC 15 for the water is stupid, by the way. Everyone had to roll a 1 to fail, and no one did.

Rogar opened a mythic dimension door to the land, hilariously opening it exactly 20' from the runestone. So when he went through, I took an AoO on him.

I managed to grab Peter as well when he came through, and nearly killed him with grapple/constrict/drop and repeat. Note, I didn't realize your document had upgrade the harvester so I actually was using the stats from the book.

The party managed to kill the Angel after a few rounds and got far enough away from the runestone that it couldn't reach. Peter dropped a few Mythic Heals to fix Con and Str damage (Mordekay flew into the water to get the +3 unholy greatsword and found out that full immersion in the water negates ANY save on the poison)

They waited an hour to allow Peter to reclaim his spells and Mordekay used that time to contact Arueshalae, his girl friend [remember this] through the chaotic pact. Everyone has it as Arueshalae is redeemed, but Mordekay follows Desna as well and asked her to use Commune with Power to ask about the sponsorship. Desna agreed, but there would be tasks before it would happen.

Using the Spherewalker staff, the party put on their waterwalking shoes and headed upriver.

By this time, full dark had fallen when the party made it to the lake with the barge. I ruled that there was a peak of light that illuminated the lake for a moment, showing the beached barge in the center of the lake.

The party figured it was a trap and was going to go around it, but wanted more info first. Mordekay dropped daylight onto an arrow, True Striked, and shot at the ship. Rolled a 1. I ruled it flew well over, illuminating for a moment a man standing on the ship.

Peter dropped a mythic Daylight onto another arrow, Mordekay True Striked again, and this time actually hit the barge. It illuminated a man and a couple of dead bodies lying around. The man stepped up, looked towards them, then pulled the arrow down and snapped it, ending the Daylight spell.

Curious now, and willing to spring the trap, the party ventured up. Rogar led, putting up invis and the party staying 100' further back. When Rogar was in about 50', Kestoglyr saw him with See Invis and called out to him, asking if he brought a message from her and if he was being recalled. Rogar, irritated about being seen invis, called back a question of who is 'she'?

Silly move. Kestoglyr decided that maybe their deaths would grant him her grace again. Everyone else was too far back when Kestoglyr rushed him. I'd chosen dimensional anchor as the unhallow effect with hilarious results, as Rogar couldn't Mirror Dodge out of the way. By the end of the battle, the party was down to about half mythic power and spells due to multiple Mythic Heals having to be used for Negative Levels from Bodak gazes.

Poking around the barge, the party decided they could use it if they broke the anchor. They did so and the barge slipped free. With nothing to pull it, the current started it back the way they'd gone. Cursing, they cast Water Walk again and continued heading up river. 8 miles up river is the River Gate, which I'd replaced that encounter with Jerribeth.

Jerribeth had been scrying on the party the entire time, so she knew when they were close so she had plenty of buffing time. When the party got up to near her, she called out for the usurper to return her power and die.

Obviously, Peter would rather not have died, so initiative was rolled.

Jerribeth got the highest and started off with a Deeper Darkness and Quickened Mythic Blindness/Deafness on the Paladin. Sadly, even a DC 26 wasn't enough to touch him. I'm making a point to invest in Heighten spell and Mythic Heighten from now on, I think.

Jerribeth let them cast Daylight and Steelmane started charging towards her. On her turn, she tried to augment Dust of Twilight, but rolled a 2 and couldn't dispel Peter's daylight. She did get him to fatigue with it though.

A few rounds in, Jerribeth has burned through about half her Mythic Power and hit the party with a Mythic augmented Harm, failed to Dismiss Steelmane, and almost shattered Radiance due to the 15th level effect of Wrecker. The only thing that saved Radiance was the fact that Steelmane had taken Legendary Item twice and as a minor artifact that wasn't its destroy condition.

Steelmane hit Jerribeth down to -50 or so, but thanks to Hard to Kill and Mythic Die Hard, Jerribeth teleported away.

The party readied actions, including Rogar to Mythic up a dimensional Lock on her, when she returned.

Jerribeth took a few rounds to Heal herself up, dropped another Mythic Harm, and then teleported back to where Peter had been last.

Unfortunately for her, everyone had moved. Rogar locked her down, Steelmane charged, Mordekay took a shot at her, and Peter did something, can't recall offhand.

Irritated and now dimensionally locked, Jerribeth burned a mythic point to cast Blasphemy as a Divine Source SLA. She hadn't wanted to do so as Peter was still close and got caught in it as well. Most everyone made their save for partial, however the save wasn't high enough with the -4 penalty to not be kicked out of the plane for 24 hours.

Mordekay and Steelmane's mount were the only two left with Jerribeth severely mad.

Mordekay threw up a emergency force sphere while she was out of actions, then on his turn teleported back to the Vault of Graves as there was only one person he knew could save his bacon at the moment. Steelmane summoned his mount back to him. I have yet to keep this mount dead, it's funny actually.

Jerribeth took a moment to dispel the lock and then Greater Scryed for him. Teleporting to him, she found Mordekay in the empty Vault of Graves. Seeing Jerribeth, Mordekay quickly shouted out he would give Nocticula anything if she saved him.

Yes, at this point I paused the game. "Anything?"

"So long as I live through this."

Suddenly Jerribeth shifts, and is dead is pieces with Nocticula standing over Mordekay. She smiles at him, running a finger across his cheek. "You won't be needing this anymore." and she shatters his bond with Arueshalae. "Until your companions return, let us see how well you hold to your bargain."

Nocticula moves the two of them to her private bourdaire. Mordekay manages to survive the 24 hours, but pays by having to accept her Profane Ascension, loses a Mythic Tier (Which lost him his Beyond Morality), and takes a shift from CG to CN. If he hadn't had Beyond Morality protecting him and needing to lose the tier to get to his alignment, it would have been a shift to CE.

Mordekay previously was a hunter of demons. Now, he is a hunter of demons under Nocticula's banner. He now worships Nocticula and had to give up his white robe of the archmage to Rogar because it was hurting him.

Additionally, Mordekay may take no Atonement spells to go to any good alignment. As he personally and purposely chose his path, there will be no easy way back if he wants a good alignment back.

Brother Peter asked if with Jerribeth now dead, if he would be getting the full power of the followers et all. I told him no, as Nocticula upon killing Jerribeth took all her mythic energy so no more freebies. Though he can now actually deny clerics that don't match his chosen alignment since Jerribeth can't grant in his place.

Scarab Sages

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Beyond Morality wrote:
You have no alignment. You can become a member of any class, even one with an alignment requirement, and can never lose your membership because of a change in alignment. If you violate the code of ethics of any of your classes, you might still lose access to certain features of such classes, subject to GM discretion. Attempts to detect your alignment don't return any results. If a class restricts you from casting spells with an alignment descriptor, you can cast such spells without restrictions or repercussions. If you're the target of a spell or effect that is based on alignment, you're treated as the most favorable alignment when determining the spell's effect on you. Any effects that alter alignment have no effect on you. If you lose this effect, you revert to your previous alignment.
Talisman of Pure good wrote:

A good divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed, the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.

A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, he takes 6d6 points of damage per round of contact. If an evil divine spellcaster touches one, he takes 8d6 points of damage per round of contact. All other characters are unaffected by the device.

Nothing in Beyond Morality states you can choose to be the best alignment for an object, and the Talisman specifically requires a Good divine spellcaster.

Beyond Morality would just stop a previously evil divine spellcaster from taking the worst of the effects since he doesn't have an Alignment to check against.

Scarab Sages

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Sc8rpi8n_mjd wrote:

@Lochar,

Wow, thanks for taking your time to write such a detailed description! It helps a lot, and you even gave me some new ideas for my game.

Nice character backgrounds, and I would absolutely love to see that Jerribeth statblock. I like your concept of a "theological fight", it gives a nice touch to an already interesting background.

I remember the Ponyfinder, I even bought the pdf after reading your post long time ago :-)

Do you think swapping call lightning for chain lightning on Ibaheniel's statblock would make for a more interesting fight? It could give some multi-target damage and keeps the lightning theme.
What about the Demonic Knowledge ability? Was it useful in keeping him alive for a little longer? In my game I'll probably let him start the fight with some additional buddies already summoned to give extra targets to the players.

I never used call lightning, as having to hand over an entire round for casting it would have been a waste of time, so yes chain lightning would have been great.

Demonic Knowledge was fun as well. Mainly because I went 'You, you, you and you all look like casters or paladins of some type. Oh, two paladins. Ignoring Smite. Cleric? Ignoring alignment channel. Sorcerer? Ignoring your favorite spell."

And as for Jerribeth, note that she's actually a bit tougher than Hepzamirah, but horribly lacks in the melee damage department.

If you use her, be careful! :P

Spoiler:
Jerribeth, Madness Incarnate

Oracle 14/Hierophant 7
CE Huge outsider (chaotic, demon, evil, extraplanar, mythic)
Init +19(M); Senses darkvision 60 ft., true seeing; Perception +26
DEFENSE
AC 39, touch 11, flat-footed 36 (+20 natural, –2 size, +1 Dex, +8 Armor, +2 Dodge)
hp 417 (12d10+14d8+288)
Fort +27, Ref +8, Will +20
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
OFFENSE
Speed 40 ft., fly 60’ (good)
Melee 2 pincers +30 (2d8+10/19–20), 2 claws +30 (1d6+10), bite +30 (1d8+10)
Space 15 ft.; Reach 15 ft.
Special Attacks rend (2 pincers, 2d8+15)
Spell-Like Abilities (CL 14th)
Constant—true seeing
At will—chaos hammer (DC 28), confusion (DC 28), dispel magic, mirror image, reverse gravity (DC 30), greater teleport (self plus 50 lbs. of objects only), veil (self only), unholy blight
1/day—power word stun, summon (level 4, 1 glabrezu 20% or 1d2 vrocks 50%)
1/month—wish (granted to a mortal humanoid only)
STATISTICS
Str 31, Dex 13, Con 31, Int 16, Wis 16, Cha 39
Base Atk +22; CMB +24; CMD 34
Feats Cleave, Great Cleave, Improved Critical (pincer), Persuasive, Power Attack, Vital Strike, Improved Initiative(M), Spell Penetration(M), Greater Spell Penetration, Dodge(M), Endurance, Die Hard(M), Quicken Spell
Skills Bluff +28, Diplomacy +22, Intimidate +22, Knowledge (history) +18, Knowledge (local) +18, Perception +26,Sense Motive +18, Stealth +7, Use Magic Device +17, Spellcraft +25; Racial Modifiers +8 Bluff, +8 Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.

Mythic Paths: Mythic Spellcasting, Eldritch Breach, Flexible Counterspell, Divine Source, Enhanced Ability (Cha), Divine Source(Disabled), Overcome Curse
Source: Chaos, Evil, Madness(Disabled): Sub(Disabled): Nightmare, Demon

Hierophant ability: Recalled Blessing

Mythic Power: 17/day

Enhanced Abilities: Jerribeth has a bound Succubus’ gift granting her +2 to Dex.

Mystery: Dark Tapestry
Curse: Wrecker
Revelations: Cloak of Darkness (+8 Armor AC), Wings of Darkness, Brain Drain, Pierce the Veil

Spells: (CL 14, Concentration: +28. Saves are 24+ SL)
0-
1(10)- Entropic Shield, Inflict Light
2(10)- Dust of Twilight(M), Inflict Moderate, Oracle’s Burden
3(9)- Deeper Darkness, Blindness/Deafness(M), Tongues, Inflict Serious
4(9)- Spell Immunity, Dismissal, Control Water, Death Ward, Black Tentacles(M), Inflict Critical(M)
5(9)- Slay Living, Siphon Magic, Major Curse, Feeblemind
6(8)- Harm(M), Heal(M), Planar Binding
7(6)- Greater Scrying, Insanity

Spell Immunity (These were chosen based off of my players): Holy Word, Plane Shift, Mythic Severance

Scarab Sages

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A paladin that had a temper tantrum and did average of 70 points of damage to a handful of people (killing your average 7th level and below NPC) would fall.

All we ask is that Iomedae hold herself to the same thing she holds her paladins to.

Scarab Sages

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Matrix, the level of errata needed for this is going to look like Exalted errata.

Scarab Sages

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You're getting hostility because you asked for help and then stuck you fingers in your ears when we're trying to explain why it'll derail the campaign.

If you want to put it another way, you say Sarenrae is your mechanical benefits goddess for your Paladin.

In what way, shape, or form would a Paladin of the Goddess of redemption, honesty, and healing have an Oathbound paladin of Vengence and against fiends? Vengence tends to preclude redemption and self healing, and if anything the damned souls of demons and devils provide the greatest story of redemption.

Scarab Sages

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Eustorax should start the fight out in the body of a vampire (or at least a spawn), as an undead is immune to mind-effecting.

Soltengrebbe should have SR, and if you want to get really mean he's got three heads, so each head should save or be stunned. The entire body doesn't fall unless all three heads can't control it.

Scarab Sages

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For demon lord fights, if my players would end it in one round, the deathblows are instead going to reflect onto their domain. "Your Mythic Augmented Empowered Maximized Magic Missle slams into Baphomet for ludicrious damage. Instead of Baphomet falling however, you see a huge portion of the prison vanish under the same onslaught as his domain tries to keep him alive."

Scarab Sages

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You know, I've been dodging reading this thread because I'd assumed it was a GM that didn't know how to play the couple.

Then it got long enough to make me curious, so I opened it.

WTF Players. Really. WTF. This is a game. A make believe world where magic is real.

Tell your players to bring one of the following two things to the table. Their character sheet or their politics. Not both.

Honestly, I'd have Irabeth give them a strange look, point out the fact that her Goddess, Iomedae, supports her so what business is it theirs. And then start questioning if the Templars of the Ivory Labyrinth got to them to begin breaking down moral.

Scarab Sages

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Scorpion, I have an enemy for your doc, if you'd like. If Staunton managed to rise as a Gravelord, at least.

Staunton Vhane:
STAUNTON VHANE CR 23
XP 819,200

Male undead antipaladin of Deskari 17/champion 7 (Pathfinder RPG Advanced Player Guide 118,Pathfinder RPG Mythic Adventures20)
No Alignment Medium undead (augmented dwarf)
Init+18(M); Senses darkvision 60 ft.; Perception +20
Auras cowardice (10 ft.), despair (10 ft.) vengence (10 ft), sin (10 ft), depravity (10 ft), sacrilegious (30 ft.)

DEFENSE
AC 37, touch 15, flat-footed 36 (+14 armor, +8 Natural Armor, +1 Dodge, +4 Deflection)
hp 393 (17d10+290)
Fort +32, Ref +18, Will +24; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities hard to kill, mythic saves, force of will, channel resistance +4; Immune disease, undead immunitites, cold, electricity, acid; SR 34

OFFENSE
Speed50 ft.
Melee Soulshear +32/+32/+27/+22 (1d10+21+4d6 acid/19-20 ×3) or spiked armor +31/+31/+26/+21 (1d6+14+4d6 acid/×3)

Reach: 10' with spiked armor, 15' with Soulshear

Special Attacks champion’s strike, channel negative energy (DC 35,9d6), clean blade, dwarven hatred, mythic power (17/day, 1d10), smite good 6/day (+11 attack and +7 AC[4 already from ring], +17 damage), sudden attack, fleet Warrior, precision, Beyond Morality, Extra Mythic path(legendary Weapon), critical master x2

Spell-Like Abilities(CL 17th; concentration +28)
At will—detect good

Spells Prepared(CL 14th; concentration +25)
4th-Greater Invisibility, Dispel Law, Litany of Vengence
3rd-Burst of Speed, Magic Circle Against Good, Magic Circle against Law, Nondetection
2nd—bull’s strength, hold person(DC 14), Invisibility, Litany of Defense
1st—command(DC 13), protection from good

TACTICS
Before Combat Staunton casts Magic circle against Good, Magic Circle against Law, and Invisibility on his mount. He casts Greater Invisibility on himself.

During Combat Having fought the PCs before and with access to intel against them, Staunton makes good use of his knowledge of the PCs. He spends a Mythic Power to start combat at Initiative 38 and another on Power Attack to negate it's penalties. He tends to fight defensively (-4 to Attack rolls, +3 AC. Add Cha bonus to AC as dodge bonus against one opponent, usually enemies that can't be smited) and Smites enemies he knows can be smitten. By this point, Staunton knows if a PC is a Worldwound Walker, Beyond Morality, or otherwise isn't good when they should be. Staunton tends to spend his mythic power into Amazing Initiative prior to his full attacks to use Touch of Corruption, adding stunned or paralyzed to his attacks. Alternately, he may use curse. Staunton automatically confirms all criticals against his targets. A critical blow with Mythic Power Attack from Soulshear deals 3d10+241 damage plus 4d6 acid before Smiting damage.

Soulshear summons a Vrolikai on the first turn of combat.

Due to his own Beyond Morality, Staunton cannot be the target of Smite Evil. He always chooses the alignment that causes him the least damage when the target of spells that are alignment dependent.

Morale Staunton fights to the death.

STATISTICS
Str28, Dex16, Con -, Int16, Wis16, Cha 32
Base Atk+17; CMB+13; CMD23 (27 vs. bull rush and trip)
Feats Craft Magic Arms and Armor, Power Attack(M 2h: -5/+20, 1h: -5/+15), Toughness(B, M), Improved Initiative(B, M), Mounted Combat(B), Ride-By Attack(B), Weapon Focus (Glaive), Dodge, Osyluth Guile, Mobility, Lunge, Monkey Lunge, Combat Expertise (-5/+5 dodge AC)

Skills Acrobatics +20, Bluff +28, Intimidate +7, Linguistics +1, Perception +20 (+22 to notice unusual stonework), Ride +15, Sense Motive +7
Languages Abyssal, Common, Dwarven

SQ amazing initiative, cruelties (diseased, fatigued, cursed, stun, paralyzed) DC 29 Fort, fiendish boon (mount, greater apocalypse locust [See Page 9, City of Locusts]), impossible speed, touch of corruption (8d6, 19/day)

Combat Gear -; Other Gear +5 spiked full plate, Soulshear, Headband of Alluring Charisma +6, Belt of Physical Might +6 (Str, Dex), Vest of Vast Intelligence +2 (Acrobatics), Amulet of Natural Armor +4, Ring of Protection +4

SPECIAL ABILITIES

CR Calculation: Antipaladin 17 (CR 16), Mythic Tier 7 (CR +3), Graveknight (CR+2), Exception Stats (CR+2)

Exceptional Stats (Ex) Staunton is exceptional, and his ability scores were generated using 25 points rather than the standard 15-point buy used to create most NPCs. In addition, he has the full support of the Worldwound behind him, and
thus has gear equal to that of a PC rather than an NPC. These modifications increase his total CR by +2.

Sacrilegious Aura (Su)

A graveknight constantly exudes an aura of intense evil and negative energy in a 30-foot radius. This aura functions as the spell desecrate and uses the graveknight's armor as an altar of sorts to double the effects granted. The graveknight constantly gains the benefits of this effect (including the bonus hit points, as this aura is part of the graveknight's creation). In addition, this miasma of fell energies hinders the channeling of positive energy. Any creature that attempts to summon positive energy in this area—such as through a cleric's channel energy ability, a paladin's lay on hands, or any spell with the healing subtype—must make a concentration check DC 29. If the character fails, the effect is expended but does not function.

Rejuvenation (Su)

One day after a graveknight is destroyed, its armor begins to rebuild the undead horror's body. This process takes 1d10 days—if the body is destroyed before that time passes, the armor merely starts the process anew. After this time has elapsed, the graveknight wakens fully healed.

Channel Destruction (Su)

Any weapon a graveknight wields seethes with energy, and deals an additional 1d6 points of damage for every 4 Hit Dice the graveknight has. This additional damage is of the energy type determined by the ruinous revivification special quality. Staunton deals an extra 4d6 acid damage.

Devastating Blast (Su)

Three times per day, the graveknight may unleash a 30-foot cone of energy as a standard action. This blast deals 10d6 points of acid damage (Reflex DC 29).

Legendary Weapon (Mythic)
Soulshear has become Staunton's legendary weapon. The three abilites it has have modified it thusly.
Upgradable - Staunton has spent the requisite money to upgrade Soulshear to a +5 keen transformative glaive.
Adroit- As a swift action, Staunton may spend one legendary surge power to gain a +20 insight bonus to his next attack with Soulshear.
Demon Within - The demon imbued in Soulsheer has feasted on the deaths of so many others now, that the babau has transformed first into a Vrock and then into a Vrolikai. Once per day Soulsheer may summon a portion of it's consciousness out of the glaive, acting as a CL 17 Summon Monster IX spell to summon a Vrolikai.

Encounter: Staunton arrives with the Greater Apocalypse Locusts in the basement of Drezen. One of the Locusts is his new mount.

Scarab Sages

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Going to be starting book 4 this weekend myself. If I didn't have the alt stats, I'd be throwing out HP for anything with a name. HP would become HP: Stays standing until round 3 or two-three confirmed criticals, then has CR x 5 HP.

Scarab Sages

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Very early on you find an adamantine weapon.

My party has taken to calling that their lockpick. Take that as you will.

Scarab Sages

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I Thoth you were on our side, Majuba! Traitor!

Scarab Sages

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Osiris-ly now. I Maat go insane with all the punnies. You're all going to get a Sobek-et of Pun masters.

Scarab Sages

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Bes not to ask.

Scarab Sages

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darkwarriorkarg wrote:
David knott 242 wrote:

They hold separate rituals to cheer for Apep. Those rituals are, of course, known as Apep rallies. Osirionite worshipers wince at the foreigners who drop that initial A.

Isis what you did there.

Did we have to Set him off on the puns?

Scarab Sages

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Considering there are rules for demons reinforcing the Gray Garrison, the best answer I can think of is "Areelu shows up when the Garrison has been reinforced to the point that the PCs have no possible way of breaking in."

Scarab Sages

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The Worldwound is still, currently, part of Golarion. So Dismissal will still work. Anything that has the extraplanar subtype is subject to dismissal.

Scarab Sages

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After the party has been friendly with the NPCs in question for long enough, I usually tell them pieces and parts of the backstory as information they've found out just by being friends.

And Aldarionn, when the PCs find Irabeth's sword in the Garrison that's a good place to at least give some 'How the hell did it end up here' moments.

Especially after the read the note.

Scarab Sages

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Advanced apocalypse locusts with MR 6.

Spoiler:

GREATER APOCALYPSE LOCUSTS CR 14/MR 6
XP 38,400 each
Advanced apocalypse locust (Pathfinder RPG Bestiary 412)
CE Large outsider (evil, extraplanar, mythic)
Init+6; Sensesdarkvision 60 ft., see invisibility; Perception +22
DEFENSE
AC29, touch 13, flat-footed 25 (+2 Dex, +2 dodge, +16 natural,
–1 size)
hp212 each (16d10+124)
Fort+14, Ref+9, Will+13
DR10/epic; Immuneelectricity, poison; Resistacid 10, cold 10,
fire 10; SR25
OFFENSE
Speed30 ft., fly 60 ft. (good)
Melee2 pincers +26 (2d6+12 plus grab), sting +27 (1d6+12
plus poison)
Space10 ft.; Reach10 ft.
Special AttacksAbyssal torment, breath weapon (30-ft. line,
6d6 fire damage plus accursed brand, Will DC 22 negates,
usable every 1d4 rounds), constrict (1d8+18), maddening
buzz, mythic power (6/day, surge +1d8), powerful pincers
Spell-Like Abilities(CL 14th; concentration +18)
Constant—see invisibility
At will—blight(DC 19), greater dispel magic, greater teleport
(self plus 50 lbs. of objects only), telekinesis(DC 19)
1/day—creeping doom

STATISTICS
Str34, Dex14, Con18, Int15, Wis17, Cha19
Base Atk+16; CMB +29; CMD 43
FeatsDodge
M
, Flyby Attack, Improved Initiative, Improved
Natural Attack (pincer), Lightning Reflexes
M
, Multiattack,
Power Attack
M
, Weapon Focus (pincer)
SkillsAcrobatics +21, Bluff +23, Fly +23, Intimidate +23, Knowledge
(religion) +21, Perception +22, Stealth +17, Survival +22
LanguagesAbyssal
SPECIAL ABILITIES
Abyssal Torment (Su)If a victim takes ability damage from
a greater apocalypse locust’s poison, it suffers wracking
pain and takes a –4 penalty on attack rolls, skill checks, and
ability checks until the damage is healed.
Accursed Brand (Su)A creature that fails its saving throw
against a greater apocalypse locust’s breath weapon has
his flesh branded by the fire and suffers hallucinations for
24 hours. During this time, the victim becomes tainted—
good-aligned clerics and all druids, monks, and paladins are
treated as if they’d temporarily broken their codes of conduct.
Characters who have a class that’s restricted to a good
alignment or lawful alignment are treated as ex-members of
that class for 24 hours. Atonementinstantly ends this effect.
Maddening Buzz (Su)As long as three or more apocalypse
locusts live and churn their wings, any creature within a
range of 100 feet + 10 feet per apocalypse locust must
succeed at a DC 22 Will save or become confused (CL equals
14 + number of apocalypse locusts present). This is a sonic
mind-affecting effect. The save DC is Charisma-based.
Poison (Ex) Sting—injury; saveFort DC 22; frequency1/round
for 6 rounds; effect1 Con plus Abyssal torment; cure2
consecutive saves.
Powerful Pincers (Ex)A greater apocalypse locust’s pincers
are primary attacks.

Scarab Sages

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Axial wrote:
What kind of backup does Deskari have in the final fight? Obviously, he isn't facing the party alone. He's gonna bring in his whole crew!

4 advanced Balors and 8 greater apocalypse locusts. Not withstanding his ability to summon in three more normal Balors with his swift action SLA.

Scarab Sages

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Chuckg wrote:

I'm going overlong. The short version is, however you slice it there is no reason the PCs have to "earn" anything here. Either you can just say that the artifacts are added to our paycheck for this run alongside everything else we're already getting, or else you can say that 'Iomedae is loaning you these things because if you're going to go into the Abyss itself on her behalf then she's going to give you as much help as she can get away with before the Prime Directive starts making frowny faces at her'.

So, no trials necessary, and no need to write any.

<devil's advocate hat on>Perhaps Iomedae needs to give you chintzy trials to hand off things she knows you could use. "Look, I can't just give these to you. You must answer me these questions three!"

Scarab Sages

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Also of note, Iomedae breaks the fourth wall as well.

Quote:

Players who can

answer the questions truthfully (and without
consulting notes or the Internet!) impress
her greatly, yet if the players themselves
do not know the answers, skill check DCs
for their characters to know the answers
are provided.

The more I read the scene, the more I cringe, really.

Scarab Sages

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Of interesting note, Book 5 is technically one big sidequest built to get the party strong enough to survive Book 6.

The party could turn down Iomedae, but then a month or two later Book 6 happens anyways. With the turned Herald showing up as well.

Scarab Sages

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nighttree wrote:
So since I can't wait the next bloody week to know the answer....is closing the worldwound one of the possible options in the last installment ?

Spoiler:

It's a requirement for the 'good' ending to the AP.

Scarab Sages

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Chuckg wrote:
Pfah! 'Have you read my biography?' as an exam question indeed! Who the heck am I talking to -- Iomedae the Inheritor or Gilderoy Lockhart?

Change or to of and you'll have your answer. :D

Scarab Sages

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Brain in a Jar wrote:
Lochar wrote:

Quit looking at it from the likelyhood of a player failing her question.

Look at it from the perspective of Iomedae actually having this as a response to a failed question.

Correction.

1.If the question is not answered correctly and at least one PC doesn't present himself as humble or confident, Iomedae frowns and shakes her head.

The act of getting the question wrong does not provoke the sonic damage. Getting it wrong only means no extra reward for that question.

The PCs (ALL OF THEM) must get the question wrong and not act humble or confident. They have to all fail at BOTH of those for it to happen.

If you're going to play that game, then continue copy/pasting the next few lines. Where she tells the choir to wake them up with sonic damage. I understand they must fail both parts of this question.

Like I said. Quit looking at it from the perspective of whether or not the players can fail the question. Half way coherent players likely won't fail any of the questions.

Why would a LG goddess who wants to ask a favor of the PCs have a sonic attack if they fail the questions she has for them?

Scarab Sages

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Quit looking at it from the likelyhood of a player failing her question.

Look at it from the perspective of Iomedae actually having this as a response to a failed question.

Scarab Sages

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agnelcow wrote:
Chuckg wrote:
Openly mocking Iomedae gets you hit with being struck forever mute, against a DC 40 Will save. Only a deity's will can remove this condition. Iomedae will remove this at the end of the conversation... if she feels like it.

Again, I'd argue that being punished for mocking Iomedae isn't just a matter of her not liking pithy remarks; I think a lot of people are focusing on the Good/Evil axis to attempt to evaluate the actions when they should be looking at Law/Chaos.

The PCs are sworn agents of her crusade on Golarion, and the most powerful ones at that; their actions aren't just their personal choices, but the acts of leaders of thousands of mortals who are fighting a planar war against the forces of Chaos and Evil. The PCs should realize (and if they do not realize by the 5th installment, now would be a good time) that their deeds are reflections on the crusades as a whole and, in that way, reflections on Iomedae's church. Now you might argue that it's not fair that the PCs must represent the crusade, or that they must be held to their oaths, or that there is no real harm since no mortal ears will hear the remarks they make against a goddess, but I would contend that this is a Chaotic (though not evil) viewpoint: not inherently incorrect, but firmly against the beliefs of the goddess in whose presence they stand.

Their derision amounts at best to poorly-considered snark in the face of a very momentous and inspiring occasion, and at worst to blasphemy and insubordination to the deific power to whose cause they are sworn. It doesn't matter if Iomedae is the only one who hears them, because (according to Iomedae) composure and consideration of the whole crusade are things that must be taken into account at all times.

It's not a matter of "she doesn't like what they say", but of "they are showing themselves to be unfit vessels for the divine mandate they claim in leading the crusades". The PCs have power and authority, and Iomedae is enforcing the duties that come with that....

Honestly, the PCs have less sworn to the cause than been pushed at it from almost every angle. Short of Irabeth actually asking the players back in Book 1 about their virtue in the cause before she sends them to the Gray Garrison, the PCs have been thrown into the Fifth Crusade headfirst without their explicit permission. Remember, Galfrey claims them as Heroes of the Fifth Crusade, drops them as the figureheads of a paladin army, and sends them off.

Once they take Drezen, she appoints someone else to lead the city, before directing them to scout behind enemy lines.

Only by Book 4, when the PCs have pretty much equaled her in power, does she work with them as more or less equals.

Looking through the lens of Galfrey, you're right. Only if the PCs are of equal power will Iomedae treat them as more than chess pieces. And chess pieces aren't allowed to not follow the player's commands.

Which isn't LG to me, but LN at best.

Scarab Sages

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Scaevola77 wrote:


This only happens if you either attack her on sight, which is probably one of the dumbest things a PC can do. I mean, any character with more than 3 in Int or Wisdom should know not to do this. Or you openly mock her, suffer the warning blast, and think "I'm going to continue goading this goddess that without any effort was able to deafen and mute me".

So yes, it is possible to permanently crippled . . . IF YOU ACTIVELY ANTAGONIZE A GOD! I think in such situations, it is less "torture", and more "just desserts".

This is comparable to me getting "kidnapped" by my friends for a surprise party, then after we arrive at the location, I pull out a knife and try to stab him. Why on earth would I do that? Why on earth would I not expect retaliation for that?

Alright, let's look at it from this perspective.

The PCs white out, appearing in an unknown location. "Greetings. I am Iomedae"

PC interrupts. "Yeah, right. Pull the other one. What the hell just happened?"

Iomedae blasts him.

PCs roll Init and attack.

Scarab Sages

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Most players, at the first save required or damage from Iomedae, are going to be pulling their own d20s. "What for?" the DM might ask.

"Initiative. That was her surprise round attack, right?" say the players.

Scarab Sages

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Even if torture is hyperbole, kidnapping really isn't. And in game terms, there wasn't even a Will save to negate.

Scarab Sages

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After the fact that most of the garrison was pretty easy, my party enjoyed the fact that they had two fairly dangerous Vrock to deal with.

Scarab Sages

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Anorak wrote:


Then much like what happened to Arazni, the Hand is corrupted to the side of evil.

So yeah Iomedae is bad luck on Heralds.

So you're saying the PCs shouldn't take on the duties of Iomedae's Herald at the end of this book then, right? :D

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Skill checks do not, no. Just like rolling a 20 isn't an automatic success on a skill check, neither is rolling a 1 an automatic failure.

Scarab Sages

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Skill checks don't fail on a nat 1, Tangent.

Scarab Sages

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Making the Herald tougher:

Heart of Darkness (Ex):

The Herald of the Ivory Labyrinth has no heart, instead pulsing in his chest lies a flawless Nahyndrian crystal, mined from the Midnight Isle of Nahyndri itself. While the crystal beats as the Herald's heart, the Herald is considering Mythic Rank 10, gaining an extra 2 uses of Mythic Power, a surge die of d12, and 20 additional HP. Additionally, the Herald gains access to all Mythic versions of his Spell-Like Abilities.

Removing the Nahyndrian crystal requires the Herald be willing, helpless, or grappled by the person attempting to remove the crystal. Additionally, it requires a DC 25 Strength check to pull the crystal free of the Herald's body. Once the crystal is removed from the Herald's body, the Heart of the Herald may be placed into the Herald's body with all effects as the Heartless(Ex) ability.

If the Herald has nothing in his chest, he may as an immediate action cause the unattended Nahydrian crystal to return back into his body. If the crystal is attended, it is a standard action and requires the holder of the crystal to make a Reflex save, DC 29. This save is Con based.

--Edit
Additionally if you'd like, like him use his Summon ability as Quickened. Then he can actually get 1d4 labyrinth minotaurs to help out most likely.

Scarab Sages

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Tangent101 wrote:
"Excuse me, I know I'm lawful good and all that, but my Herald just had his heart ripped out of him and was corrupted into darkness and I can feel it inching its way into my very psyche. So here's some sound torture to browbeat you guys into saving him and getting the right answers."

So, let's rewrite the entirety of Iomedae's scene, removing the sense of kidnapping (though it still happens) and torture (which isn't her fault).

Spoiler:

Very quickly after the party returns from the Midnight Isles, the Sword of Valor shimmers and a number of planetars appear, though no one had prayed for their arrival.

The planetars quickly approached the party (a number equal to the number of party members split up, so they never see more than one.)

"Iomedae requires your presence, mortal Hero(es)."

The party is given only a moment to prepare themselves before the planetars shift them to Iomedae's home plane.

The party appears in the cathedral as noted, but without the planetars. Iomedae stands before the party, armored as if she is ready to ride out on a Crusade herself, though shield and sword are not quite at the ready. Followers of Iomedae immediately recognize her as their deity.

The choir invisible's voices and music hums throughout the cathedral. A DC 40 Perception check (DC 30 for anyone with 10 or more ranks in Perform: singing or other musical type perform) notes the presence of what sounds like a single dissonant note among the music that irregularly repeats.

"Welcome, heroes of the Fifth Crusade. I am Iomedae. You who have proven the most capable among all the crusaders, I would charge with striking back against the Abyss' latest injustice: the kidnapping of my own Herald. I have brought you here to test the mettle of your very soul, for where I would send you, your every step will be shrouded by the worst of evils."

Iomedae pauses for a moment to let the PCs come to grips with where they are and who speaks to them. Allow a DC 40 Knowledge: Religion check for the PC to know that a god's Herald is directly imbued with a shard of the god's power.

Iomedae then continues on. "Answer my questions to prove the strength of your soul and convictions, or remain silent and allow my domain to wash away the weaknesses you bear."

The first question is asked as stated. Iomedae expects followers of her religion to know the act, but is greatly pleased if others do as well. However, what she is truly looking for is the PCs willingness to brave the deepest pits and carry their own light with them. Success as per the book.

For groups who do not answer, or who answer well outside the acceptable, Iomedae speaks instead, shaking her head. "Heroes of the Fifth Crusade, remember your own bravery!" The choir crescendos as all the stained glass shifts, all the Acts of Iomedae save the Fifth changing to scenes of valor of the PCs. Featuring among them the players dive into the Abyssal Rift, the final mine in the Isles, and even one of them braving the dark while lost but guiding under Kenabres.

But among the rising choir comes the dissonant note. Allow each player another perception check with a +5 circumstance bonus to hear it. Each player takes one point of ability drain to Constitution as the note seems to draw something from them. Iomedae does not appear to notice.

The second question is asked as the book.

Success Condition: Iomedae is looking for the PCs to not always put Good in front of Law, nor Law in front of Good. So long as the party can present to her a united front that does not descend into Chaos or Evil, the party correctly answers her question. For the speech, add. "The gift I grant you is guidance from my hand directly. Offer your hand in my name and I will offer atonement instantly." The one use Atonement SLA (CL 20) may be invoked as a standard action.

Failure: Iomedae motions again to the stained glass as the choir rises. This time, the Eighth Act of Iomedae stays while the other windows reflect the PCs and known NPCs actions of offering atonement. Arueshalae praying before a statue of Desna, Jesker in Delamere's tomb (if he was saved), and setting Alrys Harnaste to rest feature among them. Again though, the dissonant note rises along with the rest of the Choir. Allow another perception check with a +10 circumstance bonus as the note seems to ravage the PCs bodies for 2 points of Con drain.

The third question is asked as the book.

Success: Iomedae seems pleased so long as any of the party is willing to see her quest through unto death, or rallies any fearful party members to Iomedae's cause. Continue with her speech per the book.

Failure: "What fear takes you, heroes?" All the murals shift as the choir swells to almost insane heights, shifting to a blood pounding chant. "Did you not face death in Kenabres, before the power of the wardstone gifted you might to face greater demons? Do you hold the fear of freed but fledgling Drezen, a babe protected by mighty heroes? But you are those heroes! Where is the valor that lead you into the Abyss once already?"

The dissonant note of the choir deals 4 points of Con drain and provides a +20 circumstance bonus to the Perception check to hear it.

Call to Glory:
Iomedae does not heal anyone (see below for Con drain results). Unless the PCs failed at all three questions, Iomedae continues with her speech. Otherwise, she may set them a task in the worldwound to allow the PCs to prove a new answer to her questions.

Con Drain:

Unless a PC hears the dissonant note, PCs do not recognize the Con drain though their players still track it.

Should a PC hear the dissonant note, even before any Con drain, and bring it up to Iomedae, she answers as follows:
"Even now Baphomet seeks the power I imbued in my Herald and I must stave off his attempts." Iomedae closes her eyes for a moment and the dissonant note squelches. The note does not return in further failed questions, but Iomedae seems a touch distracted for the rest of the scene.

After the third question, should anyone have Con drain Iomedae notices and heals it without a word.

Scarab Sages

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Alright, splitting off to here.

Scarab Sages

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I'm not trying to replace the Downtime system. I'm looking for help on actually running it. It's basically a massive mini-game that I'm still trying to get a handle on the rules for.

Scarab Sages

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Honestly, you can make the whole encounter go better by having Iomedae give some background.

1) I can't fix this on my own due to divine compact. If I go beat the hell out of Baphomet, that gives [insert evil diety here] the right to go cause just as much damage to the Empyeral Lords. Granted, Ragathiel is a dick, but we kinda need him.

2) Heralds are a backdoor into a diety's power. I cannot rescind the power I gave my Herald, and if he is corrupted then Baphomet can use my Herald to draw divinity to himself. None of us want Baphomet to ascend to true godhood by drawing all of MY divine power, do we?

Scarab Sages

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No, because for the second question if no one is conflicted about their answer, then it's an auto failure of that question. Even though they answered it to the best of their ability.

Scarab Sages

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Iomedae wrote:
“Welcome heroes. I am Iomedae. You are those who have proven most worthy to strike back against the Abyss’s latest injustice: the kidnapping of my own herald. Answer my questions truthfully and be found worthy of the great task I would set before you. Remain silent, and be known as cowards in the face of evil.”

"Sure, I'll answer you questions as best I can."

At least one horrible sonic attack later.

"Look, you're the one asking me to go get your Herald. QUIT ATTACKING ME AND I MIGHT!"

--Edit

Additionally, Iomedae's sentence makes no sense. "You are those who have proven most worthy" and then a line later "be found worthy"

Uhh, lady you just said I've already proven worthy...

Scarab Sages

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Honestly, there's a much easier answer to this but relies on your party having actually had morals in the four previous books.

If/When they fail a question, the entire cathedral is blasted by the sound, shattering the stained glass windows. It reforms into murals that depict the PCs at one point or another actually having followed the true answer to the question.

The PCs are dazed for a moment as Iomedae tells them to remember and wake up, before moving onto her next question.

Since she would True Rez them anyways, there's no particular need to actually roll damage dice or anything stupid such as that.

Scarab Sages

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Dallimar, don't 'have' you players do anything.

Instead:
Ask for Perception checks while in Neathholm and whoever rolls the highest (no actual DC, just notices Horgus wandering off, a strange look on his face.

If/when someone follows they find him sharing a few quiet minutes with a few mongrelmen at a small shrine. After a moment, Horgus leaves something of actual value with the shrine tenders and he is heard thanking them.

Upon closer inspection, the shrine is to Aroden.

Scarab Sages

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Alright, without even going into adding things in, let's try to make this epic.

This assumes that the PCs have killed all the help, by the way.

Spoiler:
Baphomet, Lord of Minotaurs, is a craven demon lord. Already dead once, he knows his next death would be his last. Having seen all his minions fall before the might of Iomedae's champions and enraged over the death of his new Herald, the demon lord almost teleports immediately in, before a moment of cool headedness, or possibly fear of a second death, rises.

Round 0-1d4: Gathering up his defensive scrolls (2d6 of them per his stat block, and we'll go with the average of 7. Remember his ability to always cast a spell at CL 27), Baphomet invokes an Augmented Mythic Timestop.

Teleporting to the Herald's prison, the Lord of Minotaurs grins at his frozen enemies, knowing they will die shortly, in real time.

Using the first 24 hours, Baphomet places an Unhallow in the prison, tying it to a Silence effect (Using 1/day Miracle to replicate the spell) against anyone not a CE worshipper of Baphomet. (This is the same effect as the Unhallow in Drezen had, except it has a different spell tied to it and Baphomet instead of Deskari.)

3 hours (180 minutes) remain.

Having watched the heroes while in his domain, he knows the tactics they have already used. Invoking Scroll 1, Baphomet places Greater Spell Immunity on himself for 270 minutes. At CL 27, he has the choice of 6 spells. These six spells must have SR, and override Channel Power as it grants immunity, because it is only 'effectively has unbeatable SR'.

Invoking Scroll 2-4, Baphomet places Mage's Armor, Foresight and Heroic Invocation(10m casting time) on himself.

Baphomet's AC has risen to 51, including a new +2 insight and +4 armor bonus.

170ish minutes remain in the timestop.

Having determined what kind of do-gooders the party is, Baphomet then invokes scroll 5 for Antipathy(60 minute casting time) against the alignment most commonly present. Should he have knowledge of Worldwound Walkers or Beyond Morality being among the party, he instead picks the race of the person still most likely to hurt him.

160ish minutes remain.

Depending on how the party is split up, Scroll 6 is Prismatic Wall, designed to split the party as best as possible.

Baphomet waits until 30 minutes remain.

Invoking his Summoning ability, Baphomet draws 24 Half Fiend Minotaurs through the ether, placing them about the room. He then summons a labyrinth Minotaur to best effect. (Likely in as close as solo combat with the party squishy as he can)

Three balors are then summoned to fill the rest of the space in the room. (We would have gone with Vroklai, but we have too many speedbumps with low HD for their gaze attack).

Time runs out for the timestop.

Initiative is rolled for 29 creatures, plus the players.

Mass havoc ensues.

Should Baphomet feel pressed, he invokes his final scroll. Mage's Disjunction.

You now have an epic, Demon Lord worthy battle. All without adding a single thing to the book.

Scarab Sages

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With a +22 fort save, it failed two Forts? What was the DC?

And yeah, an average of 567 damage on those two fails is bad.

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