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Scarab Sages

Thomas LeBlanc: I like the idea of fewer words, though being able to access the higher levels via the boost meta word means that at high level the caster won't have enough boosts to prepare as many of the high level spells. Perhaps the "boost: do more damage. +X levels" should be "+X levels to do more damage" and no need to use the boost meta word.

Everyone: I was going through the core rulebook, looking for holes in spell effects that are not covered at all in the wordspells, and here is what I have here. This is a first draft and I hope will help inspire. The "Effect Word" tab has a list of effect words not in ABC order (those from Ultimate Magic are at the top), and the "Effect Word List" lists them all by category (acid, alignment...) in ABC order.

Scarab Sages

A homebrew I'm working on will feature on Jezelda's realm in the Abyss. I couldn't find a demon that seems to fit in her realm or fit her theme, so I've started on a generic werewolf demon using Table 1-1 of the Bestiary and the monster creation rules from Pathfinder Unchained. I have three different CRs with 3 different flavors...I'm looking for advice on how to make them better (and whether they seem balanced for monster's of their CR). Any advice or fixes are welcome!

GRETHRIX CR 5
XP 1,600
CE Medium outsider (chaotic, demon, evil, extraplanar)
Init +2; Senses darkvision 60 ft., scent, see in darkness; Perception +12
DEFENSE
AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
Hp 59 (5d10+25)
Fort +9, Ref +6, Will +3
DR 5/good or silver; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 16
OFFENSE
Speed 40 ft.
Melee bite +10 (1d6+5), 2 claws +10 (1d6+5)
Special Attacks curse of lycanthropy (DC 17)
Spell-Like Abilities (CL 5; concentration +6)
3/day—greater teleport (self plus 50 lbs. of objects only), silence (DC 13)
1/day—deeper darkness, summon (1 grethrix 35%, level 3)
STATISTICS
Abilities Str 20, Dex 14, Con 20, Int 12, Wis 14, Cha 12
Base Atk +5; CMB +10; CMD 22
Feats Alertness, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +10 (+14 jump), Bluff +9, Knowledge (planes) +9, Perception +12, Sense Motive +12, Stealth +13, Survival +10 (+14 scent tracking)
Languages Abyssal, Common; telepathy 100 ft.
SQ change shape [beast shape II (specific wolf) or alter self (specific humanoid form)]
SPECIAL ABILITIES
Curse of Lycanthropy (Su) When a grethrix bites a humanoid of small, medium, or large size, that creature must make a Fortitude save or contract lycanthropy. The save DC is Constitution-based.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or pack (4-12)
Treasure standard (other treasure)
Role Combat

GRETHRIX CR 7
XP 3,200
Medium outsider (chaos, demon, evil, extraplanar, shapechanger)
Init +2; Senses darkvision 60 ft., low-light vision, scent, see in darkness; Perception +15
DEFENSE
AC 22, touch 12, flat-footed 20 (+2 Dex, +10 natural)
Hp 84 (7d10+42)
Fort +11, Ref +7, Will +7
DR 5/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 18
OFFENSE
Speed 40 ft.
Melee bite +12 (1d6+5/19-20), 2 claws +12 (1d6+5/19-20)
Special Attacks curse of lycanthropy (DC 15)
Spell-Like Abilities (CL 7; concentration +9)
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only)
3/day—silence (DC 14)
1/day—rage, summon (1 grethrix, 35%, level 3)
STATISTICS
Abilities Str 20, Dex 14, Con 22, Int 12, Wis 16, Cha 14
Base Atk +7; CMB +12; CMD 24
Feats Alertness, Iron Will, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +12 (+16 jump), Bluff +12, Knowledge (planes) +11, Perception +15, Sense Motive +15, Stealth +15, Survival +13 (+17 scent tracking)
Languages Abyssal, Common; telepathy 100 ft.
SQ change shape [beast shape II (specific wolf) or alter self (specific humanoid form)]
SPECIAL ABILITIES
Curse of Lycanthropy (Su) When a grethrix bites a humanoid of small, medium, or large size, that creature must make a Fortitude save or contract lycanthropy. The save DC is Charisma-based.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or pack (4-12)
Treasure standard (other treasure)
Role Combat

GRETHRIX CR 13
XP 25,600
CE Medium outsider (chaos, demon, evil, extraplanar, shapechanger)
Init +4; Senses darkvision 60 ft., low-light vision, scent, see in darkness; Perception +23
DEFENSE
AC 28, touch 15, flat-footed 23 (+4 Dex, +1 dodge, +13 natural)
Hp 199 (13d10+117)
Fort +17, Ref +12, Will +10
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 24
OFFENSE
Speed 40 ft.
Melee bite +21 (1d6+8/19-20), 2 claws +21 (1d6+8/19-20)
Special Attacks consume vigor, curse of lycanthropy (DC 20)
Spell-Like Abilities (CL 13; concentration +17)
At will—deeper darkness, greater teleport (self plus 50 lbs. of objects only), rage, silence (DC 16)
3/day—heart attack (DC 19), stop heart (DC 19)
1/day—harm, heart clutch (DC 21), summon (1 grethrix, 35%, level 6)
Cleric Spells Known (CL 13; concentration +17)
6th (3/day)—heal
5th (4/day)—break enchantment, slay living
4th (5/day)—air walk, divine power, greater magic fang
3rd (5/day)—dispel magic, inflict serious wounds, prayer
2nd (5/day)—cure moderate wounds, enemy heart, lesser restoration, undetectable alignment
1st (5/day)—bless, doom, obscuring mist, preserve organ
0 (at will)—create water, detect magic, guidance, light, mending, purify food and drink, read magic, virtue
STATISTICS
Abilities Str 26, Dex 18, Con 28, Int 14, Wis 18, Cha 18
Base Atk +13; CMB +21; CMD 36
Feats Alertness, Dodge, Improved Critical (bite, claws), Iron Will, Power Attack, Skill Focus (Stealth)
Skills Acrobatics +20 (+24 jump), Bluff +20, Knowledge (planes, religion) +18, Perception +24, Sense Motive +24, Stealth +26, Survival +20 (+24 scent tracking)
Languages Abyssal, Common; telepathy 100 ft.
SQ change shape [beast shape II (specific wolf) or alter self (specific humanoid form)]
SPECIAL ABILITIES
Consume Vigor (Su) When a grethrix reduces an opponent to 0 hp, it can eat the opponent’s heart as a swift action within the next minute. This grants temporary hit points equal to its Hit Dice (usually 13) for 1 minute if the opponent had at least half as many Hit Dice as the grethrix (7 HD for a typical grethrix).
Curse of Lycanthropy (Su) When a grethrix bites a humanoid of small, medium, or large size, that creature must make a Fortitude save or contract lycanthropy. The save DC is Charisma-based.
Heart Attack (Sp) functions as hold person, though the target takes 1d6 damage each round that it is paralyzed. When the target dies, it’s heart appears in the grethrix’s hand. This is a level 5 effect.
Heart Clutch (Sp) functions as destruction, though when the target dies, it’s heart appears in the grethrix’s hand. This is a level 7 effect.
Spells A grethrix casts spells as a 13th level oracle, but does not gain a mystery or any other oracle abilities. Also, a grethrix uses the spell progression (spells known and spells per day) of an arcanist, though it knows one fewer spell per level (min 1).
Stop Heart (Sp) functions as suffocation, though when the target dies, it’s heart appears in the grethrix’s hand. This is a level 5 effect.
ECOLOGY
Environment any (Abyss)
Organization solitary, pair, or pack (4-12)
Treasure standard (other treasure)
Role Combat, Spell

Scarab Sages

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Mythic Adventures Potential Comprehensive Errata

Here are some thoughts I have on mythic adventures and how to better balance.

Note: effects that 1/2 tier are rounded up

Base Mythic Abilities
Mythic Power: characters get 3 + tier uses of mythic power per day
Amazing Initiative: only gain the initiative bonus (lose the ability to take an extra standard action)
Unstoppable (clarification): no limit to number of uses at start of turn

Path Abilities
General Fix: if the path ability provides a static bonus without need to expend mythic power, the bonus equals 1/2 your tier. If mythic powers needs to be spent to obtain the bonus, the bonus is equals your tier.

Abundant Casting: add “This ability does not work with spells that require a material or focus component worth 1,000 or more gp.”
Arcane Metamastery: instead of lasting 10 rounds, it lasts until the end of your next turn
Absorb Blow (clarification): the DR and resistances don’t stack with themselves. Apply the best benefits, and the duration is reset from the last time absorb blow was used
Cage Enemy (clarification): teleporting = leaving one’s square
Clarion Call: allies get 1/2 your bonuses for a number of rounds equal to half your tier
Dimensional Grappler: an immediate action is required to prevent the teleport, no action is required to accompany the teleporter
Divine Metamastery: change as per Arcane Metamastery
Flash of Rage: cannot use rage powers during this rage and cannot apply class, feat, or spell-based benefits to this rage
Flexible Counterspell: change to “you can instead spend a spell or spell slot of a level higher than the target spell.”
Inspired Defense: when spend a mythic power, add half your tier (not your whole tier) to the saving throw bonus (all saves) from inspire courage
Mythic Companion: the animal companion instead gains 1 use of mythic power per 2 mythic tiers you have
Mythic Hexes: change to “non mythic foes take a –4 on saves against your hexes. If choose a second time, this applies to your major hexes.”
Mythic Spellpower: clarification that you don’t need to pay mythic power to cast the augmented versions of mythic spells when using this ability. Each additional time this is taken, instead gain 1 more use per day (not 2).
Perfect Strike (clarification): -2 mythic power (instead of 1) when using any of the champion’s strike abilities = get both Champion’s Strike benefits and Perfect Strike benefits for that attack
Relentless Healing (clarification): both effects only work If the target died within 1 round
Shatter Spells (clarification): requires a standard action to use
Speedy Summons: put on 3rd tier list
[i]Titan’s Rage (clarification):
the target is treated as flat footed, but it is not flat-footed against everything else

Feats
Arcane Armor Training (clarification): the benefits only apply to Arcane Armor Training (not AA Mastery)
Catch Off Guard: add 1/2 tier to damage and CMD
Deadly Stroke: DC is modified by 1/2 your tier (not your tier)
Dreadful Carnage: penalty on attacks, saves, etc. equals half your tier, not your tier
Eldritch Heritage: only gain the 1st and 3rd level abilities. If take the non-mythic Improved Eldritch Heritage Feat, also gain the 9th and 15th level abilities
Fleet: increase base speed by +5 ft per 3 tiers
Gnome Trickster (clarification): the mythic feat grants a pool of uses equal to 1/2 your tier that can be used to activate gnome spell-like abilities (1 use = 1 casting of Sp)
Mounted Combat: can negate an additional number of hits equal to 1/2 your tier
Power Attack: remove the sentence “in addition the bonus damage…weapon’s critical multiplier.”
Spell Mastery (clarification): full round action = prepare 1 spell from Spell Mastery list; -1 use of mythic power and a full round action to prepare all spells from Spell mastery as many times as desired
Spell Penetration: add only 1/2 your tier to caster level checks to penetrate SR, not the entire tier
Vital Strike: roll for 1 attack, but treat the damage as if it were two attacks (if you have non-mythic Vital Strike). Bonuses that would not be multiplied on a critical hit are only added once when making this attack.

Two new mythic feats:
Improved Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were three attacks. Must have non-mythic Improved Vital Strike before taking this feat.
Greater Mythic Vital Strike: as mythic Vital Strike but treat the damage as if it were four attacks. Must have non-mythic Improved Vital Strike before taking this feat.

Spells
Antimagic Field: change to “select up to” instead of “select a number of”
Arcane Cannon: you must spend a spell or spell slot of the same level in addition to the spell being conducted by the arcane cannon
Circle of Death: increase the hit dice limit by 1/2 your tier (not your tier)
Cloudkill: increase the hit dice limit by 1/2 your tier (not your tier)
Contagion: the highly contagious nature of the disease is not inherited when the disease is obtained by anyone other than the original target of the spell
Deep slumber (clarification, non-augmented): works as the non-augmented mythic sleep
Divine Pursuit (clarification): add tier to the skill bonus
Dominate Person: you and the caster add 1/2 tier to the roll and DC, respectively
Ear-Piercing Scream: dazed for 1 round per 3 tiers
Elemental Body (augmented): a number of times equal to 1/2 your tier, can add 1/2 your tier to the DC
Expeditious Retreat: add 1/2 your tier to AC
Finger of Death: the target is not staggered by this spell
Fire Snake: increase the damage to 1d8 per CL. When Augmented, increase the maximum damage to 20d8
Fireball (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flame Blade (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Flames of the Faithful: fire damage increases to +1d10 and ignores fire resistance/immunity
Fly: add 1/2 tier to AC and Reflex saves
Force Punch (clarification): CMB = CL + tier
Form of the Dragon: reverting/returning to a form is a free action
Form of the Dragon (augmented): increase the non-mythic version’s breath weapon damage by a number of similar dice equal to 1/2 your tier (e.g. if 12d8 base damage, then add a d8 per 2 tiers)
Heal (clarification, augmented): there is no material cost for the restoration
Knock: add 1/2 your tier to the dispel magic check
Lightning Arc (augmented): half of the electricity damage is arcane power that bypasses resistance and immunity, the other half is regular electricity damage
Meteor Swarm (augmented): half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Mislead (augmented): gain mythic invisibility in addition to greater invisibility from non-mythic mislead
Scorching Ray: half of the fire damage is arcane power that bypasses resistance and immunity, the other half is regular fire damage
Wall of Force (clarification): mythic disintegrate works normally on mythic wall of force

Scarab Sages

Davick wrote:
The biggest hurdle to this seems to be mana

@Davick: First off, I think you are onto a cool class idea.

I tried your mana system using a 10th level oracle in a Rise of the Runelords game. I think I had way too much mana (with 65 mana, I could, and did, cast 21 cure critical wounds spells). The problem I see is not that I can cast only the most powerful spells I have more often than I normally could, the issue is...

1. Until 8th level your system gives the caster more mana than a sorcerer would have (i.e. a 10th level sorcerer with 6/6/6/5/3 spells per day has 6*(1+2+3)+5*(4)+3*5 = 71 mana per day)

2. A caster who can cast more high level spells per day than the sorcerer is more powerful than the sorcerer.

Going off of that and ideas that the planeswalker can be of any class, I've adapted parts of your idea into a "raw" archetype that could be applied to any class. Anyone can read it here. It is still largely untested and I plan on testing it out in a Rise of the Runelords game I am running.

*Note: it mentions that applying the archetype to a non-spellcasting class requires the replacement of 8 points worth of class abilities. If each base class in the core rulebook has about 50 points worth of abilities, then...
spellcasting = 30 points (sorcerer, wizard, cleric), 14 points (bard), and 8 points (paladin, ranger)
bonus feats = 1 point per feat
sneak attack = 1.5 points per time
weapon/armor training = 2 points per time
evasion/uncanny dodge (and improvements) = 3 or 2 points per time

These numbers are just to figure out the replacement of suitable abilities for gaining the archetype. For instance a fighter who gives up all instances of armor training should "approximately" equate to the spellcasting granted by the archetype.

I tried to adapt some of the affinity abilities into something universal, rather than rewrite each individual ability. I like the idea though!

I noticed your version of the manacaster does not account for high ability scores for more spells per day. Since the 1/2 level * ability modifier in bonus mana (in net colored and uncolored) gives too many bonus "spells per day" than it should, I provided a chart that mimics the bonus spells per day gained by casters for having a high ability score.

As for my limits on colored and colorless mana, I am of the mind that colored mana should be used to limit the number of spells a caster can use in a day and colorless mana as the extra expenditure that is needed to power those spells.

Scarab Sages

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I finished Wrath of the Righteous about a month ago and here are a few things I would recommend to make the experience more exciting:

*Demon lords: give them some of the benefits of 10 mythic ranks while in their domains (the +natural armor, +SR, +mythic versions of feats). Don't bother giving them mythic powers (as per the mythic rank) but give them a flat +2 on d20 based rolls (like the ability score increase of the advanced template, but not towards things like AC).

*PCs and path abilities: abilities that give a static benefit dependent on tier should be "+1/2 tier" instead of "+1 per tier), and abilities that give a benefit upon expenditure of mythic power should be "+1 per tier" or whatever they were before (whichever is lower).
This should also be applied to those trait things introduced in the first part of the AP.

Reasons for the changes (based on case studies):
-My party heavily abused AOs with the ever ready mythic ability such that they were effectively getting 4 AOs per round

-the wizard at CL 20 could bypass SR 50 with a 6 on a d20! (CL 20 + archmage trait + mythic spell penetration + greater/regular spell penetration feats = 20 + 10 vs. demons + 10 + 4 = +44 vs. SR). It is my opinion that things with SR with CR higher than the party should ignore 50% of the PCs spells via SR if the PC did everything they could to be an SR badass. I would have been happier if the wizard had +34 vs. SR instead (as per my path ability fixer upper).

-mythic spells that let you outright ignore energy resistance and immunity should be changed to "1/2 of the energy damage is arcane damage that is not susceptible to immunity/resistance". I find it ridiculous that the wizard could mythic empowered fireball and swift mythic empowered fireball (both augmented) for 60d6 fire damage (average 7*30 = 210 damage) without anyone else being damaged (cuz let's face it, everyone knows how to well place a fireball).

*Some of the abilities and feats and spells need revision to be more in line with them (not a lot of them). I will post some of my suggested revisions for anyone to try them in this post.

If you want to read about how my players fought against Hepzamirah or Deskari, click to go to the relevant post.

Scarab Sages

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Since GMs are likely to read this, here is a link to some of my commentary on the adventure as a whole and how the boss fight with Deskari turned out.

Go to Boss Fight.

Scarab Sages

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Boss Fight vs. Deskari: I won't bore people with a detailed playback, but here are some key features:

1. divided the party amongst six locations (some were in the enclosed building thing)
2. swarmed the field with balors (those there before and those summoned by Deskari)
3. encased people in mounds of earth via polymorph any object during Deskari's time stop
4. Brawler effectively 1 shotted the balors (as expected, she = CR 25 > advanced balor CR 21) with her fists (damage in the 400s I think)
5. Wizard kept focusing on Deskari with thanatopic mythic fingers of death (2x per turn via greater metamagic rod) for a net 600 damage per turn to the big bad boss. I applied some changes to Deskari (as outlined below) such that Deskari succeeded the Fort save (DC 43 or something due to Mythic Greater Spell Focus + Spell Perfection and Int of 53 or something) all but once and made him was immune to the Con drain/damage.
6. Lizardfolk fighter greater vital striked and, like the brawler, 1 shotted balors. Who needs full round actions anymore?
7. Druid took her time fighting a balor and apocalypse locus (she a new player but was having fun as a giant dragon via shapechange!). Eventually she went to Deskari and with cage enemy prevented him from teleporting away (rolled a nat 20 on to hit)
8. Deskari had mythic power attack and mythic combat expertise active during the fight, so brawler and druid could only hit on 18-20 and fighter (a sentinel of Iomedae) could hit on a 14-20. Party had to use lots of surges to hit Deskari.
9. Deskari killed the fighter and brawler once each (the wizard spent wishes to resurrect the two on the spot) (fighter had 550 hp, AC 40; and brawler ("steel breaker?" archetype) had 250 hp, but AC 60 only against Deskari)
10. PCs won after expending most of their resources and some dumb luck (as it should be). And I ran it such that Deskari's death was permanent (see AP p. 50 or something for details).

I finished Wrath of the Righteous about a month ago and here are a few things I would recommend to make the experience more exciting:

*Demon lords: give them some of the benefits of 10 mythic ranks while in their domains (the +natural armor, +SR, +mythic versions of feats). Don't bother giving them mythic powers (as per the mythic rank) but give them a flat +2 on d20 based rolls (like the ability score increase of the advanced template, but not towards things like AC).

*PCs and path abilities: abilities that give a static benefit dependent on tier should be "+1/2 tier" instead of "+1 per tier), and abilities that give a benefit upon expenditure of mythic power should be "+1 per tier" or whatever they were before (whichever is lower).
This should also be applied to those trait things introduced in the first part of the AP.

Reasons for the changes (based on case studies):
-My party heavily abused AOs with the ever ready mythic ability such that they were effectively getting 4 AOs per round

-the wizard at CL 20 could bypass SR 50 with a 6 on a d20! (CL 20 + archmage trait + mythic spell penetration + greater/regular spell penetration feats = 20 + 10 vs. demons + 10 + 4 = +44 vs. SR). It is my opinion that things with SR with CR higher than the party should ignore 50% of the PCs spells via SR if the PC did everything they could to be an SR badass. I would have been happier if the wizard had +34 vs. SR instead (as per my path ability fixer upper).

-mythic spells that let you outright ignore energy resistance and immunity should be changed to "1/2 of the energy damage is arcane damage that is not susceptible to immunity/resistance". I find it ridiculous that the wizard could mythic empowered fireball and swift mythic empowered fireball (both augmented) for 60d6 fire damage (average 7*30 = 210 damage) without anyone else being damaged (cuz let's face it, everyone knows how to well place a fireball).

*Some of the abilities and feats and spells need revision to be more in line with them (not a lot of them). I will post some of my suggested revisions for anyone to try them in this post.

Scarab Sages

I have recently run the Wrath of the Righteous and I have found that making DR/epic bypassable by +6 raw weapons (not +6 equivalent) made the encounters last 1-2 rounds longer (instead of lasting 1-2 rounds) and made the fights more memorable.

Making the DR/epic bypassable by +6 equiv. weapons would have made a huge different in that game: instead of only the fighter bypassing the DR, the entire melee-oriented part of the party (a brawler, druid, and fighter) would be bypassing the DR. I did not include the wizard because wizards ignore DR anyway.

Scarab Sages

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I love the lore of the adventure paths and how it all ties together in the end.
Alex Smith 908 & Aldarion: I have to use the train idea for coolness

So far I'm going to give the demon lord +10 AC and SR within his own domain, though giving them 10 tiers of mythic might be an interesting idea.

Scarab Sages

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@magnuskin and seannoss: yeah none of my players have foe bitter thankfully. As for Mythic Vital Strike only the lizardfolk has that and I think the druid might have it.

Just ran the fight with Hepzamirah (gave her the advanced and giant simple templates, but kept her size at Large. Also gave her max hit points and dual initiative). Also I noticed that Blancher's crit range should have been 19-20 due to Improved Critical. These changes brought her hp to 522 and AC to 40 (T 14, FF 38)

Note: Hepzamirah did not have any buff spells on her based on her character description saying that she was busy working on the Nahyndrian crystal and trusted her minions to deal with the PCs.

Who fought:
changeling druid 14/hierophant 6 with roc companion
lizardfolk bloodrager 4/fighter 1/sentinel of Iomedae 9/champion 6
half-orc brawler 14 (steelbreaker)/champion 6

Hepzamirah was placed in the room such that there was a wall right behind her. I assumed a 30 foot high ceiling.

(the lich was out blasting the lesser minions in the mines with maximized mythic augmented fireballs)

Hepzamirah went first (init 40 with -1 mythic power via mythic imp. initiative), casting freedom of movement and quickened shield of faith on herself. She took a moment to draw Blancher as well.

The druid (in Huge air elemental form) and her roc moved into D10, triggering the unhallow's dispel magic ability which was able to dispel the animal growth on the roc and death ward buff on the druid. Both characters set up flanking positions along the same wall as Hepzamirah. Neither were able to hit Hepzamirah.

The brawler flew into the room via a headband of aerial agility (from Ultimate Equipment) (the unhallow's dispel magic wasn't able to remove any buffs from her) to the square right above Hepzamirah (Hepzamirah did not take an AO) and attempted to sunder her armor. Out of 4 or 5 sunder attempts via Improved Sunder, only the brawler's natural 20 succeeded. The +3 full plate took 39 damage, dropping Hepzamirah's AC from 40 to 34.

The lizardfolk sentinel went next, moved up to Hepzamirah (Hepzamirah's AO hit the lizardfolk; a confirmed critical hit that did 142 damage, 12 bleed, and 3 charisma damage), and did Mythic Power Attack (-1 to ignore attack penalty) + Mythic Improved Vital Strike + Improved Devastating Strike (+12 more damage on Vital Strike, already included in 3d8+72, see below)) + swift action mythic Arcane Strike (added keen to +4 evil outsider bane furious planar phase locking longsword) for base damage of 3d8+72 + 36 power attack + 3 arcane strike. Also used amazing initiative to get another standard action and made another Vital Strike. Net damage: 112 and 104 via 2 Vital Strikes.

Hepzamirah took her immediate action to cast mythic blade barrier (with -1 mythic power for +4 spell DC) in a line that included her, the druid, roc, and brawler. The blade barrier did not pierce Hepzamirah's SR and all 3 PCs failed their Reflex saves (vs. DC 35) and took 57 damage.

Hepzamirah took her Init 20 turn. Cast mythic harm on the brawler (brawler made the Will save and took 82 damage). Attempted to hit the brawler with Blancher (missed again against AC 40) via amazing initiative.

Start of new round Hepzamirah casts mythic heal on self (+165 hp), then hits the lizardfolk with Blancher (for 47 damage).

The druid and roc again were unable to hit Hepzamirah in melee (owing to really bad attack rolls). They spend a 5 foot step to move out of the blade barrier.

The brawler full attacked Hepzamirah. Attack rolls were in the high 40s and I think 1 out of 4 or 5 missed. Total Damage: 218. Then spends a 5 foot step to move out of the blade barrier.

Two more Vital Strikes (with Mythic Power attack and Arcane Strike still in effect) and a swift action for an extra attack (via champion mythic whatnot) led to 3 hits with net damage 9d8+216+108+9, which was enough to kill Hepzamirah (she had 253 hp left).

And that's the fight. Without my changes to Hepzamirah, she would be dead at the end of the first round. Staying out of melee range against this party was next to impossible (the brawler can fly at 60 ft all the time with the headband, the air elemental and roc both have fly speeds in the 80+ ft range, and the lizardfolk 3/day can use boots of flying).

In future I may have to change the stat blocks of some villains, perhaps using the changes proposed earlier in this post.

Scarab Sages

@Magnuskn: thank you for running this post! I'm currently into book 4 of WotR (PCs are about to meet Noticula) and I'm starting to notice wacky damage outputs.

Current Party:
changeling druid 14/hierophant 6 with roc companion
lizardfolk bloodrager 4/fighter 1/sentinel of Iomedae 9/champion 6
half-orc brawler 14 (steelbreaker)/champion 6
human mythic lich (MR 7) wizard (arcane gun) 12

Most of the problems I'm noticing are coming from the mythic spells. Mostly having fireball spells deal 12d10 + 50% more (can't remember if empowered or channel power) and ignore fire immunity/resistances of targets. Demonic SR is a joke (this wizard has the trait that gives him +6 against demonic SR, and he also has mythic (greater) spell penetration for an additional +10).

I'm otherwise running the AP as is, but may consider doubling/maxing enemy hp, only worrying about mythic fights, and fixing the crit rules/doubling damage rules.

Best change I made at the start of the AP was removing the "double damage before crit" part of Power Attack. So far the biggest damage I've seen is the lizardfolk's consistent 110 hp/round with Mythic power attack, Improved Vital Strike, Mythic Vital Strike, and Improved Devastating Strike with a +4 evil outsider bane furious phase locking planar longsword and while raging. So far I haven't seen anyone in the group go over that 100ish hp/round damage output with melee.

Other rulings I've made that have worked so far:
-amazing initiative (the extra action can be used to activate a magic item, but not a staff or wand)
-inspired spell/wild arcana: swift action to activate, must still use the relevant casting time for the actual spell (so no quickened spell the same round as wild arcana, barring extenuating circumstances as mentioned earlier on this page))

I'm planning on having my players fight Baphomet in book 5, so I'll post on how well that fight goes. I'll make note of any other fights that catch my attention since then.

Minagho, as written, fell easily to a flesh to stone spell cast by the wizard gunman (her saves were about +10ish) (getting a free +5 DC on spells in exchange for 4 opposition schools, which you can choose wisely, exascerbated the issue)

As for mirror image, the brawler consistently uses Blind-Fight and closes her eyes (which usually means she strikes the enemy caster 75% of the time, instead of less).

Scarab Sages

Link to wizard MTG spell list is here: https://docs.google.com/document/d/16tuqOkoxM26hDW9UrQd52WgQFLZHuSw1lSfIgWX I5Ug/edit?usp=sharing

includes spells from Core, APG, and UM only

Feel free to edit to thy heart's desire or use it

Scarab Sages

I like the idea of paying mana by spell level, as opposed to caster level as seen with Ultimate Psionics and other spell point systems. I really like what you have so far.

Going on earlier posts about dividing the spells into schools of magic, I've already split the wizard spells from the Core, APG, and UM. I divided the spells such that:

white = abjuration, transmutation (weapon enhnaces and such)
blue = enchantment, illusion, conjuration (creation)
black = necromancy
red = evocation
green = trasmutation (polymorph)
universal = the summon spells, teleport school, and the universal school.

Some spells, while in the appropriate school, seemed to represent another color better. Off the top of my head Freedom felt more like a red mana spell than a white spell while Imprisonment certainly felt white to me.

My biggest problem is that the blue school has the most spells (~30% of the spells). While most of them are illusion and enchantment, I'm wondering if blue having more spells is fine in the long run, because the red mana people get the flashy damage dealing spells, green gets the polymorph and shape-changing spells (so enlarge person/animal, etc), white gets the defensive abjuration spells, and black gets necromancy.

Later today I'll post my list of spells on a google doc for everyone to see.

Keep it up Davick - if I get time, I may offer some suggestions for the mana affinities.