Karzoug - Revised for Pathfinder Spoiler


Rise of the Runelords


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Yeah, I know the 5th Anniversary Edition is coming out next year. But my players will face him at the end of ROTRL in a few weeks. Can´t wait this long.

There is no version of him on d20pfsrd, so I´m updating him personally.
But I got a few questions!

1. How did he manage to be so old. His stats list him still as a normal human being. So how could he achieve to reign over 466 years?

2. Would you grant him the mental boost for high age? I play with the tought - and it would sit well. In my version his stats woulb then be like: St 20 (+6 enhancement, +4 inherent), Dex 24 (+6 enhancement, +4 inherent), Con 24 (+6 enhancement, +4 inherent), Int 38 (+6 enhancement, +5 inherent, +4 age, +2 human, 5 ability increases), Wis 18 (+4 age, +4 inherent), Cha 22 (+4 age, +4 inherent)

3. Maybe he is cloning himself to stay young? Would you grant him the age bonus without giving him penalties like I did?

4. Here are the feats I selected (in exact order). Any problems? I didn´t looked into ultimate magic. Any must haves for him in there?

Level 1: Scribe Scroll, Spell Focus (Transmutation), Improved Ini
Level 3: Greater Spell Focus (Transmutation)
Level 5: Craft Wand, Spell Focus (necro)
Level 7: Tenacious Transmutation (suits him well or not?)
Level 9: Craft woderous item
Level 11: Weapon Prof. (glaive)
Level 13: Quicken Spell
Level 15: Inscribe Rune, Arcane Blast
Level 17: Persistant Spell (2 saves for 2 spell levels... everytime!)
Level 19: Minor Spell Expertise
Level 20: Major Spell Expertise (Teleport like the original version of Karzoug)

I let out Eshew Materials (waste), skill focus (no longer needed cause no archmage anymore) and spell focus (conjuration).

RPG Superstar 2011 Top 16

This recently released book has an archetype for Thassalonian Specialist.

He should take it: he's basically the iconic for it, afterall.

As for his age: I'm sure he found some sort of Transmutation salve to cure the physical effects of aging. Fits perfectly with what we can assume he's capable of.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

Like it says in his stat block: "Secrets from ancient Thassilon and realms beyond have allowed Karzoug to sustain his life indefinitely."

He is one of the most powerful wizards ever to walk the face of Golarion. If he hadn't found some magical means of immortality, he wouldn't have been doing his job right.

If you need a mechanical explanation, you could give him the Immortality Arcane Discovery from Ultimate Magic, though that would use up his 20th level feat.

Liberty's Edge

My players will be coming along Karzoug in another quarter or so (They're headed into Runeforge now). I've come up with my own theory of how to explain away his timelessness.

I have, historically, hand-waved great age in spellcasters with a "It's Magic" explanation.


Normally I'm not someone to fudge rules, but Karzoug has had a lot of time to learn stuff - it just doesn't seem right that he learns and studies but because he doesn't advance a level he learns nothing new even after centuries of studies.
Since I like mechanical solutions other than DM fiat, I'd suggest implanted ioun stones that grant feats and/or skill points. This would give him access to more metamagic and other feats; perhaps not necessary, but something to show him so much more than normal - he was a god-king like ruler for many centuries, after all. Don't limit him just because mechanics suggest he should be; design him as it fits the character and then create magical items that make it legal.


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Greetings, fellow travellers.

I have done a conversion of Karzoug some time ago (before APG, UM and such.)
It is based on a statement of JJ that with PF Karzoug would be a lvl20 transmuter.
I think at some stage I left the part of strict conversion, but maybe he still serves as a basis for how you see him.

My interpretation of his "prison" has been, that he is in some kind of stasis - so he doesn't age.

Also, please feel free to correct the stat block! I am planning on sending him against my players at some time.

Starting statistics:
Str 10, Dex 14, Con 14, Int 18, Wis 10, Cha 14
- race bonus into Intelligence (+2)
- stat increases into Intelligence (+5)
- transmuter bonuses into Strength and Dexterity
- feats: 10 +1 human bonus + Scribe Scroll, +4 class bonus
- tried to keep gear as close to the original as possible

Here he is:

Karzoug:

Karzoug the Claimer CR 21
XP 3,600,000
Male human wizard 20 (transmuter)
NE Medium humanoid
Init +11; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +12
________________________________________
DEFENSE
________________________________________
AC 36, touch 21, flat-footed 25 (+6 armor, +5 deflection, +6 dexterity, +5 natural, +4 shield)
hp 290 (20d6+140+20+60), fast healing 10
Fort +15, Ref +14, Will +18
Defensive Abilities freedom of movement; Immune mind-affecting effects SR 24
________________________________________
OFFENSE
________________________________________
Speed 30 ft., fly 60 ft. (perfect)
Melee Karzoug’s +2 burning dancing glaive +16/+11 (1d10+8 + 1d6 fire/19-20 x3) or 2 talons of Leng +17 (1d4+7/x3)

Arcane school Spell-like abilities (CL 21st, concentration +34)
20 rounds/day – change shape: You can change your shape like beast shape III or elemental body II.
12/day – telekinetic fist: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 + 10 points of bludgeoning damage

Wizard Spells Prepared (CL 21st, concentration +34, ranged touch +14)
9th – meteor swarm, time stop, wail of the banshee (DC 33), wish (2x)
8th – horrid wilting (DC 32), maze, mind blank (already cast), prismatic wall (DC 32), temporal stasis (DC 33)
7th – finger of death (DC 31), force cage, quickened haste, quickened lightning bolt (DC 26), limited wish, reverse gravity, spell turning
6th – disintegrate (DC 30), flesh to stone (DC 30), globe of invulnerability, greater dispel magic, repulsion (DC 29), quickened resist energy, sign of wrath (DC 29), true seeing
5th – baleful polymorph (DC 30), cloudkill, cone of cold (DC 28), quickened magic missile, quickened shield, telekinesis (DC 30), wall of force
4th – bestow curse (DC 28), black tentacles, enervation (2x), ice storm (2x), mass reduce person (DC 29), scrying
3rd – blink, fireball (DC 26), keen edge (already cast), greater magic weapon (already cast), protection from energy, slow (DC 28), stinking cloud (DC 27), vampiric touch
2nd – blindness/deafness (DC 26), false life (already cast), glitterdust (DC 26), protection from arrows, pyrotechnics (DC 27), resist energy, scorching ray (2x), shatter (DC 25)
1st – alarm, enlarge person, expeditious retreat, grease (DC 25), ray of enfeeblement (4x), reduce person
0 (at will) – acid splash, flare (DC 23), touch of fatigue (DC 23), mage hand, prestidigitation
Opposition Schools enchantment, illusion
________________________________________
STATISTICS
________________________________________
Str 19, Dex 23, Con 24, Int 36, Wis 18, Cha 24
Base Atk +10; CMB +14; CMD 30
Feats Combat Casting, Craft Magic Arms and ArmorW, Craft WandW, Craft Wondrous ItemW, Eschew Materials, Greater Spell Focus (transmutation), Imp. Initiative, Inscribe Rune, Martial Weapon Proficiency (glaive), Quicken SpellW, Scribe ScrollW, Skill Focus (Spellcraft), Spell Focus (conjuration), Spell Focus (necromancy), Spell Focus (transmutation), Toughness

Skills Craft (alchemy) +28, Fly +23, Knowledge (arcana) +33, Knowledge (dungeoneering) +230, Knowledge (engineering) +18, Knowledge (geography) +18, Knowledge (history) +23, Knowledge (local) +18, Knowledge (nature) +18, Knowledge (nobility) +15, Knowledge (religion) +18, Knowledge (the planes) +23, Perception +12, Spellcraft +33, Use Magic Device +21

Languages Abyssal, Common, Draconic, Dwarf, Elven, Giant, Sylvan, tongues

SQ contingency (if Karzoug is affected by a spell preventing him from acting on his own, a greater dispel magic targets him), permanent spells (darkvision, arcane sight, see invisibility, tongues), summon familiar (none currently), inherent bonuses (+5 to Int, +4 to all others)

Combat gear rod of greater quicken metamagic, wand of blood money (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges)
Other gear Karzoug’s burning glaive, talons of Leng, implanted ioun stones (3 crimson spheres – +2 enhancement bonus to Intelligence each, 12 emerald ellipsoids – +5 hp each, 3 onyx rhomboids – +2 enhancement bonus to Constitution each, 2 amber spindles – +1 resistance bonus on all saving throws), Sihedron tome, robes of Xin-Shalast, ring of protection +5, ring of freedom of movement, rune of contingency, runewell amulet, headband of mental prowess (+6 to Charisma and Wisdom; in exchange for belt of giant strength +6, boots of dexterity +6)
________________________________________
SPECIAL ABILITIES
________________________________________
Rune of Contigency created via his feat Inscribe Rune, Karzoug gains the effects of feather fall and water breathing once a day. In addition, if he is reduced to 0 hp but not killed, he turns into a cloud of vapor for 5 rounds as from the spell gaseous form and remains conscious for 5 rounds but after these he turns to his normal forms and is unconscious or dying.

Ruyan.


thanks for sharing your version of karzoug! why did you not give him the bonus on his mental attributes for high age? My version (not finished yet ) grant him that. I think your forgot to include false life and his bonus hp for favored class.

soon my version will be ready. 'm using the thassilonian specialist so he has really much spells.


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Here is Cainus' conversion for Karzoug.

Cainus' conversion:

Karzoug the Claimer CR 21
Male human transmuter 20
NE Medium humanoid
Init +7; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +22
________________________________________
DEFENSE
________________________________________
AC 37, touch 21, flat-footed 29
(+6 armor, +5 deflection, +7 Dexterity, +5 natural, +4 shield)
hp 317 (20d6+235); fast healing 10
Fort +15, Ref +15, Will +17
Defensive Abilities freedom of movement; Immune mind-affecting effects;
SR 24
________________________________________
OFFENSE
________________________________________
Spd 30 ft., fly 60 ft. (perfect)
Melee Karzoug’s burning glaive +22/+17 (1d10+14/19–20/×3 plus 1d6 fire) or 2 talons of Leng +20 (1d4+10/×3)
Ranged
Special Attacks spell-like ability
Spell-Like Abilities (CL 22nd)
2/day—teleport
2/day—touch of gracelessness
Spells Prepared (CL 22nd, +17 ranged touch, Concentration +32)
9th—meteor swarm, time stop, wail of the banshee (DC 31), wish (2), mass suffocation (DC 31), bouncing persistent flesh to stonex2 (DC 29),
8th—horrid wilting (DC 30), maze, mind blank (already cast), prismatic wall (DC 30), temporal stasis (2, DC 31), bouncing persistent baleful polymorph (DC 30)
7th—finger of death (DC 29), bouncing flesh to stone (DC 29), quickened haste, quickened lightning bolt (DC 24), limited wish, reverse gravity, spell turning
6th— disintegrate (DC 29), flesh to stone (DC 29), globe of invulnerability, greater dispel magic, repulsion (DC 27), quickened resist energy, sign of wrath* (DC 27), true seeing
5th—baleful polymorph (2, DC 30), cloudkill, cone of cold (DC 26), quickened magic missile, quickened shield, telekinesis (DC 28), wall of force
4th—bestow curse (DC 26), black tentacles, enervation (2), ice storm (2), mass reduce person (DC 27), scrying
3rd—blink, fireball (DC 24), keen edge (already cast), greater magic weapon (already cast), protection from energy, slow (DC 26), stinking cloud (DC 25), vampiric touch
2nd—blindness/deafness (DC 24), false life (already cast), glitterdust (DC 24), protection from arrows, pyrotechnics (DC 25), resist energy, scorching ray (2), shatter (DC 23)
1st—alarm, enlarge person, expeditious retreat, grease (DC 23), ray of enfeeblement (4), reduce person (DC 24)
0—acid splash, flare (DC 21), mage hand, prestidigitation, touch of fatigue (DC 22)
Prohibited Schools enchantment, illusion
________________________________________
STATISTICS
________________________________________
Str 25, Dex 24, Con 24, Int 32, Wis 12, Cha 18
BAB - 10 CMB - 17 CMD - 39
Feats:
Craft Wand, Craft Wondrous Item, Eschew Materials, Greater Spell Focus (transmutation), Inscribe Rune*, Martial Weapon Proficiency (glaive), Quicken Spell, Scribe Scroll, Bouncing Spell, Persistent Spell, Spell Focus (conjuration, necromancy, transmutation), Minor Spell Expertise (Touch of Gracelessness), Major Spell Expertise (Teleport), Spell Perfection (baleful polymorph)

Skills:
Appraise +35, Craft (alchemy) +35, Fly +31, Knowledge (arcana) +35, Knowledge (architecture and engineering) +35, Knowledge (geography) +35, Knowledge (nobility) +35, Knowledge (religion) +35, Knowledge (the planes) +35, Perception +22 Spellcraft +35

Languages:
Abyssal, Giant, Thassilonian; tongues

SQ:
contingency, exceptional stats, immortal, inherent bonuses, permanent spells, summon familiar (none currently)

Combat Gear:
rod of greater quicken metamagic, wand of blood money* (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges);
Other Gear:
Karzoug’s burning glaive, talons of Leng, belt of giant strength +6, boots of Dexterity +6, implanted ioun stones (3 crimson spheres, 12 emerald ellipsoids, 3 onyx rhomboids, 2 amber spindles), Sihedron Tome, robes of Xin-Shalast, ring of protection +5, ring of freedom of movement, rune of contingency, runewell amulet, ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign of wrath), ruby dust worth 1,500 gp (for forcecage), vial of powdered gemstones worth 10,000 gp (for temporal stasis)
*Sign of wrath, Inscribe Rune, and blood money are detailed in Pathfinder #5.
________________________________________
SPECIAL ABILITIES
________________________________________
Exceptional Stats (Ex): Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 32 points, rather than the standard 25-point elite array. Additionally, he has much more gear than standard for an NPC of his level. These modifications increase his total CR by 1.
Immortal: Secrets from ancient Thassilon and realms beyond have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is effectively immortal.
Inherent Bonuses: Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence and a +4 inherent bonus to his other five ability scores.
Contingency: If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, a greater dispel magic targets him.
Permanent Spells: Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Rune of Contingency: This magic rune, created by Karzoug’s Inscribe Rune feat, allows Karzoug to gain the effects of feather fall and water breathing once each per day. In addition, if he’s reduced to 0 or fewer hit points but is not killed, he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds he returns to his normal form and is unconscious and dying.
Telekinetic Fist: As a standard action he can strike with a telekinetic fist. Range 30, 1d4+10 dmg, 14 times per day.
Change Shape: Can change shape (beast shape III or elemental body II) for 20 rounds a day.

I would love to see one more recent version of him, especially one that makes use of the thassilion magic found in inner sea magic.


@Patrick:
Because my thinking was that he doesn't age while in the Eye of Avarice.
After re-reading the section I noticed it does say [...]time functions normaly [...]. Which would imply, that he does age.
Hm.
Looking at the original stats and my conversion, I think I re-modelled him ok - the stats are close to each other and the deviation stems from the new mechanics of the transmuter.

On the other hands, I think the negs to his physisical stats would weaken him quite a bit and I always imagined him of being the snob and entering melee (like some art suggests, where he is enlarged and fights with his glaive - I know I do with my transmuter styled after Karzoug! And it's a blast - I get more kills than the fighter or the ranger...)

But tell me, can somebody break down his attack bonus?

+10 BAB
+2 magic weapon
+5 STR bonus
+ ???
to get to +20

Ruyan.


@Ruyan: He uses Greater Magic Weapon (see his spellist).

Also Karzoug is 77 when he gains the title of Runelord! He reigns vor over 400 years. His body doesn age (so no penalty on physical stats). But I would grant him the boost to Int, Wis and Cha!


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OK folks - my personal version of Karzoug is ready now. I hope you will enjoy him. Some remarks from me:

1. I made him an thassilonian specialist wizard. Like someone said: he is the archetype of this wizard school! This gives him 9 spells more than the 3.5 Karzoug!

2. I grant him the bonus for high age on his stats while discarding the penalty. He was ofer 500 years old throug his reign over Shalast. I see no point why a immortal shouldn´t get the bonus as normal for his race (I give them to liches on regular basis too - but maybe I´m just an a*&*#&& DM)

3. Left his gear alone. Only added 3 amber spindles ion stones (raising the resistance bonus to saves to +5)

4. I gave him summon monster as one of his spells in spell level 9. So he can summon up reenforcements to support him. I actually play with the tought to summon an good outsider (Ghaele, Azata or Trumpet Archon) that MUST cast a healing spell every round on him. Or just an Glabrezu or Nalfashnee for melee support.

5. Made heavy use of the Metamagic Feat from APG Persistent Spell. Now you have to made 2 saves against many of his most deadly spells. :)

Karzoug the Claimer:

Karzoug the Claimer CR 21
XP 3,600,000
Male human wizard 20 (thassilonian transmuter)
NE Medium humanoid
Init +11; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +24
________________________________________
DEFENSE
________________________________________
AC 37, touch 22, flat-footed 30 (+6 armor, +5 deflection, +7 dexterity, +5 natural, +4 shield)
hp 305 (20d6+140+20+60+15 false life), fast healing 10
Fort +18, Ref +18, Will +21
Defensive Abilities freedom of movement; Immune mind-affecting effects SR 24
________________________________________
OFFENSE
________________________________________
Speed 30 ft., fly 60 ft. (perfect)
Melee Karzoug’s +2 burning dancing glaive +20/+15 (1d10+12 and 1d6 fire/19-20 x3) or
2 talons of Leng +17/+17 (1d4+8/x3)

Arcane school Spell-like abilities (CL 21st, concentration +35)
20 rounds/day – change shape: You can change your shape like beast shape III or elemental body II.
14/day – telekinetic fist: As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 + 10 points of bludgeoning damage
Wizard Spells Prepared (CL 21st, concentration +35, ranged touch +17)
9th – meteor swarm (DC 33), summon monster IX, time stop (2), transmute blood to acid (DC 35), wail of the banshee (DC34), wish (2)
8th – horrid wilting (DC 33), maze, mind blank, persistent flesh to stone (DC 30), polymorph any object, temporal stasis (2) (DC 34), trap the soul
7th – finger of death (DC 32), persistent baleful polymorph (DC 31) (2), limited wish, quickened lightning bolt (DC 27), reverse gravity (2), spell turning
6th – disintegrate (DC 32) (2), flesh to stone (DC 32), globe of invulnerability, greater dispel magic, quickened scorching ray, repulsion (DC 30), sign of wrath (DC 30), true seeing
5th – baleful polymorph (DC 31) (2), cloudkill, cone of cold (DC 29), magic jar (DC 30), quickened magic missile, quickened shield, telekinesis, wall of force
4th – bestow curse, black tentacles, enervation, ice storm, mass reduce person (2), persistent blindness/deafness, scrying, true form
3rd – blink (2), fireball (DC 27), fly, greater magic weapon (already cast), keen edge (already cast), protection from energy (2), vampiric touch
2nd – blindness/deafness, boiling blood, false life (already cast), protection from arrows, pyrotechnics (2), resist energy, scorching ray (2), shatter
1st – alarm, enlarge person (2), expeditious retreat, grease, ray of enfeeblement (3), reduce person, shield
0 (at will) – acid splash, flare (DC 23), touch of fatigue (DC 23), mage hand, prestidigitation
Opposition Schools enchantment, illusion
________________________________________
STATISTICS
________________________________________
Str 20, Dex 24, Con 24, Int 38, Wis 18, Cha 22
Base Atk +10; CMB +15; CMD 32

Feats Scribe Scroll, Spell Focus (Transmutation), Greater Spell Focus (Transmutation), Craft Wand, Spell Focus (Necromancy), Tenacious Transmutations, Craft Wonderous Item, Craft Magic Arms & Armor, Weapon Prof. (glaive), Quicken Spell, Inscribe Rune, Arcane Blast, Persistant Spell, Minor Spell Expertise, Major Spell Expertise.

Skills Appraise +34, Bluff +26, Craft (alchemy) +37, Diplomacy +26, Fly +30, Intimidate +26, Knowledge (Arcane) +37, Knowledge (Engineering) +37, Knowledge (Geography) +37, Knowledge (History) +37, Knowledge (Nobility) +37, Knowledge (Planes) +37, Perception +24, Sense Motive +24, Spellcraft +37, Stealth +27, Use Magic Device +26.

Languages Abyssal, Common, Draconic, Dwarf, Elven, Giant, Sylvan, tongues

SQ contingency (if Karzoug is affected by a spell preventing him from acting on his own, a greater dispel magic targets him), permanent spells (darkvision, arcane sight, see invisibility, tongues), summon familiar (none currently), inherent bonuses (+5 to Int, +4 to all others)

Combat Gear:
rod of greater quicken metamagic, wand of blood money* (33 charges), wand of dispel magic (CL 10th, 40 charges), wand of magic missile (CL 9th, 24 charges), wand of stoneskin (CL 10th, 17 charges);

Other Gear:
Karzoug’s burning glaive, talons of Leng, belt of giant strength +6, boots of Dexterity +6, implanted ioun stones (3 crimson spheres, 12 emerald ellipsoids, 3 onyx rhomboids, 5 amber spindles), Sihedron Tome, robes of Xin-Shalast, ring of protection +5, ring of freedom of movement, rune of contingency, runewell amulet, ruby inscribed with the rune of wrath worth 1,000 gp (focus for sign of wrath), ruby dust worth 1,500 gp (for forcecage), vial of powdered gemstones worth 10,000 gp (for temporal stasis)
*Sign of wrath, Inscribe Rune, and blood money are detailed in Pathfinder #5.
________________________________________
SPECIAL ABILITIES
________________________________________
Exceptional Stats (Ex): Karzoug was destined from birth to become one of the greatest wizards of his age. As a result, his ability scores were generated using 32 points, rather than the standard 25-point elite array. Additionally, he has much more gear than standard for an NPC of his level. These modifications increase his total CR by 1.
Immortal: Secrets from ancient Thassilon and realms beyond have allowed Karzoug to sustain his life indefinitely. Unless slain by violent means, he is effectively immortal.
Inherent Bonuses: Karzoug has used wish spells to increase his stats. He has a +5 inherent bonus to his Intelligence and a +4 inherent bonus to his other five ability scores.
Contingency: If Karzoug ever becomes affected by a hostile spell effect that prevents him from acting on his own, a greater dispel magic targets him.
Permanent Spells: Karzoug has made the following spells permanent on himself: arcane sight, darkvision, see invisibility, and tongues.
Rune of Contingency: This magic rune, created by Karzoug’s Inscribe Rune feat, allows Karzoug to gain the effects of feather fall and water breathing once each per day. In addition, if he’s reduced to 0 or fewer hit points but is not killed, he turns into a cloud of vapor as per the spell gaseous form for 5 rounds. He remains conscious during this time, but after 5 rounds he returns to his normal form and is unconscious and dying.
Telekinetic Fist: As a standard action he can strike with a telekinetic fist. Range 30, 1d4+10 dmg, 14 times per day.
Change Shape: Can change shape (beast shape III or elemental body II) for 20 rounds a day.


@Patrick Kropp

I will take a look at your version later.

How about giving a few metamagic gems (rival guide p.11)?

Sczarni

@ Patrick Kropp

Karzoug is missing his most important language! Thassilonian!

All and all, I like your new version. Would you suggest some different tactics with this version?


I think I will give him arcane focus instead a nonexistant familiar. Maybe more monster summoning spells for Support. beeing alone is his greatest weakness.

I will later post a strategy!


Patrick Kropp wrote:

I think I will give him arcane focus instead a nonexistant familiar. Maybe more monster summoning spells for Support. beeing alone is his greatest weakness.

I will later post a strategy!

arcane focus? do you mean arcane bond?

I haven't read that far, do the players fight Karzoug alone?

Sovereign Court Owner - Enchanted Grounds, President/Owner - Enchanted Grounds

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leo1925 wrote:
I haven't read that far, do the players fight Karzoug alone?

Yep.

He's locked up in a sub-dimension that's basically a giant tube (I don't remember the dimensions and don't have the book in front of me).

I plan on using this piece of terrain (the vortex on the right - I'm going to use the throne on the left inside the Spire). It will be a Thassilonian artifact that keeps him isolated from melee combatants in some way (I haven't worked out the details, yet). I have a paladin with stats in the stratosphere who has long been a challenge for me in this campaign, so I have to have something.

He should be a pretty good solo, though. He has Time Stop to set things up in his favor and has some wicked DCs on his save or die effects that can knock out a key party member or two early on.

Plus, he should be able to use the terrain to his advantage. He's spent thousands of years within it, after all. I can't imagine that he hasn't set up spots that do things to players that they don't expect. He's a transmuter, after all; warping the reality of a tiny sub-dimension that he's spent 10,000 years inside should be child's play to this guy.

Dark Archive

Any idea how to make him about 3 CRs higher?

My party consists of 5 18th level PCs and 2 17th, and I think I need a CR24 encounter for the end of the campaign.

(We've been running ROTR and COTCT together, with lots of extra material, for the last 2 years).

Richard


richard develyn wrote:

Any idea how to make him about 3 CRs higher?

My party consists of 5 18th level PCs and 2 17th, and I think I need a CR24 encounter for the end of the campaign.

(We've been running ROTR and COTCT together, with lots of extra material, for the last 2 years).

Richard

I don't think that there is an easy way of upping his CR, but even if there was i don't think that upping his CR to 24 is going to work against 7 players because of the action economy so here is my suggestion:

Have him be together with an ancient very powerful red dragon, you can use the stats of the red dragon who thinks that is Choral the quonceror at the 6th book of kingmaker (beyond kingmaker chapter). You can say that he managed to draw the dragon from the past with the leng device.


Making him even more powerful isn't the solution to the greatest problem: Action economy. Either give him a dragon as pet/familiar or add half a dozen golems. I'm particularly fond of enhanced Iron Golems (vary them a bit; some advanced template, some simply a size category or two larger, don't forget to give them armor, rings of protection, and similar items - magical weapons would also work). If you have Bestiary 2, add just a few Iron Golems, and then use some Mithril Golems and Adamantine Golems.

I'd modify also at least one golem to breath a cloudkill that persists for a few rounds; I'd also suggest that the players don't realize that Karzoug is in that room for the first round or two; he's wise enough to let them get close to the golems first, before he begins to harass them.

As for Karzoug himself, I suggest you give him some more magical items (metamagic rods, for example), and look in the 3.5 Epic Level Handbook for one or two cool abilities and give him those as well.


Old Drake wrote:

Making him even more powerful isn't the solution to the greatest problem: Action economy. Either give him a dragon as pet/familiar or add half a dozen golems. I'm particularly fond of enhanced Iron Golems (vary them a bit; some advanced template, some simply a size category or two larger, don't forget to give them armor, rings of protection, and similar items - magical weapons would also work). If you have Bestiary 2, add just a few Iron Golems, and then use some Mithril Golems and Adamantine Golems.

I'd modify also at least one golem to breath a cloudkill that persists for a few rounds; I'd also suggest that the players don't realize that Karzoug is in that room for the first round or two; he's wise enough to let them get close to the golems first, before he begins to harass them.

As for Karzoug himself, I suggest you give him some more magical items (metamagic rods, for example), and look in the 3.5 Epic Level Handbook for one or two cool abilities and give him those as well.

On the increasing Karzoug's magic items:

Give him a whole lot of metamagic gems.

Dark Archive

Thank you for the suggestions.

What about allying it with the Paizo Golem?

If we assume the creature could come and go from Karzoug's mini-domain, maybe via Leng, then they could be temporary allies.

Maybe add a couple of Adamantine Golems as well .... gets to about the right level?

Richard


Greetings, fellow travellers.

I would give him the support of Viorian Dekanti (the female human fighter, Runelord champion wielding Chellan) and/or the aid of his second in command, Khalib (?) - this seems much more consitent story-wise and does not have the obvious touch of "alone he would have been a push over, so the GM added a couple of XYZ".

Especially with Khalib it should be possible to tip the balance in favor of a more epic endgame.

@Patrick:
Thanks for sharing your version of Karzoug, but I fail to notice the bonus/difference of being a thassilonian specialist.
Where do his special powers become visible?
Extra/other feats, spells - you mentioned 9 more when compared to the 3.5 version (I left his spells mostly alone - if I remember correctly - but would re-examine them if my players would face him soon).

Ruyan.


A thassilonian specialist cannot cast spells from his prohibited schools. He is so focused on his speciality that he gain one additional spell slot (but for an already memorized transmutation spell). Effectivly he prepares one bonus spell twice.

Dark Archive

RuyanVe wrote:

Greetings, fellow travellers.

I would give him the support of Viorian Dekanti (the female human fighter, Runelord champion wielding Chellan) and/or the aid of his second in command, Khalib (?) - this seems much more consitent story-wise and does not have the obvious touch of "alone he would have been a push over, so the GM added a couple of XYZ".

Especially with Khalib it should be possible to tip the balance in favor of a more epic endgame.

Ruyan.

Khalib and Viorian have bitten the dust. I have got a load of Lamia + Ceoptera which I could use, though that was going to be a separate encounter.

Richard

Grand Lodge

I like the idea of Karzoug setting up the dimension to his advntage over the millenia.

While my group is still 3 books out from facing him, Ive been thinking about him lately. My current plans to make the fight with him more memorable are either:

A) Karzoug is actually an ancient red wyrm in disguise. (Not my idea. Came from another board member.)
B) Karzoug has several clones (per the spell) of himself about, including one on the material plane. Once the PCs leave the dimension, they go back to find him their as well.
C) A and B...meaning several clones of the ancient red wyrm.

I dont want to be a bastard and keep throwing stuff at them until they run out of resources and all eventually die, but considering how OP I believe my party will be at that point, Im going to make it one b*&^% of a fight.

Dark Archive

Actually, another idea struck me.

How about giving him 6 Adamantine Golems, one in each likeness of the other Runelords (but serving Karzoug, of course). Each Golem could have an extra spell-like ability corresponding to its particular rune lord as well.

Admittedly, this will probably push the encounter to something like CR 25. There will probably also be more adamantine there than exists on Golarion, but since these things are effectively indestructible it's a case of beating them down long enough to kill Karzoug and then get out of there, rather than taking them back as treasure.

Richard

Grand Lodge

RuyanVe wrote:


On the other hands, I think the negs to his physisical stats would weaken him quite a bit and I always imagined him of being the snob and entering melee (like some art suggests, where he is enlarged and fights with his glaive - I know I do with my transmuter styled after Karzoug! And it's a blast - I get more kills than the fighter or the ranger...)

Um, that picture is an animated statue of Karzoug, not Karzoug himself. Just so you know.


Thanks, Patrick, for the explanation.

@Aeshuura - hm, the art still looks good though. Where is that mentioned anyways?

Ruyan.


RuyanVe wrote:
Where is that mentioned anyways?

It's in "Sins of the Saviours", p.54-55


Question:
What happens if Karzoug casts reverse gravity? The eye of avarice has not ceiling and no end on top, so what happens?

About Patrick Kropp’s conversion:
1) Where does the WIS 18 comes from? Does it take into account the talons of Leng?
2) What spells has Karzoug taken with minor and major spell expertise?
3) Where does the INT 38 comes from? Have you made the sihedron tome give a permanent increase in INT?
4) If you haven't made the sihedron tome to give him a permanent bonus to INT then you have forgotten to take that item into accout when deciding what spells he has prepared, because if he has INT 44 for the purposes of bonus spell per day then he has extra slots, specifically: one more 1st level spell, one more 3rd level spell, one more 4th level spell, one more 5th level spell, one more 7th level spell, one more 8th level spell and one more 9th level spell.
5) You have given him the money needed for forcecage but he doesn't have that spell memorized, why?
6) What about the money needed for casting wish and limited wish?
7) What about the money needed for casting the spell trap the soul?

Thank you for your conversion. Can't wait for that strategy you mentioned.


Thanks, Lithrac! Still trying to get my hands on a copy of #5 *sadface*

Dark Archive

Okay...so my PCs are coming up on Mhar Massif...so they'll be facing Karzoug shortly. I've tried to run this campaign pretty faithfully to what is written...and have had a few PC deaths on the way. I don't really want to retool Karzoug much or the encounter...but I expect my PC's will attack him by having their Wizard cast anti magice field and doing his best to follow Karzoug around. Any good suggestions to deal with this trick?


Spyderz wrote:
Okay...so my PCs are coming up on Mhar Massif...so they'll be facing Karzoug shortly. I've tried to run this campaign pretty faithfully to what is written...and have had a few PC deaths on the way. I don't really want to retool Karzoug much or the encounter...but I expect my PC's will attack him by having their Wizard cast anti magice field and doing his best to follow Karzoug around. Any good suggestions to deal with this trick?

Unless your wizard also has two levels of arcane archer how is he going to be helped by the antimagic field?

Remember that Karzoug starts the battle flying 40 feet above the soul lens (which is 5 feet above the ground), how is your character going to affect him?

Dark Archive

good point...totally spaced that part out for some reason. Was having flashbacks to the end of kingmaker because when they caught the villainess..she was indoors and not out of reach of one. Sure she had watched them and prepared for her tactics...but they had never used any tactics even relating to that...so I'd set up big indoor thing in her castle and was caught off guard.


Isn't Big K a pure blood Azlanti? Those guys get +2 to all stats and have an extra long life span.


The 8th Dwarf wrote:
Isn't Big K a pure blood Azlanti? Those guys get +2 to all stats and have an extra long life span.

No i think that he is human.


leo1925 wrote:
The 8th Dwarf wrote:
Isn't Big K a pure blood Azlanti? Those guys get +2 to all stats and have an extra long life span.
No i think that he is human.

Thassilon was created by exiles from Azlant - The first king was pure Azlant and it stands to reason the most powerful of his "advisors/successors" would be as well.


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
leo1925 wrote:
The 8th Dwarf wrote:
Isn't Big K a pure blood Azlanti? Those guys get +2 to all stats and have an extra long life span.
No i think that he is human.

Pure-Blood Azlanti are humans. They're just better than humans who aren't Pure-Blood Azlanti.


Yes but i think that the azlanti pure-blood has been thinned by the many years the empire has been ruling.
Also remember that Karzoug was a slave and got his right to rule through power, he wasn't selected to be a runelord.


James Jacobs wrote:
The 8th Dwarf wrote:

Hello James

Are the Rune Lords pure blood Azlanti?

Yes.

I wasn't specific with the question. Considering K's background so the I suppose you could take it either away.

Shadow Lodge

The 8th Dwarf wrote:
Isn't Big K a pure blood Azlanti? Those guys get +2 to all stats and have an extra long life span.

That would make sense.


Quote:
1) Where does the WIS 18 comes from? Does it take into account the talons of Leng?

Oh, forgotten to decrease his WIS from the talons of Leng! Thanks!

Quote:
2) What spells has Karzoug taken with minor and major spell expertise

I´m still undecided. The same as the 3.5 (I believe teleport)

Quote:
3) Where does the INT 38 comes from? Have you made the sihedron tome give a permanent increase in INT?

19 + 5 (wish) + 6 (enhancement) + 5 (level)+ 3 (high age)

Quote:
4) If you haven't made the sihedron tome to give him a permanent bonus to INT then you have forgotten to take that item into accout when deciding what spells he has prepared, because if he has INT 44 for the purposes of bonus spell per day then he has extra slots, specifically: one more 1st level spell, one more 3rd level spell, one more 4th level spell, one more 5th level spell, one more 7th level spell, one more 8th level spell and one more 9th level spell.

Thanks. I forgotten the Sihedron Tome! Even more Spells! :)

5) You have given him the money needed for forcecage but he doesn't have that spell memorized, why?

Quote:


Copy and paste error. I have forgotten to give him forcecage.

Quote:

6) What about the money needed for casting wish and limited wish?

7) What about the money needed for casting the spell trap the soul?

Handwaved that! ^^

Dark Archive

godsDMit wrote:

I like the idea of Karzoug setting up the dimension to his advntage over the millenia.

While my group is still 3 books out from facing him, Ive been thinking about him lately. My current plans to make the fight with him more memorable are either:

A) Karzoug is actually an ancient red wyrm in disguise. (Not my idea. Came from another board member.)
B) Karzoug has several clones (per the spell) of himself about, including one on the material plane. Once the PCs leave the dimension, they go back to find him their as well.
C) A and B...meaning several clones of the ancient red wyrm.

I dont want to be a bastard and keep throwing stuff at them until they run out of resources and all eventually die, but considering how OP I believe my party will be at that point, Im going to make it one b*&^% of a fight.

I saw that post too, except I made him into an evil bronze dragon :)

Liberty's Edge

In relation to Karzoug's age...Its been a while since I have read the stats on old Karzoug but doesnt one of his items, a minor artifact, attune his life force to the runewell of greed. This effectively making him immortal while there are souls trapped in the runewell.


@Patrick Kropp

1) I think that the INT gain by age is +1 and not +3, am i wrong?

Shadow Lodge

In UM there is an ability a mage can get @ 20th that makes him immortal.

:)

Grand Lodge

leo1925 wrote:

@Patrick Kropp

1) I think that the INT gain by age is +1 and not +3, am i wrong?

Unless the age penalties/bonuses stack (and I dont think they do), then no, I dont believe you are wrong.

Sczarni

godsDMit wrote:
leo1925 wrote:

@Patrick Kropp

1) I think that the INT gain by age is +1 and not +3, am i wrong?

Unless the age penalties/bonuses stack (and I dont think they do), then no, I dont believe you are wrong.
PRD wrote:
With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

They do stack.

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