Anyway, I was inspided by the Chronicles: Pathfinder podcast and have decided to rework Irovetti as a sundering magus (yes, I am evil).
Anyway, an issue I'm having is that the Rod of Razors being a halberd is completely unsuited to magi. My thought is to shift it to being a battleaxe with reach vice a halberd that can hit adjacent targets. Would it be appropriate to increase the cost of the weapon in this case?
Its worth noting that I don't expect my PCs to care much about the weapon nor to do more than sell it when they're done beating him down. No one uses either axes or halberds as primary weapons.
The next session with the showdown happens tuesday so any input is appreciated.
I thought this was a really good/evil idea, so I statted up Irovetti as a magus for 6 players:
IVROVETTI MAGUS CR 18
Male Human Magus 18
CE Medium Humanoid (Human)
Init +7; Senses Perception +3; darkvision 60'; see invisible
AC 44, touch 22, flat-footed 37 (+9 armor, +8 Dex, +9 natural, -1 size, +5 deflection, +1 dodge, +4 shield)
hp 190 (18d8+54)
Fort +20, Ref +19, Will +21
DR 10/adamantine (150 points), immunity to bleed, critical hits and sneak attacks
Spd 30 ft., Fly 60' perfect
Melee +3 Keen vorpal Adamantine Halberd +18/+13/+8 (2d8+6/19-20/x3) or
+3 Keen vorpal Adamantine Handaxe +24/+19/+14 (1d8+5/19-20/x3) or
Ranged Razors +24/+19/+14 (1d8+3/19-20/x3)
Space: 10', Reach: 10' 20' with rod
Special Attacks Arcane Accuracy +6, Arcane Edge 6, Counterstrike, Spellstrike
Magus Spells Known (CL 18, 13 melee touch, 20 ranged touch):
6 (4/day) Bull's Strength, Mass (DC 22), Disintegrate (DC 22), Elemental Body III (DC 22)*
5 (5/day) Wall of Force, Telekinesis, Shield, Quick (DC 21), Acidic Spray (DC 21), Interposing Hand
4 (6/day) Stoneskin (DC 20)*, Invisibility Greater (DC 20), Dimension Door, Wall of Fire, Detonate (DC 20), Wreath of Blades (DC 20)
3 (6/day) Stinking Cloud (DC 19), Displacement (DC 19)*, Dispel Magic, Ray of Exhaustion (x2) (DC 19), Slow (DC 19)
2 (7/day) Bear's Endurance (DC 18)*, Mirror Image (DC 18), Glitterdust (DC 18), Bull's Strength (DC 18)*, Scorching Ray (x3)
1 (7/day) Shocking Grasp (x3), Shield (DC 17)*, Color Spray (DC 17), Ray of Enfeeblement (DC 17), Frostbite
0 (at will) Ray of Frost, Read Magic (DC 16), Light, Detect Magic, Arcane Mark
Before combat: Irovetti casts mass Bull's strength in the throneroom, but saves most of his enhancements for the downstairs battle, in which he casts Elemental Body III (large air), stoneskin, bear's endurance, bull's strength and shield.
During combat: Irovetti in the throneroom uses the razor firing funtion on his rod until forced to flee. Downstairs Irovetti uses a point of arcane pool to give the rod of razors vorpal quality, and casts displacement on the first round of combat, quickened if he has to. Depending on what the heroes do, Irovetti either starts by going invisible (ranged) or using Wreath of Blades (close). Irovetti the magus prefers to disarm his foes using reach as they close in. If they are adjacent he casts first, then disarms second - if he succeeds he takes their weapon and puts it in his bag of holding I. Against hostile casters he uses acidic spray and telekinesis to disrupt their spellcasting. Irovetti always spends arcane pool to deal bleeding damage on hits, except for the last 3 points, which he saves for Reflection.
Morale: He has contingency if he's hit for more than 10 points of damage, still. If himself disarmed, he attempts to flee, either by teleporting, or using greater invisibility and going on foot.
Str 14, Dex 18/26, Con 18, Int 16/22, Wis 14/16, Cha 10/12
Base Atk +13; CMB +21 (+28 Disarming); CMD 33 (40 vs. Disarm)
Feats Agile Maneuvers, Combat Expertise +/-4, Combat Reflexes (8 AoO/round), Dodge, Extra Arcane Pool, Improved Disarm, Improved Iron Will (1/day), Iron Will, Lunge, Quicken Spell, Silent Spell, Toughness +18, Weapon Finesse
Skills Acrobatics +22, Bluff +19, Climb -3, Diplomacy +19, Escape Artist +4, Fly +17, Intimidate +22, Knowledge (Arcana) +27, Knowledge (Local) +15, Knowledge (Nobility) +15, Linguistics +9, Ride +11, Spellcraft +27, Stealth +4, Swim +1, Use Magic Device +22
SQ Arcane Pool (+5) (17/day) (Su), Close Range (Ex), Greater Spell Combat (Ex), Improved Spell Recall (Su), Knowledge Pool (Su), Mindbender Baton, Quickened Magic (1/day) (Su), Reflection (Su), Ring of Evasion
Combat Gear +3 Keen Adamantine Halberd, +3 Keen Adamantine Handaxe, Celestial Armor, Razors; Other Gear Amulet of Natural Armor +5, Belt of Incredible Dexterity, +6, Boots of Speed, Cloak of Resistance, +5, Headband of Vast Intelligence, +6: Acrobatics, Bluff, Ioun Stone, Incandescent Blue Sphere, Ioun Stone, Pink and Green Sphere, Mindbender Baton, Potion of Restore Eidolon, Lesser (4), Ring of Evasion, Ring of Protection, +5, Scroll: Restoration, Teleport, Heal, Tome of Understanding, +2, Wand of Cure Light Wounds, Wand of Hold Monster (CL 10)
Agile Maneuvers Use DEX instead of STR for CMB
Arcane Accuracy +6 (Su) 1 Arcane Pool: +6 to attack rolls until the end of your turn.
Arcane Edge 6 (Su) 1 Arcane Pool: Add 6 Bleed damage to an attack.
Arcane Pool (+5) (17/day) (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The poo
Close Range (Ex) Using spellstrike, deliver ranged touch spells as melee touch spells.
Combat Expertise +/-4 Bonus to AC in exchange for an equal penalty to attack.
Combat Reflexes (8 AoO/round) You may make up to 8 attacks of apportunity per round, and may make them while flat-footed.
Counterstrike (Ex) Gain an AoO against any spell cast defensively within your threatened area.
Greater Spell Combat (Ex) Use a weapon with one hand at -2 and cast a spell with the other.
Improved Disarm Disarm at +2, without an attack of opportunity.
Improved Iron Will (1/day) 1/day, re-roll a Will save.
Improved Spell Recall (Su) Spend your Arcane Pool to recall spells you have already cast.
Knowledge Pool (Su) You can spend Arcane Pool points to treat a spell you do not know as being in your spellbook, for you to prepare spells with.
Lunge -2 to AC for +5' reach
Quicken Spell Cast another spell in the same round you cast this one. +4 Levels.
Quickened Magic (1/day) (Su) 1/day, cast a spell as if Quickened without altering the level.
Reflection (Su) Use Arcane Pool points equal to the level of an incoming spell to reflect it or fewer to give a bonus to any saves vs. the spell.
Ring of Evasion This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spellstrike (Su) Deliver touch spells as part of a melee attack.
*rod changes: Rod functions as a handaxe when in 'retracted' mode. If you're using a magical version of the item, merely consider it transmuting. I made this change so he could benefit from weapon finesse. If this doesn't suit you, just use the halberd stats only. Heck, it does more damage that way anyway.
Not superb at dishing damage, but he'd sufficiently disable my group, I suspect.
Nice build General Chaos. I've decided to keep him at 16 since my group recated to being attacked by charging the palace (and seems to be a hair behind on xp. Guess I should let them do a bit more hexploration).
So its been a productive day at work.
Human Magus 16
HP: 187 [8 + 4.5*15(HD) + 5*16(con) + 16(toughness) +16 (favored class)]
Saves (F/R/W): +21/+11/+15
AC: 36[10 +14 armor +1 insight +6 natural +3 deflection +1 dex +1 haste +1 dodge -1 size],
Attack +23/+23/+18/+13 Rod of Razors (battleaxe) 2D6+24+1d6fire+1d6frost
Sunder +33/+33/+28/+23 same damage
Ranged Touch: +14
Skills: Use Magic Device +19, Diplomacy +16, Spellcraft +24, Intimidate +19, Fly +20, Acrobatics +11, Climb +28
Feets: Power Attack, Improved Sunder, Toughness, Greater Sunder, Dodge, Weapon Focus (battleaxe), Iron Will, Great Fortitude, Arcane Strike, Improved Initiative, Weapon Speciliaztion (battleaxe)
0th: Acid Splash, Prestidigitation, Ray of Frost, Spark, Detect Magic
1st: Ray of Enfeeblement x2, Vanish x2, Shocking Grasp x2, Frostbite
2nd: Mirror Image*, Frigid Touch, Web, Cat's Grace*, Gust of Wind
3rd: Fly*, Displacement, Force Punch, Vampric Touch, Force Hook Charge, Ray of Exhaustion
4th: Arcana Theft, Diminsion Door, Wall of Sound, Wall of Ice, Greter Invisibility
5th: Wall of Force, Corrosive Consumption, Bayful Polymorph (DC 20), Monsterous Physique III*
6th: Greater Dispell Magic
Arcana: Manuver Mastery (sunder), Silent Magic, Close Range, Maximized Magic, Quickend Magic
Gear: Rod of Razors (modifided to switch between battleaxe and halbard as a free action), Mindbender Baton, +5 Adamantite Full Plate of Moderate Fortification, Cloak of Resistance +4, Ring of Deflection +3, Amulet of Natural Armor +2, +6 Int headband [fly, acrobatics, climb], +4 str and con belt, Want of Charm Monster (CL 11, 10 charges), Boots of Speed, Dusty Rose Ioun Stone, Lavender and Green Elepsoid Ioun Stone (25 spell levels left)
Spells up: Monsterous Physique III (Minotaur), Cat's Grace, Fly, Mirror Image, See Inviible (permanent), Darkvision (permanant), Haste (round 1), Arcane Pool (+2 flaming, frosty - round 1)
Session report for the courious.
So the group uses control weather to bring a spring thunderstorm into Pitax. Using the basic map of the town provided by their npc spymaster. They make a beeline for the castle of a really annoying to draw map. Seeing a couple of guard towers occupied (at this point I wing putting a squad of 5 wardens and 1 herald in each tower since I miss the line where theres only one hearld) they figure they can take out both towers before the alarm is sounded. Unfortunatly for them things do go quite as planned and the alarm is sounded. The castle is on high alert.
I decided to put the tower entrance in a random room on the south end of the map and they spend some time running around taking 10 to search doors and opening 'm (ah, that old school paranoia). Eventaully they find the waretigers room but shes running around the halls invisible trying to avoid the lot of 'm. When the smash into another patrol she jumps them and windes up dominated and then trapped in a cube of ice when she makes her second will save (they wanted to take her stuff). She is current in a portable hole...
Anyway the group makes their way to the throne room where Iravetti is agruing with his invisible ogre mage. They fight. The witch gives a very bad day to anyone without 10 class levels as he starts flinging fireballs and thing around the room. Irivetti gets put in a fog cloud which suits him fine while he finishes buffing. When he's ready he moves forward and sunders the fighters sword in one blow. the fighter moves to protect the wizard while the archer manages a few hits and pops most of the images. A force hook charge snaps the centaur heriloom bow. But he takes more hits from aoes and decideds to back off and demention doors himself to the bedroom. Unfortunatly the party was prepared for this so with the aid of a telepathic link and locate creature the group teleports after him in a flury of dimentional doors. The naga gets a single heal of and irivetti gets to recast mirror image but ultimatly goes down never rolling greater than a five to hit the pcs again. Probbably the lognest singe fight I've ever run at about 5 hours counting both parts.