
Pnakotus Detsujin |

I noticed while reading comments in Herald of the Ivory Labirint how many consider the fight with Baphomet a letdown since he cannot withstand the madness that is high mythic damage output. Also, since the fight against him is, tecnically, optional, we get some simple tactics and nothing more. I think, since most of the adventure path was fought against his minions, this fight could and should be the Epic Itself, possibly surpassed only by the fight with Areelu and Deskari.
So I call you for suggestions. How to make this fight stuff of legend?
I already have few ideas ...

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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.
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.

magnuskn |

And who the hell is going to run 30 enemy creatures at the same time? Extremely complex creatures to boot?
<sigh> All those proposals for summoning a gazillion enemies don't take practical things like "turn length" and "keeping score of a gazillion individual units" into account. No player (and no responsible GM) would want his players have to wait two hours to get one turn for their characters.

Aldarionn |

And who the hell is going to run 30 enemy creatures at the same time? Extremely complex creatures to boot?
<sigh> All those proposals for summoning a gazillion enemies don't take practical things like "turn length" and "keeping score of a gazillion individual units" into account. No player (and no responsible GM) would want his players have to wait two hours to get one turn for their characters.
The Half Fiend Minotaurs are literally useless in combat unless they roll a 20, and they don't have enough HP to stand up to any AOE ability the party can throw. They are probably there as nothing more than speedbumps to keep dangerous melees from getting to Baphomet before he wants them tere, and to prevent squishy casters from getting away from the things that will do horrible amounts of damage.
Most of them are not going to be making attacks due to space, and you don't really need to keep track of HP because if something hits them they are likely to die in 1-2 swings at most. Roll their attacks in bulk and if they get hit with anything just remove them. Other than horrifically cluttering the board I cannot see them actually bogging down combat that much.

Tangent101 |
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Stat them up using the Troop template from Reign of Winter. You'll have to guestimate but it'll make them nastier.
Edit: Also, given his realization that he's vulnerable and his ability to use scrolls... I'd honestly have him cast Contingency on himself so that he uses Greater Teleport to escape the moment he's reduced to under 300 hit points. Contingency takes effect the moment that effect takes place so unless the players can take Baphomet from 301 hit points to 0 in one blow, he's going to escape.
He's not stupid.

magnuskn |

There is no "troop template", that's one of the problems that concept has. There is only a single statblock for the one troop which is in that module of Reign of Winter. Maybe someone inferred a template out of that single statblock, but until either Brandon or Paizo releases something official, I'll refrain from using it.
And even useless half-fiend Minotaurs need a large miniature per Minotaur on the board to represent them and take up maintenance time.

Pnakotus Detsujin |

You all make good suggestions.
I like the contingency idea.
I do not like the greater spell immunity. I know it should be fine, but depriving players of their best spells is not cool.
About the horde of minotaurs, since they are obviously just a waste of action for pcs, why don't use the 3.5 mod rules for them? Or are we stealing the thunder for the locusts of Deskari?
Also, what about this?
My philosofy here is not to maximaze the in game possible effects to bulk up Baphomet (though he may need some iomedean burger), but making this battle a challenge because it shakes the players/characters mind. The more twisted it is, the better. They are inside the labyrinth of his wicked mind, after all.

Sc8rpi8n_mjd |

Nice set of tactics, Lochar.
For the scrolls my selection would be a bit different. I will assume 7 scrolls, but frankly it wouldn't surprise me if Baphy has all 12 scrolls at his disposal.
First, I'm pretty sure my players will be able to hit AC 45, so it needs to be higher. Mage armor, shield and barkskin will raise it to 58.
Second, I need to raise his attack and damage bonuses, along with a boost to his saves. Heroic invocation is nice, but I prefer divine power plus greater heroism. That's +10 to attacks, +6 to damage, one extra attack at the highest bonus, +4 to saves,immune to fear and 27 temp. hitpoints.
Now that I have that covered, 2 scrolls slots remain unused. I'll probably pick greater spell immunity (as you suggested) and mass heal (250 hp plus ends status effects). We don't use mage's disjunction in our games so that scroll is out.
When Baphy starts fighting, the smart thing to do is go after the Wizard and the cleric. He can position himself near one of them during the mythic timestop, and unleash a full-attack as soon as he gets his first turn in combat. If the target moves before your turn, try to maze him. The party will probably be protected against maze, so quicken greater dispel magic first.
If you can catch more than one target, using a mythic blasphemy could be a good idea. It will decrease the Strength score of the fighters even if they save. In the unlikely event that a character doesn't use Unstoppable to remove the paralysis (at least 1 round even if they save) then the balors can move and coup de grace them. If they are protected by freedom of movement or similar magic, quicken greater dispel magic in an area before to remove that particular protection. If the PCs fail the saving throw (unlikely), a -4 to attacks and saves is a huge debuff.
Summons:
Minotaurs: He can certainly summon those 24 half-fiend minotaurs, but at this level they are cannon fodder and will only hit on nat. 20's. They can try to grapple the squishies, though.
Between the 4 mythic minotaurs and the labyrint minotaur, I'll choose the second one, no questions asked. For a CR 16, I consider them to be pretty weak but at least it can try to hit with the first attack (the others will likely miss) or trample a weak target.
Demons: 3 balors. The idea here is to make as many attacks as possible to get a crit and vorpal someone's head, or use the sp-like abilities to support the boss. Plus they explode, wich is fun.
I have a few ideas on how to modify Baphomet (I made some comments on the GM ref. thread), but I'll wait and see how my party adapts to this AP before making any changes.

friluftshund |

I like the idea of incorporating some sort of maze phase where either the maze is physical and they get split up and need to figure out where to regroup (perhaps using the string from the treasure vault as a sort of compass)
or a maze where the players get drawn into Baphy's mind and has to fight their way out, but where attacks assult their mental attributes rather than their hit points
And later still they have to fight Deskari...

Aelryinth RPG Superstar 2012 Top 16 |

mythic blasphemy at his CL would instantly eject the party from the plane and end the fight. They are extraplanar in the Abyss.
Mythic Timestop on a scroll is an artifact in and of itself. Not sure he's supposed to have disposable artifacts like that on hand, but he is a Demon Lord...
He should definitely have his AC, saves and stuff buffed. A Ring of Evasion wouldn't be out of line, either.
==Aelryinth

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Don't need Mythic Timestop on a scroll. he's got Timestop as a 1/day SLA, and according to the rules for demon lords, all their spells are the mythic versions when in their domain and the demon lords are considered MR 10 then as well.
The stats/tactics the book gives are sans their Mythic ability, which is hilarious stupid since Baphomet isn't fighting outside of his domain.

Aelryinth RPG Superstar 2012 Top 16 |

ANd yes, for the Jailer - if you look at her stats, she's actually physically weaker then a standard Marilith, so actually it's quite easy to buff your AC up to a point where her attacks have virtually no chance of hitting you.
I suggest giving her a +4 Str belt or Bull's Strength and the elite array over a normal marilith, which would up her str to about 35, and then Greater Magic Weapon as an SLA to up the danger of her swords. The extra +10 TH/DMG fits thematically. I can't really see how she managed to threaten nascent demon lords who had any preparation...
But no, I wouldn't let all those Defender bonuses stack, either.
==Aelryinth

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So what exactly does Baphomet get when all Mythic'd up (this would apply to Deskarii as well in Book 6).
Demon lords are treated as Mythic rank/tier 10 according to Bestiary 4 and Chapter 1 (bestiary).
The Mythic guide on the PRD seems to imply that means that a demon lord gets:
1 - 10 mythic points and a 1d12 surge die
2 - access to mythic versions of all his spell like abilities
3 - the five +2 stat bumps for 10 mythic ranks
4 - five mythic feats for 10 mythic ranks
5 - 11 mythic abilities (chosen from the monster abilities, heroic abilities, or just any universal monster ability from the bestiary)
6 - +10 natural armor, +10 initiative, +100 hit points, +10 to spell resistance
This is all under the Mythic Subtype abilities (I do not own the Mythic book, just looking at the PRD).
The main reason I ask is that I am planning on running this as a non-mythic campaign. Baphomet at CR27/MR10 looks pretty impressive. He's going to have an Armor Class in the 60's, and SR in the 40's. And that assumes I don't use his "triple normal treasure" to give him a crazy ton of magic items.
I'm not familiar with what Mythic heroes look like at this point (Level 17/Tier 8), but could they even hit/harm him?

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They actually don't get all that, because they don't actually GET the ranks. They're just treated as MR 10 in their domain.
The article on them in Worldwound Incursion goes into it a more. Basically, they get 10/day points and the d12 die plus some specific bonuses.
That makes more sense, and upon re-reading the WorldWound Incursion entry I agree. I think with the tactics you had mentioned above this will be a crazy hard (but possibly winnable) fight.
Especially if the PCs are smart and make a deal with the Runelord and lure baphomet there. Having a level 19 evoker on your side can help level the playing field (in some cases quite literally). If nothing else, Alderpash can focus on wiping out the balors and minotaurs that Baphomet might summon.

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There is no "troop template", that's one of the problems that concept has. There is only a single statblock for the one troop which is in that module of Reign of Winter. Maybe someone inferred a template out of that single statblock, but until either Brandon or Paizo releases something official, I'll refrain from using it.
And even useless half-fiend Minotaurs need a large miniature per Minotaur on the board to represent them and take up maintenance time.
Just as there is no "swarm template" there is no "troop template." Troops are unusual and strange things, and they need to be built by hand, just as swarms, and should have their special abilities and powers and all that custom designed.
You could certainly build a troop of demons for any of these end-game encounters. That's actually an excellent way to present a fight with a demon lord and a mass of his minions, since you can even build a "demon mob" troop of different demons and just give it its own unique abilities.
The reason we didn't do this in the adventure is because we would have had to reprint the full rules for troops AND a full stat block for the troops; that's about a page to a page and a half of content. We didn't have room for something like that in the adventure, and I didn't have the time to delve into building rules and stats for something that mixes together two different relatively new rules-sets (which is what a mythic troop would need).

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Also, according to James, if they have a SLA that has a mythic version of it, they can use that version of it. Gotta find the quote on that.
I'll save you the trouble!
If a demon lord has a spell-like ability, and we've published a mythic version of that spell, the demon gets to use that spell-like ability as a mythic spell-like ability in their Abyssal realm. (He still has to use a mythic power use to do so, of course!)

FormerFiend |

Well one of my players, fighter/champion, has a habit where every game he builds his character at different levels to map out where he wants him to be at certain points of the campaign; one of these points being level 18/tier 9, which is where the party should be when they face Baphomet, gearing up within the WBL restrictions.
After hearing some of the descriptions about how easy the Baphomet fight was, I decided to run a little mock using this character's sheet and Baphomet as written, one on one. I didn't take into account the previous battle's the pc's would have just been in, and I gave him the first action to go with the "readied action to jump Baphomet as soon as he enters the room" scenario that's been brought up as a possibility.
In one round the champion was able to take Baphomet down to -13 hit points.
Now, obviously, I expect the scenario in the actual game to play out differently(and we are a long way off from that, at any rate). But I was kind of shocked at just how devastating it was.

Pnakotus Detsujin |

As a mythic character and slaying Baphomet, couldn't you theoretically usurp his domain for your own? Didn't Kostchichie do something like that?
Such eventuality is probably beyond this campaign scope. It's wrath of righteous, after all. However, should the character that lands the final blow on a demon lord evil, that is another history. I can well see a mythic hierophant of Asmodeus blasting old Baphy and reclaiming the prison for himself after a Wll safe against Baphy with some kind of bonus. The demon lord transformation is more proplematic. Probably, it would go against the nature itself of a character since what originally powered them, the wardstones, were a good artifact.

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As a mythic character and slaying Baphomet, couldn't you theoretically usurp his domain for your own? Didn't Kostchichie do something like that?
Yeah... that's more along the lines of themes we explored back in Savage Tide. It's not really thematically appropriate for supposedly good-guy PCs to become demon lords, but it's certianly possible.

Odraude |

While that is true, I'm sure one can take the planar realm and turn it into a demirealm for good. If Baphomet can take it from Hell, I'm sure a good person can take it back for Heaven/Nirvana/Elysium :)
Of course, that would probably be a prize for a Level 20/MT10+ group, when they are strong enough to become actual demigods.

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Well one of my players, fighter/champion, has a habit where every game he builds his character at different levels to map out where he wants him to be at certain points of the campaign; one of these points being level 18/tier 9, which is where the party should be when they face Baphomet, gearing up within the WBL restrictions.
After hearing some of the descriptions about how easy the Baphomet fight was, I decided to run a little mock using this character's sheet and Baphomet as written, one on one. I didn't take into account the previous battle's the pc's would have just been in, and I gave him the first action to go with the "readied action to jump Baphomet as soon as he enters the room" scenario that's been brought up as a possibility.
In one round the champion was able to take Baphomet down to -13 hit points.
Now, obviously, I expect the scenario in the actual game to play out differently(and we are a long way off from that, at any rate). But I was kind of shocked at just how devastating it was.
Could you share his stats, I have something similar prepared for one of my players:
Dorn
Male Human (Shoanti) Barbarian 18/Champion 9
CGNone Medium humanoid (human)
Init +16; Senses Perception +22
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Defense
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AC 39, touch 13, flat-footed 33 (+16 armor, +5 Dex, +10 natural, +4 deflection, +1 dodge)
hp 348 (18d12+217)
Fort +27, Ref +16 (+6 bonus vs. traps), Will +18 (+4 vs. enchantments); +2 trait bonus vs. fear, +3 resistance bonus vs. spells or effects with an alignment descriptor or that come from an outsider or aberration
Defensive Abilities fortification 25%, hard to kill, uncanny dodge, indomitable will, mythic saving throws, trap sense, unstoppable; DR 4/—
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Offense
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Speed 50 ft.
Melee heavy shield bash +38/+38/+38/+33 (1d4+30/×2) and
. . cold iron throwing axe +38/+38/+38/+33 (1d6+30/×2) and
. . legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype) and
. . masterwork silver throwing axe +39/+39/+39/+34 (1d6+29/×2) and
. . unarmed strike +38/+38/+38/+33 (1d3+30/×2)
Ranged +1 adaptive, bane composite longbow +29/+29/+29/+24 (1d8+16/×3+2d6 vs. )
Special Attacks mythic power (21/day, surge +1d10), rage, rage powers (come and get me, deathless frenzy, guarded stance +4 [9 rds], reckless abandon [+/-5], reflexive dodge +4, rolling dodge +4 [9 rds], world serpent spirit +3, world serpent totem +3, world serpent totem unity)
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Statistics
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Str 40, Dex 21, Con 28, Int 10, Wis 12, Cha 10
Base Atk +18; CMB +38 (+42 sunder); CMD 46 (48 vs. sunder)
Feats Blind-Fight, Blind-Fight [M], Combat Reflexes, Dodge, Dual Path [M], Exotic Weapon Proficiency (dwarven waraxe), Extra Path Ability [M], Greater Sunder, Improved Critical (dwarven waraxe), Improved Sunder, Iron Will, Mythic Paragon [M], Power Attack, Power Attack [M], Weapon Focus (dwarven waraxe)
Traits courageous, stolen fury
Skills Acrobatics +17 (+25 jump), Appraise +1, Bluff +1, Climb +29, Handle Animal +6, Heal +5, Intimidate +17, Knowledge (nature) +6, Knowledge (planes) +2, Knowledge (religion) +1, Linguistics +2, Perception +22, Ride +12, Sense Motive +7, Stealth +25, Survival +11, Swim +26, Use Magic Device +3
Languages Abyssal, Celestial, Common, Shoanti
SQ amazing initiative, bane, courageous, defending, fast movement, foe-biting, force of will, immortal, legendary power, legendary surge, mythic bane, mythic bond, recuperation, rejuvenating, undetectable
Combat Gear Potion of cure light wounds (2), Potion of cure moderate wounds, Potion of haste, Potion of heroism (3), Potion of protection from evil (2), Wand of cure light wounds, Barbarian chew, Barbarian chew; Other Gear +5 Fortification (light), Glamered, Shadow Mithral, Masterwork Agile breastplate, +2 Animated Heavy steel shield, +1 Adaptive, Bane Composite longbow (Str +0), Legendary +5 Bane (Outsider (evil)), Courageous, D, Cold Iron Arrows (50), Cold Iron Throwing axe, Masterwork Silver Throwing axe, Ambrosia, Amulet of natural armor +4, Bag of holding I (empty), Bandages of rapid recovery (2), Belt of physical perfection +4, Boots of speed (10 rounds/day), Bracers of might (3/day), Cape of free will +4/+5, Gauntlet of the weaponmaster (empty), Headband of fortune's favor, Ring of protection +4, Barbarian's kit, Campsite kit, Riding kit, 150 GP
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Special Abilities
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Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Bandages of rapid recovery These linen bandages have the same color and softness as the feathers of a dove, but their antiseptic smell suggests a less natural origin. Any creature wrapped in these bandages recovers from wounds and ability damage each day as if receiving complete bed rest regardless of activity (Pathfinder RPG Core Rulebook 191). A creature actually receiving long-term care (from the Heal skill) or complete bed rest while wearing the bandages gains a +4 bonus to its effective level or Hit Dice when determining how many hit points it recovers each day. The bandages are destroyed once removed or when the wearer recovers all hit points and ability damage, whichever comes first.
Construction
Requirements Craft Wondrous Item, cure light wounds, lesser restoration, stabilize; Cost 100 gp
Bane (Outsider (evil)) +2 & +2d6 damage vs chosen type
Beyond Morality (Ex) Count as having no alignment, any effects on your either fail or treat you as the most favorable alignment.
Blind-Fight Re-roll misses because of concealment, other benefits.
Blind-Fight [Mythic] As a swift action, use 1 power to ignore concealment miss chance for 11 rds.
Boots of speed (10 rounds/day) Affected by haste
Bracers of might (3/day) Swift action for +4 sacred bonus to strength. Spend 1 power for nat 20 on Str-based roll.
Cape of free will +4/+5 Spen 1 power as immediate action to reroll failed WIll save.
Class Mimic (110 minutes) (Su) Spend 1 power and touch willing creature to copy one of its class features.
Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Come and Get Me (Ex) Enemies get +4 to hit and damage you, but attacks provoke AoO from you
Courageous +7 morale bonus to save vs fear, +3 added to bonuses from similar abilities.
Courageous +2 save vs. fear.
Damage Reduction (4/-) You have Damage Reduction against all attacks.
Deadly Dodge (Ex) Spend 1 power for +4 dodge bonus to AC, missed attacks vs. you provoke AoO, or changed target.
Deathless Frenzy When raging, you can ignore the effects of being at 0 or fewer HP for1 round.
Defending Transfer weapon enhancement bonus to AC.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+11 bonus, bypass all DR).
Foe-Biting When this item deals damage, its user can use mythic power to double the total amount of damage it deals. If the attack is a normal attack, the bearer can expend one use of legendary power to double the total amount of damage. If the attack is a conf
Force of Will (Ex) As an immediate action, use 1 power to reroll any d20, or force non-mythic to reroll.
Fortification 25% You have a chance to negate critical hits on attacks.
Gauntlet of the weaponmaster (empty) Store weapons in gauntlets, and switch with current weapons as swift action.
Greater Sunder When destroying an item, extra damage is transferred to the wielder.
Guarded Stance +4 (9 rds) (Ex) Gain a +4 dodge bonus to AC vs. melee attacks while raging.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Headband of fortune's favor Effects granting luck or giving luck bonus gain +1 rd to duration.
Immortal (Su) Ressurrect next day, unless killed by an artifact's crit.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Uncanny Dodge (Lv >=22) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 22+.
Indomitable Will (Ex) While in rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves she also receives during her rage.
Legendary Power (6/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - All, Combat Maneuver Checks) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mythic Bane +2 & +2d6 damage vs mythic subtype
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
A myth
Mythic Power (21/day, Surge +1d10) Use this power to perform your mythic abilities.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Power Attack -0/+15 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Rage (44 rounds/day) (Ex) +6 Str, +6 Con, +3 to Will saves, -2 to AC when enraged.
Reckless Abandon (+/-5) (Ex) Trade AC penalty for to hit bonus while raging.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Reflexive Dodge +4 (Ex) While using rolling dodge, gain a +4 bonus to Reflex saving throws.
Rejuvenating (110 hp) The bearer of this item can expend uses of legendary power to rejuvenate her body. As a standard action, she can expend one use of legendary power to heal herself of 10 points of damage per mythic tier she possesses. Alternatively, as a standard acti
Rolling Dodge +4 (9 rds) (Ex) Gain a +4 dodge bonus to AC vs. ranged attacks while raging.
Stolen Fury +2 trait bonus to CMB vs. Demons
Surge (1d10) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprise Strike (Ex) As a swift action, use 1 power to attack foe in 30 ft. They are flat footed and you bypass all DR.
Tear Apart (Ex) Sunder check to reduce opponent's armor bonus, natural armor, or shield bonus by half your tier.
Transfer Magic (Su) Spend 1 power and make melee touch attack to transfer magic effect from creature to you.
Trap Sense +6 (Ex) +6 bonus on reflex saves and AC against traps.
Undetectable This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.
Unstoppable (Ex) As a free action, use 1 power to end one listed condition on yourself.
World Serpent Spirit +3 (Su) While raging, gain a +3 resistance bonus on saving throws against spells and effects that have an alignment descriptor or come from an outsider or aberration.
World Serpent Totem +3 (Su) While raging, gain a +3 insight bonus to AC against outsiders and aberrations.
World Serpent Totem Unity (Su) While raging, double fast movement bonus to speed and cannot be knocked prone. Gain a +6 insight bonus to AC against attack rolls made by an outsider or aberration to confirm a critical hit.
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While he is raging, using mythic power attack (spend on point of mythic power to ignore penalties), reckless abandon, and not benefiting from haste:
legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +46/+46/+46/+41 (1d10+51/19-20/×3+2d6 vs. Outsider (evil)+2d6 vs. mythic subtype
Against a demon:
legendary +5 bane (outsider (evil)), courageous, defending, furious, mythic bane, transformative adamantine axe +48/+48/+48/+43 (1d10+53/19-20/×3+2d6 vs. Outsider (evil)
Against a demon with a haste effect (not unlikely considering the boots and the existence of mythic heroism) the weakened Baphomet (remember half hp for some reason) is is quite possible for a a single player to kill him.
Of course a single confirmed critical hit would result in 2d10+165+2d6 damage.
His will save is pretty terrible though, any while imprisonment could be tough (but it requires a touch attack) since he is beyond morality unholy weapons, blasphemy, unholy aura… are a non issue.
And he is not using some of his better abilities like class mimic.
So my suggestion would be to increase his hit points … a lot.

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Changing Man wrote:As a mythic character and slaying Baphomet, couldn't you theoretically usurp his domain for your own? Didn't Kostchichie do something like that?Yeah... that's more along the lines of themes we explored back in Savage Tide. It's not really thematically appropriate for supposedly good-guy PCs to become demon lords, but it's certianly possible.
How about that inverted rune giant if he is still alive?

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Keep in mind, this is a guy who apparently thinks he can kill Asmodeus...
But he hasn't tried and I think that highlights his craven nature. He wants to, believes he can but inside fears the consequences despite his burning hatred. I think it's the same with the players - they are powerful enough to have received Nocticulas assistance, to have drawn Deskaris eye and invaded his realm (killing some of his most powerful servants).