Beastmass Updated Challenge.


Advice

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Lantern Lodge

The Balor isn't too hard of a fight. Summon is a 1 round action, and with Quick Runner's Shirt, I'm able to travel 120 feet and initiate a grapple, ending his summon.

If he did summon, I could go straight for him, and take 15 negative levels as I grapple him to death before grappling with his summon O.o


FrodoOf9Fingers wrote:

The Balor isn't too hard of a fight. Summon is a 1 round action, and with Quick Runner's Shirt, I'm able to travel 120 feet and initiate a grapple, ending his summon.

If he did summon, I could go straight for him, and take 15 negative levels as I grapple him to death before grappling with his summon O.o

I searched around on the forums about the SLA summons, most think it was a standard to do it, because of the SLA bit. If it is not a standard action, then the valor seems less of a threat.

If it does summon though and the other demon gets 3 full rounds, it would be better off full attacking hitting for 5 negative levels followed by a quickened generate for 2.

So that might be 21 negative levels. If the demons attacks hit and the save happens immediately rather than after 24 hours, it's easy peasy

Lantern Lodge

I've searched too, but there's no real basis for summoning to be a standard. SLA's take as long as the base spell, the summon ability states "A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, " ergo the summon ability is a one round ordeal, just like summon monster.


FrodoOf9Fingers wrote:
I've searched too, but there's no real basis for summoning to be a standard. SLA's take as long as the base spell, the summon ability states "A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell, " ergo the summon ability is a one round ordeal, just like summon monster.

That makes for a much easier fight.

Lantern Lodge

Naturally, but it's the rules of the game. :)


Currently beginning work on a challenger for this. I'm fairly certain that this Evil craftsman will be able to tear these stars out of the sky...


We look forward to it Vritra.


On the topic of the "deaths" of the vrolikai and the balor at Bardicus' hands in the first scenario, I don't really think Rule of Cool is an acceptable basis for the Beastmass, it being heavily subjective and possibly abused.


Ipslore the Red wrote:
On the topic of the "deaths" of the vrolikai and the balor at Bardicus' hands in the first scenario, I don't really think Rule of Cool is an acceptable basis for the Beastmass, it being heavily subjective and possibly abused.

I do agree with you. So I expanded the fight with the Balor having him summon the Vrolikai demon anyway.

Using the tree token during the fight would cause the balor and the other demon to be squeezing during the fight and giving the bard a slight increase to AC and Reflex saves (I will have to find that rule on trees and cover).

On average, Bardicus still wins in the end with a few more resources spent.


I have a request. I'd like to take this challenge but I want to face everything one-on-one. I don't think it's thematically fitting for there to be 2+ versions of the same monster in the same vicinity. How often do you run into a Shoggoth, let alone 8? In Porpentine's original Beastmass, he took everyone on alone. Now I'll admit that his rulings were questionable at times, but still, with this updated challenge, making a build that can take on Cthulhu by oneself should be the ultimate challenge. What's stopping me from creating a party with my character, a (freshly-updated and completely legal) Hexcrafter Magus, The Vaccuum, RAGELANCEPOUNCE and some sort of stupidly OP bard capable of buffing the crap out of his party members, each of us with Leadership and a Cohort? I don't think it fits the spirit of what the Beastmass was/is supposed to be.


WombattheDaniel wrote:
I have a request. I'd like to take this challenge but I want to face everything one-on-one. I don't think it's thematically fitting for there to be 2+ versions of the same monster in the same vicinity. How often do you run into a Shoggoth, let alone 8? In Porpentine's original Beastmass, he took everyone on alone. Now I'll admit that his rulings were questionable at times, but still, with this updated challenge, making a build that can take on Cthulhu by oneself should be the ultimate challenge. What's stopping me from creating a party with my character, a (freshly-updated and completely legal) Hexcrafter Magus, The Vaccuum, RAGELANCEPOUNCE and some sort of stupidly OP bard capable of buffing the crap out of his party members, each of us with Leadership and a Cohort? I don't think it fits the spirit of what the Beastmass was/is supposed to be.

`

It's still a work in progress. When the multiple enemies was suggested, it was more or less to make the enemies be more in line with a CR 20ish challenge or higher.

So in the spirit of the original Beastmass, the challenge is there. Present your build and tactics for the one on one fights in the locations where each monster will be found.


Shasf wrote:
WombattheDaniel wrote:
I have a request. I'd like to take this challenge but I want to face everything one-on-one. I don't think it's thematically fitting for there to be 2+ versions of the same monster in the same vicinity. How often do you run into a Shoggoth, let alone 8? In Porpentine's original Beastmass, he took everyone on alone. Now I'll admit that his rulings were questionable at times, but still, with this updated challenge, making a build that can take on Cthulhu by oneself should be the ultimate challenge. What's stopping me from creating a party with my character, a (freshly-updated and completely legal) Hexcrafter Magus, The Vaccuum, RAGELANCEPOUNCE and some sort of stupidly OP bard capable of buffing the crap out of his party members, each of us with Leadership and a Cohort? I don't think it fits the spirit of what the Beastmass was/is supposed to be.

`

It's still a work in progress. When the multiple enemies was suggested, it was more or less to make the enemies be more in line with a CR 20ish challenge or higher.

So in the spirit of the original Beastmass, the challenge is there. Present your build and tactics for the one on one fights in the locations where each monster will be found.

Awesome, thanks! Should have that up in a few hours or so.


I've had a change of heart. I believe fighting the higher CR groups should be just fine. I'll just eat the fact that story-wise it makes no sense. I don't want to feel like I'm cheating myself or anyone else by taking on a different challenge than the others. This will be reflected when I post my (exhaustive) final product later this week.

Lantern Lodge

Well, this challenge isn't fully defined yet. Show that your character can defeat porcupines challenge first :P


Did you mean Porpentine? I actually haven't heard of porcupine. XD

Lantern Lodge

My bad :P


Some quick questions.

1. I know that there is a 5% (or 7%) increase in WBL for Crafting feats, and I know that Leadership is allowed. What if my Cohort is a crafter? How does that affect my WBL? What is the benefit of that?

As a player, I've had GM's allow leadership, but not allow the cohort to come with us into combat. As a GM, I've allowed my players the same things. I don't think it's too far-fetched to reason that this is how Leadership should be handled, especially since it has such a natural tendency for GM fiat, anyway.

2. I'm taking this directly from one of my other posts. The question is: Can we utilize and/or improve on the rules I've presented here?

WombattheDaniel wrote:

I will be using a variant of the original Beastmass dice-rolling rules. The d20 rules will be the same, except for the following changes. Instead of a cumulative 60% for a critical, it will become 100%. Also, there will no longer be automatic critical hits upon reaching 100%, but will instead be a critical threat. In order to actually score a critical hit, all combatants would have to be able to hit the AC of their opponent with the roll and the modifiers that allowed the critical hit.

For example, The Witchborn full-attacks at 39/39/39/39/34/29, and with his keen rapier, he threatens roughly a 30% critical hit chance. Following the 10-11-9; 10-9-11 roll scheme, his fourth attack (the first of his straight BAB attacks) would threaten a critical hit with a roll of 10+39=49. If 49 doesn’t hit the AC of his opponent, then he has not confirmed a critical hit.

I think this more accurately depicts how combat really works, as any time a critical threat is rolled, at least the attack hits, regardless of AC and the critical confirmation roll. This will allow the Beasties to be a little more dangerous as well, as I'm not sure that Porpentine knew what he was actually doing when he said this:

Porpentine wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...

Emphasis mine.

What this did was disallowed the Beastmass Monsters to hit any AC over a certain number, even with critical hits. So, for anyone to be safe from critical hits during The Beastmass, all they would have to do is have a high enough AC, which One had. But I digress.

Also, critical threat chances are cumulative over the course of the encounters. If, for example, The Gold Dragon gets the critical percentage up to 40%, this number carries over to the fight with the Solar, and the Solar begins the fight with a 40% critical threat build-up. The same goes for the Witchborn.

These percentages will not be known by either competing party, nor will they be factored into the analyses made by each of the intelligent beings in either party of their opponents’ strengths and weaknesses.

As for other dice rolls, they will take average rolls, then move slowly outwards. For example, if a d8 is required, the rolls will go like this: 4, 5, 3, 6, 2, 7, 1, 8. d% will be treated as a d10.

Damage rolls will be average.

As a note, the above character will not be attempting this version of the Beastmass, or, at least, not until I've tweaked him a bit. There were some serious holes in his build because of Erratas that I was unaware of.


Bump hoping that Shasf sees this.


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Presenting something extremely stupid, and my entry for the beastmass: Morin, the Parasitic Soul

Morin:

Statblock
Morin(Currently in the body of an Eremite)
Male Human Sorcerer (Arcane Bloodline) 20
CN Medium humanoid (human)
Init +36; Senses darkvision 60 ft.; blindsight 40 ft.; Perception +36
--------------------
Defense
--------------------
AC 47, touch 23, flat-footed 36 (+4 Armor +11 Dex, +20 natural +2 Luck)
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
Fort +26, Ref +27, Will +28
DR 15/good and silver; Immune mind-affecting effects, cold, fear effects, nonlethal damage, pain; SR 31; Spell Turning(1d4+6)
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good) ;earth glide
Melee Longspear +24 (1d8+18) or 2 slams +23(2d6+12 plus pain)
Special Attacks unnerving gaze (30 ft., DC 41); Dominate (30 ft, DC 41)
Spell-Like Abilities (CL 20th; concentration +43)
1/day—Grace
2/day—Shield of Faith
3/day—Deathwatch, Resistance
Sorcerer (Arcane Bloodline) Spells Known (CL 21st; +44 concentration):
9th (9/day)— Wish(DC 40), Parasitic Soul(DC 44, 52 boosted), Mass Suffocation( DC 44), Spellbane
8th (9/day)—Power Word Stun, Maze, Summon Monster VIII, Greater Bestow Curse(DC 43), Dimensional Lock, Summon Monster VIII, Horrid Wilting(DC 43), Prediction of Failure(DC 39)
7th (9/day)—Greater Teleport, Greater Arcane Sight , Finger of Death(DC 42), Plane Shift(DC 38), Control undead(DC 42), Artificer’s Curse(DC 38)
6th (9/day)—True Seeing, Chains of Light(DC 37), Greater Dispel Magic, Banshee Blast(DC 41), Eyebite(DC 41), Repulsion(DC 38)
5th (10/day)—Overland flight, Suffocation(DC 40), Grand Destiny, Permanency, Fickle Winds, Wall of Light(DC 36), Wracking Ray(DC 40)
4th (10/day)—Dimension Door, Enervation, Boneshatter(DC 39), Fear(DC 39), Animate Dead, Emergency Force Sphere, Greater Invisibility, Dimensional Anchor, Echolocation
3rd (10/day)—Dispel Magic, Displacement, Haste, Storm Step, Fireball(DC 34), Chain of Perdition, Accursed Glare(DC 38), Spellsword(POSK), Heroism(POSK)
2nd (10/day)—Invisibility, Abrupt Maneuver, Acid Arrow, Resist Energy, Mirror Image, Command Undead, Burst of Radiance, Glitterdust(DC 33)
1st (11/day)—Identify, Mage Armor, Shield, Protection from Evil, Protection from Good, Blood Money, Anticipate Peril, Ray of Enfeeblement(DC 36), Heightened Awareness, Death Knell(DC 36, ROSK)
0 (at will)—Detect Magic, Read Magic, Light, Message, Mage Hand, Acid Splash, Prestidigation, Detect Poison, Ghost Sound, Dancing Lights, Mending, Arcane Mark

Dominate (Su)
Morin can crush a humanoid opponent's will as a standard action. Anyone Morin targets must succeed on a DC 41 Will save or fall instantly under his influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.

Immune to Pain (Su)
An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite's pain attack, or similar effects at the GM's discretion.

Pain (Su)
Any creature struck by an eremite's natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist the eremite's spell-like and extraordinary abilities. The save DC is Constitution-based.

Shadow Traveler (Ex)
When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.

Unnerving Gaze (Ex)
A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 41 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect

--------------------
Statistics
--------------------
Str 34, Dex 33, Con 30, Int 18, Wis 20, Cha 52
Base Atk +10; CMB +22; CMD 47
Feats
Alertness, Eschew Materials, Noble Scion, Varisian Tattoo(Abjuration), Demonic Obedience(Zura), Still Spell, Spell Focus(Necromancy), Leadership, Persistent Spell, Greater Spell Focus(Necromancy), Spell Focus(Abjuration), Thanatopic Spell, Spell Specialization(Spellbane), Quicken Spell, Still Spell, Spell Perfection(Spellbane)

Traits: Gifted Adept (Spellbane), Fortune’s Favored, Indomitable Faith
Drawbacks: Family Ties(Korin)

Skills; +39 Bluff , +36 Diplomacy, +17 Fly, +30 Intimidate, +32 Knowledge[Arcana], +10 Knowledge[Dungeoneering], +10 Knowledge[Engineering], +10 Knowledge[History], +10 Knowledge[Local], +10 Knowledge[Nature], +12 Knowledge[Nobility], +32 Knowledge[Planes], +32 Knowledge[Religion], +10 Linguistics, +39 Perception, +12 Sense Motive, +32 Spellcraft, +26 Swim, +39 Use Magic Device Racial Modifiers; +8 Swim

Languages: Common, Celestial, Infernal, Abbysal, Draconic, Necril

SQ arcane bond, (familiar, greensting scorpion), bloodline [arcane], bloodline arcana(+1 DC for metamagic spells that increase spell level), New Arcana, Arcane Apotheosis, Aversion to Garlic, Aversion to Holy Symbols

Spells/Buffs
Spell Slots before buffing:
11/10/10/10/10/9/9/9/9
Spell Slots after buffing:
6/10/6/8/8/8/7/7/9
Daily Buff Spells(5 Vesments needed):
The spells(except for freedom of movement) listed here are with unmodified spell levels. This is because of the use of extend metamagic rods.
Level 9: Extended Aroden’s Spellbane (CL 40)
Level 8: Moment of Prescience(CL 29)*, Mind Blank(CL 30)*
Level 7: Extended Spell Turning(2/day CL 30)*
Level 6: Getaway(CL 29)*
Level 5: Extended Grand Destiny(2/day CL 29), Life Bubble(CL 22)**, Extended Freedom of Movement(2/day CL 22)**
Level 4: Ride the Waves(CL 22)**, Extended Echolocation(2/day, CL 29)
Level 3: Extended Spellsword(2/day CL 29), Extended Heroism(2/day CL 29)
Level 2: Delay Poison(CL 22)**
Level 1: Deathwatch(CL 20), Extended Heightened Awareness(2/day CL 29), Mage Armor(CL 30), Death knell(2/day)

The spell Aroden’s Spellbane has a 3 day duration and is not factored into the spell slot total.

Permanent Buff Spells
Parasitic Soul CL 41 DC 52
Imbue with Spell Ability(2x Shield of Faith, 1x Grace) CL 22**
Hardening on the Adamantine-covered Gem holding Morin’s Soul(CL 38)*
Hardening on the backup Adamantine-covered Gem(CL 38)*
Lengthy Buff Spells:
Polymorph Any Object(Medium Earth Elemental) CL 29
Genius Avaricious CL 29
Sequester on Parasitic Soul gem CL 32
Sequester on Portable Hole CL 32
Persistent Mask Dweomer on Parasitic Soul CL 30 DC 42
Persistent Mask Dweomer on Sequester CL 30 DC 42
Persistent Mask Dweomer on Sequester CL 30 DC 42
Persistent Mask Dweomer on Hardening CL 30 DC 42
Persistent Mask Dweomer on Hardening CL 30 DC 42
Contingency(Dispel magic) CL 31

Spells marked with a * are sorcerer spells cast through a mnemonic vestment
Spells marked with a ** are cleric spells cast by the cohort, Korin

Spellbane prevents the functioning of Spellbane, Source Severance, Antimagic Field, Mage’s Disjunction, Dispel Evil, Wish, Limited Wish and Miracle

All gear that does not need to be removed/held in hand/taken out is assumed to be subsumed into the polymorph any object form. The exceptions being the ring of Spell Knowledge I[Death Knell] and the Mnemonic vestments

Caster level buffs(generic)
+2 Enhanced Magic from Create Greater Demiplane(currently only used for Parastic Soul)
+3 Sharesister
+1 Death knell
+1 Arcane beacon from the Arcane subdomain(can’t have both +1 CL and +1 DC)
+1 to +4 Pure Magic Aura from the Nethys Deicific Obedience
+4 Karma Beads, Prayer
+1 Orange Prism Ioun Stone
+1 Aether
+1 Mumia
+1 Altar of Nethys
Spellbane Specific
+1 Gifted Adept
+1 Varisian Tattoo
+2 Spell Specialization
+3 Spell Perfection(double Varisian Tattoo and Spell Specialization)
Parasitic Soul Specific
+3 Deathwine on a Potion of Cure Moderate Wounds
Save DC Buffs
+2 School Power from Arcane Bloodline(Necromancy only)
+1 Spell Focus(Necromancy and Abjuration only)
+1 Greater Spell Focus(Necromancy only)
+1 Arcane Beacon(can’t have both +1 CL and +1 DC)
+3 Sharesister
+2 Ring of Transcendant Spells(3/day)

Parasitic Soul setup
1)Cast Genius Avaricious
2)Create a Greater Demiplane with the Enhanced Magic(death) trait
3)Ready up Dweomer’s Essence and a Thanatopic Onyx metamagic gem
4)Equip an Orange Prism Ioun stone, a ring of Transcendant Spells and take out a Staff of the Master
5)Pray at the Altar of Nethys(Parasitic Soul)
6)Use a Scroll of Arcane Concordance
7)Have Korin cast Sharesister
8)Cast Death Knell on a dying Bunny
9)Take some Aether
10)Take some Mumia
11)Activate Karma Prayer Beads
12)Apply the Advanced template through Zura’s Demonic Obedience
13)Cast Deathwine on a potion of CMW
14)Cast Sure Casting
15)Drink the potion of CMW
16)Apply the Advanced template through Zura’s Demonic Obedience
17)Have Korin continuously activate and deactivate pure magic aura, fishing for a 4 CL increase. If successful, also activate Arcane Beacon
18)Cast Parasitic Soul, using Dweomer’s Essence and the Thanatopic Onyx. Use the Staff of the Master to apply Persistent Spell for free and use Transcendant Spell to increase the DC and SR penetration
19) Have Korin cast Gate, summoming a Kyton Eremite
20) Take control of said Kyton Eremite
DC: 53 (10 Base +9 Spell +23 CHA, +2 School power, +1 Arcane Concordance, +1 Spell Focus, +1 Greater Spell Focus, +3 Sharesister, +1 Arcane Beacon, +2 Transcendant)
CL: 41 (20 level +2 Demiplane, +1 Death knell, +3 Deathwine, +3 Sharesister, +4 Karma Beads, +1 Ioun, +1 Aether, +1 Mumia, +1 Altar of Nethys, +4 Pure magic Aura
SR Penetration: 53(41 CL, +5 Sure Casting, +5 Dweomer’s Essence, +2 Transcendant)

Personal Demiplanes
Personal Demiplane 1: Storage space/bunny living(bountiful, gate[to portable hole], Magic[enhanced death magic], Structure[Peaceful breek], Energy[minor positive], Morphic, Time[flowing half time])
Personal Demiplane 2: Featureless plain(Magic[Dead Magic])

Stats Explained
ATTRIBUTES:
20 Point-Buy
STR 7 (7 Base, -6 age +6 vampire)/ STR 30 (30 Base +4 Polymorph Any Object)
DEX 9 (11 Base +4 Vampire -6 Age)/DEX 33 (27 Base +6 Belt)/
CON -/ CON 30 (30 base)
INT 18 (13 Base, +3 Age, +2 Vampire)
WIS 20 (15 Base, +3 Age, +2 Vampire)
CHA 52 (18 base, +2 Racial +5 Wish +6 Headband +3 Age +5 Level +5 Genius Avaricious +4 Profane Pact +4 Vampire)

The Vampire template was made permanent by kidnapping a random humanoid and subsequently raising him as a vampire. When he raised, Morin used control undead and then told the vamp to turn Morin into a vampire and then jump into a river

Initiative: +36 (21 Cha, 4 Familiar, 2 Luck, 1 Ioun, 4 Dueling, 4 Banner )

Caster Level Checks: +21 (20 Level, 1 Orange Prism Ioun stone)

Concentration: +44 (21 CL, 21 Int, 2 Luck)

Vs. Spell Resistance: +21 (21 CL)
Spell DC: 31 (10 Base, 21 Cha, excluding Spell Level)

Fort Save: +26 (6 Base, 10 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)

Reflex Save: +27 (6 Base, 11 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)

Will Save: +28 (+29) (12 Base, 5 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun, 1 Trait)

CMB: +23 (10 BAB, 12 Strength, 1 Ioun)

CMD: 46 (10 Base, 10 BAB, 12 Str, 11 Dex, 2 Luck, 1 Ioun)

Equipment
Combat Gear 169800(EX vestments)
Head: Jingasa of the fortunate soldier 5000 GP
Headband: +6 Headband of Alluring Charimsa 36,000 GP
Neck: Amulet of Natural Armor +1 2000 GP
Eyes: Eyes of the Eagle 2500 GP
Shoulders: Cloak of Resistance +5 25,000 GP
Chest: Quickrunner’s Shirt 1000 GP
Body: Mnemonic Vestment(see other gear)
Weapon: +1 Longspear of Dueling 18,300 GP
Belt: +6 Belt of Incredible Dexterity 36,000 GP
Bracer:
Hands: Gloves of Storing 10,000 GP
Boots: Sandals of quick reaction 4000 GP
Ring 1: Ring of Transcendant Spells 30,000 GP
Ring 2: Ring of Spell Knowledge I[Death knell]
Metamagic Rods 52,500 GP: Greater Extend 24,500 GP , Extend 2x 22,000 GP, Lesser Extend 2x 6000 GP
Ioun Stones 60,000 GP: Orange Prism 30,000 GP , Pale Green Prism 30,000 GP
Other Gear 229,500 GP: Staff of the Master 30,000 GP, 3x Karma Prayer Beads 60,000 GP, Ebon Wayfinder 18,000 GP, Handy Haversack 2,000 GP, Stone of Good Luck 20,000 GP, Ring of Spell Knowledge II[Mask Dweomer], Ring of Spell knowledge I[Death Knell] 1500 GP 6000 GP, Banner of the Ancient Kings 18,000 GP, Portable Hole 20,000 GP, Altar of Nethys 8000 GP, 3x Thanatopic Onyx(custom metamagic gem) 6000 GP, 8x Mnemonic Vestments 40,000 GP
Pages of Spell Knowledge 21,000 GP: Spellsword 9000 GP, Heroism 9000 GP, Heightened Awareness 1000 GP, Mage Armor 1000 GP, Shield 1000 GP
Battle Scrolls 21225 GP: 3 Scrolls of Invisibility Purge 1125 GP, 3 Scrolls of Heal 4950 GP, 3 Scrolls of Anti-incorporeal Shell 2100 GP, 3 Scrolls of Timestop 11475, 3 Scrolls of Arcane Concordance 1575
Mnemonic Scrolls 82650 GP: See list below
Wands 13,750 GP: Wands of Lesser Restoration 4500 GP, Wand of Detect Animals 750 GP, Wand of Bless Weapon 750 GP, Wand of True Strike 750 GP, Wand of Desecrate 7000 GP,
Long Term/Emergency Spell Prep 3400 GP: 3 Doses of Numia 1500 GP, 50 doses of Aether 1000 GP, 3 Potions of CMW 900 GP,
Expended Items 184865: 2 Doses of Aether 40 gp, 1 Dose of Numia 500 GP, 1 Potion of CMW 300 GP, 6000 GP worth of Genius Avaricious offerings, 10,000 GP worth of Gate Components, Permanency Diamond Dust 62,500 GP, Wishes Diamond Dust 125,000 GP, Thanatopic Onyx 2000 GP, Dweomer’s Essence 500 GP, Scroll of Arcane Concordance 525 GP
Expensive Spell Components 11,000: 20 Silver Mirrors 2000 GP, 1000 GP worth of Eye Ointment, 3000 GP worth of Onyx, 3000 GP worth of Diamond Dust, 4x Dweomer’s Essence 2000 GP
Expensive Foci 5400: Cold Iron Scepter 1000 GP, Ivory statuette of Marin 1500 GP, Ruby and Gold Lens 1500 GP, 1x Magic Jar 100 GP, 2x Magic jar coated in Adamantine 1200 GP, 4x Soul gem 100 GP
Other 400 GP: 200 Bunnies 400 GP
Spells cast for Rings 20 GP: Death knell 10 GP, Mask Dweomer 10 GP
=877970
With 2030 GP leftover.

Scrolls
(2 spells) 1st (50 gp)
Protection from Chaos
Protection from Law
(3 spells)2nd(450 GP)
Create Treasure map
Death Knell
See Invisibility
(11 spells)3rd(4125 GP)
Aura Sight
Blood Rage
Create Soul Gem
Deathwine
Magic circle against good, evil, lawful and chaotic
Sharesister
Tongues
Wind Wall
(3 spells)4th(1400 GP)
Detect Scrying
Remove Curse
(6 spells)5th(6750 GP)
Break Enchantment
Fabricate
Fickle Winds
Lesser Planar Binding
Mage’s Private Sanctum
Telepathic bond
(6 spells)6th(11550 GP)
Analyze dweomer
Contingency
Create Undead
Genius Avaricious
Getaway
Hardening
Repulsion
(5 spells)7th(11375 GP)
Control Construct
Greater Scrying
Sequester
Simulacrum
Spell Turning
(8 spells)8th(24000 GP)
Create Greater Undead
Discern Location
Greater Planar Binding
Heart of the Mammoth
Mind Blank
Moment of Prescience
Polymorph any object
Temporal Stasis
(6 scrolls)9th(22950)
Clashing Rocks
Create Demiplane, Greater
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

List of Equipment on Person(other gear is in demiplane):
All Combat Gear
Metamagic Rods: Ectoplasmic Spell
Ioun Stones: Orange Prism, Pale Green Prism
Other Gear: Staff of the Master, 1x Karma Prayer Beads, Ebon Wayfinder, Handy Haversack, Stone of Good Luck, Banner of the Ancient Kings, Portable Hole, 3x Thanatopic Onyx, 3x Mnemonic Vestments
Pages of Spell Knowledge: Spellsword, Heroism, Heightened Awareness, Death Knell, Mage Armor, Shield
Battle Scrolls: 3 Scrolls of Invisibility Purge, 3 Scrolls of Heal, 3 Scrolls of Anti-incorporeal Shell, 3 Scrolls of Timestop, 3 Scrolls of Arcane Concordance
Mnemonic Scrolls: See list below
Wands: Wands of Lesser Restoration, Wand of Bless Weapon, Wand of True Strike, Wand of Desecrate
Expensive Spell Components: 1000 GP worth of Eye Ointment, 1000 GP worth of Onyx, 4x Dweomer’s Essence
Expensive Foci: Cold Iron Scepter, Ivory statuette of Marin, Ruby and Gold Lens, 1x Magic Jar, 1x Magic jar coated in Adamantine, 4x Soul gem(1 of which holds familiar)
1st
Protection from Chaos
Protection from Law
2nd
Create Treasure map
See Invisibility
3rd
Aura Sight
Blood Rage
Create Soul Gem
Magic circle against good, evil, lawful and chaotic
Tongues
Wind Wall
4th
Remove Curse
5th
Break Enchantment
Fickle Winds
Telepathic bond
6th
Analyze dweomer
Create Undead
Repulsion
7th
Control Construct
Sequester
Spell Turning
8th
Create Greater Undead
Discern Location
Heart of the Mammoth
Polymorph any object
Temporal Stasis
9th
Clashing Rocks
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

Backstory
Morin was a grand necromancer, and as all grand necromancers desired more and more power. This power was eventually granted to him by Zura. Unbeknownst to him, at the price of his free will. If it wasn’t for Korin, his brother and high priest of Nethys, temporarily severing the connection, he would have stayed under her control forever. But Morin could only channel so much of Nethys’ power, and Zura was a vampire queen that had just been robbed of one of her strongest pawns. They would need an incantation so strong that even the queen of vampires herself wouldn’t be able to break it.They created a gem with an outer layer of magically reinforced adamantine that Morin would use to abandon his body, protect his soul and project his mind.

Cohort
Korin, Level 7 Cleric/Level 10 Exalted of Nethys

Notable equipment owned by Korin:
Prayer Karma Beads
Orange Prism Ioun Stone
Portable hole with a gate to Morin’s private demiplane
Several wands of Message
Notable Feats:
Deicific Obedience
Extend Spell

Notable Spells:
All Spells notified as ‘cast by cohort’
Greater Scrying
Sharesister

Permanent Greater Demiplane(Key feature: Wizard’s school, Bountiful)

Korin is an extremely powerful cleric of the god Nethys. He runs a school, located on a demiplane he created, aiming to teach any who will listen about magic. All students enrolled are also followers of Morin. If PC classes are allowed, the students are a mix of Clerics of Nethys and dedicated arcane casters, along with a few commoners as staff. If only NPC races are allowed, the students consist of almost entirely adepts, with a few commoners as staff.

Notes
ACTIVATABLES
Ring of Transcendant Spells: 3/day +2 SR penetration and +2 DC for a spell
Grand Destiny: 4/spell +4 competence to attack roll, CL check, saving throw or skill check
Moment of Prescience: +25 insight bonus to a single attack roll, combat maneuver check, opposed ability check or skill check, or saving throw. Alternatively, gain a +25 insight bonus to AC against a single attack
Contingency: When I cast feather fall or say ‘dispel self’, cast Greater Dispel Magic on me at the start of my next turn against any spell on that is not cast by me or Korin.
Heightened Awareness: 1/spell +4 Initiative
Getaway: 1/spell swift action teleport to a safe location designated at the spell's casting(in general, a place with lots of living creatures on the material plane)

When Morin is doing dangerous stuff, such as the beastmass, Korin casts greater scrying on him and uses his wands of message to stay in contact.

Spell turning usually only cast when expecting battle, so as to avoid unnecessary wealth loss.

While Morin does have blood money, any advantage he would have gained from doing so(free permanencies and such) is also factored into WBL.

The gem that holds Morin's soul is usually swallowed by him(any damage from stomach acids being reduced to 0 because of the 39 hardness the adamantine surrounding the gem has)

Bunny Math:
Food for 1 medium person is enough for 4 rabbits.(as per pathfinder sizing). The demiplane contains enough food to sustain 420 medium creatures, or 1640 bunnies.

There was once a pest of rabbits in Australia, in which it was assumed that female rabbits get 18-30 new young during the pest per year
X=Number of Rabbits
0,5X=number of female rabbits
((18+30)/2)/12*0,5X=
X=Amount of new rabbits/rabbit/month
When X=90 we have 90 new rabbits/month
Add 60 extra for rabbits killed in the 1st month and you get 150 rabbits. Round up to 200 to be safe.

I'll show that he can finish porpentine's challenge later(working out equipment took way too damn long). The Solar and Ancient Gold Dragon can already be chalked up as a win though, as they're forced to make a DC 41 will save every round or become paralyzed and start taking wisdom drain. Same would happen with the Balor and Pit fiend, but sadly they know they should probably close their eyes.


So, I did have the entire beastmass typed out(flavortext and everything). Then some of my add-ons screwed me over and I lost it all. You're going to have to bear with the fact that I'm going to be much less detailed than I was planning on. Also, Summon Monster VIII was accidentally picked twice, so switch that out for Forcecage and add 1000 gp worth of ruby dust to expensive material components. Also, the eremite's fly speed isn't magical(it has wings), so switch the elemental body to air. To hit and CMB decrease by 2 and AC and Ref saves increase by 2. Fly speed changes to 60 feet(perfect)

Beastmass:

Shoggoth
Morin autowins initiative, moves over next to the Shoggoth and casts Suffocation. He pierces SR and the Shoggoth can only pass on a 20.

Balor
The Balor can't really do a whole lot, between SR 31 and the stupidly high dispel DC on pretty much all buffs. The Balor decides to use Greater Dispel Magic on Morin's Headband of Alluring Charisma, decreasing his DCs by 3. Morin proceeds to use Mass Suffocation with his ring of transcendant spells to get a DC of 43. The Balor passes on a 14 and dies. The Death Throes are irrelevant, as regeneration fixes Morin up.

Pit Fiend
Morin autowins initiative and cast suffocation. He pierces SR and the devil the devil passes on a 16. He dies.

Tarn Linnorm
Morin autowins and casts suffocation. The Tarn Linnorm dies. Morin passes on a 2 against the curse of Death

Ancient Gold
The gold stealths for a -7 and gets a surprise round at a distance of 565 feet. He casts quickened teleportation, hoping to antimagic field Morin so as to make him useless. He passes on a 17 against Morin's unnerving gaze and gets coup de graced.+

Solar
Morin autowins initiative, uses his grace SLA and moves over next to the solar. He then readies an action to cast dispel magic if the Solar tries any shenanigans. The solar passes against unnerving gaze on an 18 and gets paralyzed. The Solar can still use SLAs, but he can't use his wish because of Spellbane and all offensive SLAs besides greater dispel magic are useless because of SR. Not that it matters, the Solar attempts to cast remove fear/greater dispel magic and Morin succeeds in counterspelling it.Morin coup de graces him for (3d8+33=) 46 damage and he has to roll a 20 on his fort save or die. If neccessary Morin will cast Wracking ray on the corpse.

Tarrasque
Morin autowins initiative and takes out his scroll of timestop. He uses his mnemonic vestment to be able to use the spell as if he knew it and in his rounds of apparent time he activates his Karma Beads of Prayer and readies an action to cast parasitic soul, using the soul of his familiar that he trapped in a soul gem. He uses a charge from the ring of transcendant spells and his SR piercing goes up to +27, piercing Sr on a 9. The tarrasque needs a 20 to pass his save and gets possessed.

Resources expended: 1 2nd level SLA, 1 3rd level spellslot, 4 5th level spellslots, 3 9th level spellslots, 2 charges on the ring of transcendant spells
Resources gained: 1 tarrasque

The challenge did make me realize I need to swap out Thanatopic Spell for Piercing spell. The only reason Morin expended so few resources is because Porpentine's fight rules(i.e averages) are a bit silly. If a more diverse range of rolls was used, Morin would have to make use of Grand Destiny and possibly even his Parasitic Soul(forcing him into a less desirable body) because of all the SR popping up. This is also why Thanatopic Spell needs to be swapped out for Piercing Spell.


WombattheDaniel wrote:
Bump hoping that Shasf sees this.

If the cohort is the crafter, I see no reason as to why the WBL would not be increased for you. After all, the cohort and the Character are very good friends, and he's still getting paid for his work.

I would say that the crafter is making items at cost, buying materials as needed (such as scrolls for spell prereqs). Charging his good friend only 75% of the market value.

As for combat, that is up to the player. Is the risk of death worth it for the cohort to help is friend or should he hang back and be prepared to fetch the body of his fallen comrade if something goes wrong? I had a build that used Leadership to fight, forcing all combats to go into mass combat rules.

As for the new set of combat rules. Yes, I do think they could be used and possibly improved upon.

Jobrandon,

You have a good presentation. I'd like to know how the gate is still functional inside the portable hole?

The tactics with the Balor, let's say he summons (standard action for him) a Vrolikai demon and you get hit with on average 6 negative levels (gaze, enervate, and quickened enervate). What will he do to counter or prevent this from happening?

The tactics with the gold dragon might be a bit off, he would know what the Ermite is and is capable of. So, let's say the dragon wanted to do hit and run tactics using it's at will sunburst. It would draw out the fight to be sure and given the differences of the flight speed, what would Morin do?

I'm still looking over the build, but it seems solid so far.


Shasf wrote:


You have a good presentation. I'd like to know how the gate is still functional inside the portable hole?

Oh, the gate is just the gate feature from create greater demiplane. One gate from the demiplane to Morin's portable hole and one from the demiplane to Korin's portable hole.

Shasf wrote:


The tactics with the Balor, let's say he summons (standard action for him) a Vrolikai demon and you get hit with on average 6 negative levels (gaze, enervate, and quickened enervate). What will he do to counter or prevent this from happening?

Really? I swear that was a fullround. Anways, the Vrolikai needs a 12 to bypass SR and since that isn't in the 10-11-9 rotation, the enervations accomplish nothing. Morin passes against the gaze on 2. If the rotation wasn't stupid however, the negative levels wouldn't be a big deal for the purpose of the rest of the fight. At best they force him to burn a use of Grand Destiny to increase his SR penetration check. Since Mass Suffocation is already used in this fight, Morin can simply also target the Vrolikai for Mass Suffocation, and no additional resources will have to be used. After the fight Morin will whine to Korin about having a soul-draining boo-boo.

Shasf wrote:


The tactics with the gold dragon might be a bit off, he would know what the Ermite is and is capable of. So, let's say the dragon wanted to do hit and run tactics using it's at will sunburst. It would draw out the fight to be sure and given the differences of the flight speed, what would Morin do?

hit and run is ineffective, as the average(on a pass) damage of 10.5 damage from sunburst is easily outclassed by Morin's regeneration. The problem is closing the stalemate. While Morin could Dimension door next to the goldie, he's probably smart enough to close his eyes after his turn ends. Therefore, Morin will be forced to cast Quickened Greater Teleport by spending 4 charges on the staff of the Master(optionally sacrificing 3 levels worth of spell slots for every charge) followed by a chains of light. This increases the amount of resources spent by 1 7th level spell slot, 1 5th level spell slot and 12 spellslotlevels/4 staff charges.

Also, little change for the solar fight:
SLA's cannot be counterspelled, so instead of readying a dispel magic Morin will give in and cast a Suffocation along with 1 use of Grand Destiny to be able to pierce SR.
Increase resources spent by 1 5th level slot and 1 use of Grand Destiny.

Important tidbit on the side: Do SLA's count as spells for the purpose of being negated by spellbane? because if they do, the dragon instantly wins(assuming he knows exactly how Morin's defenses work, which he has taken pains to avoid sharing).
1)Close eyes
2)Quicken teleport next to Morin
3)Use 1/week miracle to duplicate Dispel Evil and auto-dispel Parasitic Soul

If so, the contingency will be changed to
Contingency(Dimension Door): When I cast Feather Fall, dimension door me as far away as possible from my current location.


Ah, found it.

Spell-Like Abilities: A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

and

Summon (sp): A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell...

The Balor and any other monster for that matter, would take the 1 round casting time when summoning, unless otherwise noted.

SLA's have not really been updated since the creation of Spellbane, but based on their description... I would have to say they would be affected as if in an area where magic is suppressed or negated. For each specific spell of course.

Magic Jar: If you are successful, your life force occupies the host body, and the host's life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You can't choose to activate the body's extraordinary or supernatural abilities. The creature's spells and spell-like abilities do not stay with the body.

...after some reading.. Vampires do indeed have souls, just like liches. Which means that Morin can magic jar creatures. Magic Jar vs Outsiders though, that's a tough one and has been debated many times. Outsiders for the most part are the physical manifestations of souls depending on which after-life they get. So I'll go with this, and say that Morin does take over the body, with the eremite as an unwilling passenger.

Still being an undead, I'd say that he should retain the weaknesses of the vampire template. If we rule it that way, the dragon's hit and run tactics would be more viable or it could even try to miracle a spellbane v. spellbane.

Just some extra thoughts on the matter.


While I do agree that some of the penalties should carry over, I don't believe them to be the undead type. Rather the mental weaknesses/abilities, as per magic jar. What constitutes as 'mental abilities' is sometimes a bit iffy though. Take Children of the Night for example. Do they just listen to me because I can transform into them? If so, is this ability negated because I can't change shape like this anymore? Or do I just exert my will over them, as a vampire would do with Dominate? I personally tried erring on the side of caution, but it's sometimes still hard to rule.

That aside, with that ruling those tactics would indeed be more viable. This forces Morin into the earlier mentioned stalemate-closer earlier than desired(he might have been able to do some shenanigans with invis and stealth otherwise to try and save some slots). Miracle sadly can't copy a spellbane. The only ways to get rid of the parasitic soul(to my knowledge) are a demiplane of antimagic, a spellbane followed by a dispel evil, a wordcasted area of antimagic(not just copied with wish/miracle/limited wish) and a mage's magnificent enclosure(albeit this one is temporary). This means that these tactics usually require a prepared spellcaster. Besides simply killing the gem of course, but having swallowed the thing, giving it hardness 39, making it invisible , making it immune to all divinations and finally masking the magic aura of sequester has made that kind of hard.

Finally, I have a few kinks I'm ironing out with the build. Errors getting fixed and a few minor changes(Nothing Morin couldn't do simply by changing around some equipment. For the most part it's just solidifying Korin's equipment and adding Foresight as one of his buffs).


I'm working on something big. Really big. Tomorrow, he should be ready.


Well I just had myself a look at the Ultimate Equipment errata. S$+~. I'm going to have to make some MAJOR adjustments now that the items that gave Morin the little versatility he had got nerfed into the ground.(Mnemonic vestment and Staff of the Master if anyone is interested)


Well that took forever. Also, I'm so so so so sorry in advance.

The Harbinger
Male Contemplative (Monstrous Humanoid) 2, Hexcrafter/Eldritch Archer 19

NE Medium Undead (Extraplanar) (In the body of a Grim Reaper via Parasitic Soul (CL Arbitrary))

Init +71 (17 Dex, 4 Improved Initiative, 4 Familiar, 1 Competence (ioun), 2 Luck, 2 Trait, 25 Insight (Moment of Prescience), 4 Enhancement (Dueling), 1 Alchemical (Zerk), 2 Untyped (Runeforged Longbow), 4 Untyped (Heightened Awareness) +5 Untyped (Nerveskitter)

Senses Greater Arcane Sight, Permanent See Invisibility, True Seeing, Permanent Aura Sight, Permanent Read Magic, Find Traps, Detect Chaos/Evil/Good/Law, Detect Charm, Detect Scrying, Detect the Faithful, Detect Thoughts, Greater Detect Magic, Low-Light Vision, Darkvision 60 ft, Darkvision 120 ft (Greater Darkvision), Blindsight 40 ft (Echolocation Spell), Blindsense 60 ft (Eyes of the Dragon), Tremorsense 20 ft (Tremor Boots), See in Darkness 60 ft (Eyes of the Void), Status Sight; Perception +Arbitrary

Persistent Auras (CL 14825): Widened Aura of Doom 40 ft (DC 70), Widened Archon’s Aura 40 ft (DC 70), Misfortune Aura 20 ft, Widened Aura of the Unremarkable 60 ft (DC 70), Widened Unholy Aura 40 ft, Permanent Symbol of Sleep 60 ft (DC 70 No HP limit), Permanent Symbol of Slowing 60 ft (DC 70), Permanent Symbol of Stunning 60 ft (DC 70), Permanent Symbol of Weakness 60 ft (DC 70 No HP limit), Permanent Symbol of Insanity 60 ft (DC 70 No HP limit), Permanent Symbol of Laughter 60 ft (DC 70 No HP limit), Permanent Symbol of Persuasion 60 ft (DC 70 No HP limit), Permanent Symbol of Revelation 60 ft (No save), Permanent Symbol of Vulnerability 60 ft (DC 70), Permanent Symbol of Pain 60 ft (DC 70, No HP limit) (All symbols are already active and are carved onto Bracers)

--------------------
Defense
--------------------

AC 93, touch 59 (69 vs. Firearms), flat-footed 76 (Never Surprised or Flat-Footed) (10 Base +10 Natural +7 Ironskin +6 Deflection (Nereid’s Grace)+2 Luck (Unwilling Shield)+20 Death’s Grace +4 (+5/+6/+7/+8) Dodge +17 Dex +2 Insight +8 Armor +5 Enhancement (Magic Vestment on Silken Ceremonial Robes) +4 Shield -2 Unliving Rage)

HP 816 (32d8+640+32 (Toughness)); Fast Healing 2

Fort +60; +63 vs Spells/SLA’s (+359 with Dragonbane Divination Sticks)

Reflex +70; +73 vs Spells/SLA’s (+369 with DDS)

Will +57; +60 vs. Spells/SLA’s (+356 with DDS)

DR 10/-

Immune Mind-affecting effects, bleed, blinding, death effects, disease, paralysis, poison, sleep, stunning, nonlethal damage, ability drain, energy drain, Str damage, Dex damage, Con damage, exhaustion, fatigue, effects that require Fort saves (unless harmless or can harm objects), effects that target souls, grapple, entangle, death from massive damage, precision damage, flanking, surprise, any effect that causes him to be flat-footed, takes half damage from any effect that deals HP damage (Unwilling Shield; CL Arbitrary); Does not eat, breathe or sleep; Resist Acid 30, Cold 30, Electricity 30, Fire 30, Sonic 30, Positive Energy 10; Protection from Energy (120), All; Endure Elements

SR 14,837

Constant Spells (CL 14,825) Freedom of Movement, Winds of Vengeance, Greater Stunning Barrier (DC 70), Nondetection, Undetectable Alignment, Nine Lives, Anti-Summoning Shield, Bullet Ward, Wreath of Blades (4 Mithral +5 Vicious Keen Unholy Daggers with 7,212 Hardness Each), Cushioning Bands, Nereid’s Grace, Bestow Weapon Proficiency (Estoc), Shocking Image (8 images), Countless Eyes, Greater Invisibility, Mind Blank, Foresight, Unwilling Shield (Tarrasque; CL Arbitrary), Aroden’s Spellbane

Aroden’s Spellbane:
601 Days; Spellbane, Antimagic Field, Source Severance, Time Stop, Greater Dispel Magic, Dispel Magic, Mage’s Disjunction, Miracle, Wish, Irresistible Dance, Mudball, Frigid Touch, Limp Lash, Touch of Idiocy, Vampiric Touch, Shocking Grasp, Named Bullet, Greater Named Bullet, Acid Fog, Hellfire Ray, Magic Missile, Scorching Ray, Peace Bond, Create Pit, Black Tentacles, Ice Spears, Stone Call, Acid Arrow, Deafening Song Bolt, Silence, Call the Void, Snowball, Wall of Force, Maze, Polar Ray, Battering Blast, Calcific Touch, Explosive Runes, Ill Omen, Stinking Cloud, Ray of Enfeeblement, Touch of Gracelessness, Icy Prison, Spit Venom, Debilitating Portent, Tar Ball, Sirocco, Euphoric Tranquility, Blistering Invective, Fire of Entanglement, Wall of Thorns, Burst of Radiance, Meteor Swarm, Glue Trap, Grease, Glitterdust, Blindness/Deafness, Sound Burst, Web, Waves of Ecstasy, Gate, Summon Monster I-IX, Summon Nature’s Ally I-IX, Elemental Swarm, Prediction of Failure, Power Word: Blind, Power Word: Stun, Power Word: Kill, Scouring Winds, Acid Fog, Solid Fog, Imprisonment, Terrible Remorse, Sleet Storm, Shout, Holy Word, Interposing Hand, Forceful Hand, Grasping Hand, Clenched Fist, Crushing Hand, Spectral Hand +2858 more

--------------------
Offense
--------------------

Speed 60 ft, Fly 90 ft (perfect), Burrow 30 ft, Earth Glide 10 ft, Swim 90 ft

Melee Deceiver +75 Haste/+75/+70/+65/+60 (4d6+28+Stored Spell (First hit only)/15–20/×2 plus Death Strike (DC 46), Energy Drain (DC 46), Shaken on Critical no save, and Heightened Rime Dazing Frostbite (DC 50; 1d6+14,825 Nonlethal, Cold)

Ranged Devourer +74 Spellstrike/+74 Rapid Shot/+74 Haste/ +74 ( 2 arrows) Manyshot/+69/+64/+59 (2d6+30+40 (Greater Named Bullet)+Stored Spell (every arrow)/19-20/x3 plus Death Strike, Energy Drain, Shaken on Critical, Heightened Rime Dazing Frostbite

Space 5 ft; Reach 5 ft

Special Attacks Dominate (30 ft, DC 48); Slumber (30 ft., DC 44); Eternal Slumber (Touch, DC 44); Energy Drain (2 Levels on hit; no save; DC 46 to remove after 24 hrs); Death Strike (on critical hit, DC 46)

Spell-Like Abilities (CL 14,832; concentration +14,862 (Doesn’t need to make Concentration Checks))

Constant- Detect Magic, Mage Hand, Read Magic, Tongues

At will- Daze, Detect Thoughts, Ghost Sound, Magic Missile

1/day-Telekinesis, Commune, Dimensional Anchor, Control Summoned Creature

Hexcrafter/Eldritch Archer Spells Known (CL 14,836th; concentration +14,866 (Doesn’t need to make Concentration Checks)):

6th (9/day)- Heightened Dazing Rime Frostbite*3 (DC 56), Disintegrate*2 (DC 45), 4 others that vary based on encounter/are Irrelevant
5th (10/day)- Varies based on encounter/Irrelevant
4th (10/day)- Varies based on encounter/Irrelevant
3rd (11/day)- Varies based on encounter/Irrelevant
2nd (11/day)- Varies based on encounter/Irrelevant
1st (11/day)- Varies based on encounter/Irrelevant
0 (5 spells; At will)- Brand (Hexcrafter Archetype), Prestidigitation, Touch of Fatigue (Greater Spell Access), Spark, Mending

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Statistics
--------------------

Str 42 Dex 45 Con N/A Int 57 Wis 38 Cha 51

BAB 18 CMB +62 CMD 93 (+1 v Large, +2 vs Huge, +3 vs Gargantuan, +4 vs Colossal)

Traits Wayang Spellhunter (Frostbite), Reactionary, Fate’s Favored, Outlander: Loreseeker (Frostbite, Disintegrate, Major Curse), Eastern Mysteries

Drawbacks Pride

Feats Spell Focus (Transmutation) (1), Additional Traits (3), Rime Spell (5), Point Blank Shot (Magus Bonus) (6), Rapid Shot (7), Spell Specialization (Frostbite) (9), Dazing Spell (11), Heighten Spell (Magus Bonus) (12), Greater Spell Focus (Transmutation) (13), Spell Perfection (Frostbite) (15), Ability Focus (Hex) (17), Manyshot (Magus Bonus) (18), Extra Arcana (Eternal Slumber) (19)

Arcana/Hexes Familiar (5), Slumber (6), Coven (7), Reach Spellstrike (9), Arcane Accuracy (13), Prehensile Hair (16), Summon Spirit (19), Eternal Slumber (via feat) (19)

Other Feats Alertness (Familiar), Alertness (Vampire), Combat Reflexes (Vampire), Dodge (Vampire), Improved Initiative (Vampire), Lightning Reflexes (Vampire), Toughness (Vampire)

Skills All +Arbitrary for Checks

Languages: Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Common, Dark Folk, Draconic, Dwarven, Elven, Giant, Gnoll, Gnome, Goblin, Halfling, Hallit, Ignan, Infernal, Kelish, Necril, Orc, Osiriani, Polyglot, Skald, Sylvan, Tengu, Terran, Thassilonian, Tien, Undercommon, Varisian, Vudrani, Wayang, 10 more; Tongues, Comprehend Languages, Cultural Adaptation Telepathy 100ft.

SQ ?

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Special Abilities
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Dominate (Su) A vampire can crush a humanoid opponent's will as a standard action. Anyone he targets must succeed on a Will save (DC 48) or fall instantly under the vampire’s influence, as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet. At the GM's discretion, some vampires might be able to affect different creature types with this power.

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save (DC 44) to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch's level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d3 points of damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this hex can also manipulate his beard, moustache, or eyebrows.

Coven (Ex) The witch counts as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever the witch with this hex is within 30 feet of another witch with this hex, she can use the aid another action to grant a +1 bonus to the other witch’s caster level for 1 round. This bonus applies to the witch’s spells and all of her hexes.

Reflection (Su) (Via Ring of Arcane Mastery, 3/day) The magus can sacrifice 1 or more points from his arcane pool as an immediate action to reflect a spell back at its caster. This functions as spell turning, but only if the targeted spell is of a level equal to or lower than the number of points expended. If insufficient points are expended, they instead grant an insight bonus on any saving throws allowed by the spell, equal to the number of points spent.

Eternal Slumber (Su) The witch can touch a creature, causing it to drift off into a permanent slumber. The creature receives a Will save (DC 44) to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Strike (Su) A grim reaper automatically confirms any critical hit. A creature damaged by a critical hit from a grim reaper must succeed at a DC 46 Fortitude saving throw or be instantly killed. The save DC is Charisma-based.

Death’s Grace (Su) The dark power stolen from countless souls protects a grim reaper, granting it a profane bonus on all saving throws and to AC equal to its Charisma modifier.

Final Death (Su) A creature killed by a grim reaper can't be brought back to life by any means short of divine intervention.

Misfortune Aura (Su) When a living creature attempts an ability check, attack roll, caster level check, skill check, or saving throw within 20 feet of a grim reaper, it must roll two d20s and take the lowest roll before applying any modifiers.

Status Sight (Su) When a grim reaper gazes on a creature, it can see that creature's emotion aura and that creature's current health and overall well-being. This acts as the status spell, as well as the emotion aura aspect of the analyze aura spell.

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Ecology
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Environment All

Organization Always surrounded by no less than 15000 invisible, incorporeal Followers, Spawn, Worshippers, and Dominated and/or Charmed Witches/Hexcrafters all with the Coven and Scar Hexes within 1 mile of The Harbinger. They never join in the fight but they always use Standard Actions to use Aid Another. They are all constantly under the effects of a Telepathic Bond spell with The Harbinger. He uses them for a variety of different things, including (but not limited to): increasing his CL, Casting beneficial spells on him, using aid another to help with skill checks (in this case only 100 or so move to within 30 ft and use aid another).

Treasure Deceiver (+5 Dueling Impervious Unholy Spell-Storing Vicious Keen Adamantine Estoc), Devourer (+5 Adaptive Impervious Glamered Runeforged (Sadistic) Cyclonic Seeking Conductive Whipwood Longbow), +1 Heavy Fortification Undead-Controlling Etherealness Greater Shadow Ghost Touch Glamered Deathless (Positive Energy) Silken Ceremonial Robes (Provides no armor Bonus), Efficient Quiver *2, Handy Haversack, Wayfinder, Orange Prism Ioun Stone (Implanted), Dusty Rose Prism Ioun Stone (Implanted), Rod of Absorption, Ghost salt Blanch *5, 400 Spell-Storing Arrows, Ring of Evasion & Arcane Mastery, Ring of Spell Storing (Major) & Arcane Mastery, Hand of Glory, Ring of Foe Focus & Arcane Mastery (on Hand of Glory), Headband of Mental Superiority +6 & Veiled Eye, Sandals of Quick Reaction & Tremor Boots *6, Belt of Physical Might +6 & Security, Bracers of Falcon’s Aim & Armor +8, Eyes of the Dragon & Eagle, Otherworldly Kimono, Iron Circlet of Guarded Souls & Jingasa of the Fortunate Soldier, Luckstone, Dragonbane Divination Sticks *100, Glove of Storing & Dueling, Blessed Book, Mithral +5 Vicious Keen Unholy Dagger (for Wreath of Blades)

Item-Specific Spell Effects Gravity Bow, Lead Blades, Book Ward (On Blessed Book), Greater Magic Aura (all objects), Greater Named Bullet (Every Arrow), Hardening (7212 Hardness) (all objects)

Basic Information Explained:
Hit Points: 816 (32d8+640+32 (Toughness))

Caster Level: Arbitrary (32) (19 Level, 3 Deathwine, 4 Bead of Karma, 3 Sharesister, 1 Death Knell, 1 Ioun (Orange Prism Ioun stone), 1 Alchemical (Aether); Coven Hex +Scar Hex +Summon Spirit +Dominate=Arbitrary)

Concentration: Arbitrary (+62) (32 CL (Arbitrary), 23 Int, 4 Kimono, 2 Luck, 1 Competence (Pale Green Prism))

Vs. Spell Resistance: Arbitrary (+44) (32 CL, 4 Kimono, 7 Luck (Divine Power), 1 Ioun (Pale Green Prism))

Hex DC: +44 (10 Base, 9 (1/2 Level), 23 Int, 2 Untyped (Ability Focus))

Spell DC: 36 (0)-42 (6); Transmutation +2 (Spell Focus/Greater Spell Focus)) (10 Base, 23 Int, +3 Sharesister +Spell Level) (Trans: Spell Focus, Greater Spell Focus)

Frostbite DC: [b]56 (10 Base, 6 Spell Level (Heighten Spell), 23 Int, 3 Sharesister, 1 Spell Focus, 1 Greater Spell Focus, 2 Spell Specialization, 1 Loreseeker (Campaign Trait), 2 Eastern Mysteries (Faction Trait), 7 Spell Perfection)

Fort Save: +60 (1 Base (Contemplative), 11 Base (Magus), 20 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 2 Luck (Luckstone), 1 Competence (Ioun) (+Arbitrary with Dragonbane Divination Sticks)

Reflex Save: +69 (+Arbitrary) (4 Base (Contemplative), 6 Base (Magus), 17 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 1 Dodge (Haste), 2 Luck (Luckstone), 10 Competence (Heightened Reflexes), 2 Insight (Foresight) +2 Untyped (Lightning Reflexes) (+Arbitrary w/ DDS)

Will Save: +57 (+Arbitrary) (4 Base (Contemplative, 11 Base (Magus), 14 Ability, 20 Profane (Death’s Grace), 5 Resistance (Kimono), 2 Luck, 1 Competence (Ioun) (+Arbitrary w/ DDS)

CMB: +62 (4 BAB (Contemplative), 14 BAB (Magus), 7 Luck (Divine Power), 1 Competence (Ioun), +20 Insight (Resilient Reservoir))

CMD: 93 (+94/95/96/97 (10 Base, 18 BAB, 16 Str, 17 Dex, 20 Profane, 2 Luck (Unwilling Shield), 1 Insight (Ioun), 4 Dodge (Feat, Haste, Runeforged Weapon, Extreme Flexibility, (Death from Below: +1 vs Large, +2 vs Huge, +3 vs Gargantuan, +4 vs Colossal), 1 Competence (Ioun), 6 Deflection (Nereid’s Mastery), -2 Unliving Rage)

Arcane Pool: 32 (9 (1/2 Magus level), 23 Int)

Melee To Hit: +75 (Haste)/+75/+70/+65/+60 (18 BAB, 16 Str, 7 Luck (Divine Power), 5 Enhancement, 1 Competence (Ioun), +2 Sacred (Weapon of Awe), 1 Haste, 23 Insight (Arcane Accuracy), 2 Untyped (Greater Invisibility)).

Ranged To Hit: +74 (Spellstrike)/+74 (Rapid Shot)/+74 (Haste)/+74 (Two arrows; Manyshot)/+69/+64/+59/+54 (18 BAB, 17 Dex, 7 Luck (Divine Power), 7 Enhancement (+5 Enh., +2 Bane), 1 Competence (Ioun), +2 Sacred (Weapon of Awe), 1 Haste, 23 Insight (Arcane Accuracy), 2 Untyped (Greater Invisibility), -2 Spell Combat, -2 Rapid Shot).


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Other Information
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Background (PURE FLUFF; NOT REQUIRED READING):
A Demon in the Darkness
The Harbinger began (un)life as a Contemplative, but was feared by his family and peers, who disagreed with his quest for knowledge about the transformative powers of Undeath. For him, all of the arcane arts were intriguing, especially Transmutation, but Necromancy had always been the most fascinating, and the further he delved into black texts, the further the members of his enlightened, dispassionate race drew away from him. Interest turned to fascination, fascination to obsession, and obsession to reverence. Eventually, after the death of his mother, he was overcome with emotion, and in a fit of passion, raised her from the dead as a zombie-the first ever undead member of the Contemplative race.
For this, he was banished, and his mother’s undead corpse destroyed. He vowed revenge on his classmates and former family; on the entire race that had turned their backs on him. Several years passed, and he heard a whisper of a dark coven of vampires that stalked a Halfling village several miles up-river from where he was hiding. After months of searching, he finally found them, and begged them to give him the gift of unlife. Their leader, Lassatha (a direct descendant of the very first vampires) was intrigued by his strange ways and customs, as well as his inherent ability to speak directly to the minds of others, and agreed to turn him, if he could perform a simple task for her and her sisters. The Halfling village was protected by holy magics that kept the vampires from entering. These wards were created and maintained by a Human Deacon who had come from a distant land with several paladins and other holy warriors at his side. If The Harbinger could somehow bring down the magical protection around the village and allow Lassatha to feast on the Deacon, she would personally turn him into a vampire. He said he could do even better than that, and proposed that if he could turn the entire village over to her, she would have to turn him into a free vampire, not a spawn. She agreed. He wasted no time after the bargain was struck. His plans were already in effect, and he knew just how to achieve them.
He started small. Using his innate magical powers, he began to ‘haunt’ the village. Moving objects around with telekinesis and speaking in dark whispers to the minds of the villagers. He especially took a hold on the more popular and charismatic youth, finding their self-interest to be a potent weakness. Through them, he slowly touched the minds of the villagers, poisoning their thoughts by degrees into anarchy and madness. The Deacon and his followers prayed and fasted for respite, they held ceremonies and holidays, trying desperately to win back the hearts of the halflings they loved so much. But The Harbinger was patient, and over the course of a few generations, he had enslaved the village by means of a cult, for whom “The Great Voice” had become their new god. The paladins and clerics were long gone, fallen to the cult, driven from the city or killed openly in the streets. Only the lone Deacon, now an old and broken man, continued to hold fast to his hope for his fallen flock, constantly fighting off the voices in his mind. But The Harbinger’s poison had already taken effect, and none now listened to the “False Preacher”.
Finally, the time came to strike. Using his greatest pawn, the mayor of the village, The Harbinger had the villagers put the Deacon on trial for trying to corrupt the minds of the youth and saw to it that the wards protecting the city were brought down. The townsfolk cheered and the Deacon wept. The Deacon was found guilty and sentenced to death. The Mayor besought The Great Voice to give them direction, and The Harbinger sentenced him to death, but told them that one of his heralds would come and perform the deed. At long last, The Harbinger returned to Lassatha and sent her to the village. They welcomed her as a God, and her retribution was slow and painful. And as the life drained from the Deacon’s tired eyes, The Harbinger smiled.
With her revenge at long last fulfilled, the wards abolished, and an entire village-worth of fresh, willing sacrifices, Lassatha was all-too-pleased to give The Harbinger his reward. And as he shed the coils of mortality, he stretched his eyes toward the future, and saw once again all of his former brothers whom he had left behind so many years before. Their suffering would be incomprehensible. Their deaths would be eternal.
Reaper
He returned home a darkness and a fury, but not a bringer of death. Death was too good for those who had wronged him so long ago. It was these that he slowly tortured and drained, until he had made them into the monsters that they had so despised. These became his first spawn; his minions.
He began to use his newfound powers and followers to dominate the minds of lesser beings. He used them as pawns in an intricate game, corrupting the minds of influential people behind the scenes: Bankers, Merchants, Priests, Teachers, Advisors; all were potential victims of his schemes. And so his power grew. He began to enact dark plots that stretched across centuries.
As he fed on the blood of others, his body grew stronger and more lithe. His limbs began to realize their strength, and for the first time in his entire existence, he used his legs to walk and his tongue to speak-the first of his kind to do so in eons.
But still, his lust for power was stronger even than his lust for blood, and he once again turned his attention to the Arcane Arts. For millennia he studied, learning and plotting out what strategies would be necessary for survival and to achieve his goals. He learned to mix arcane knowledge with martial, and he took pleasure from both pursuits equally. During this time, his love of Transmutation and Necromancy returned to him, and he developed a fascination with the Occult.
In time, he joined a coven of like-minded witches and hags, and quickly had them at his beck-and-call. He discovered that he had a knack for using his power of dominating the minds of others in conjunction with his ability to summon spirits and creating spawn to achieve new levels of power that he never thought possible. As his Arcane knowledge grew, he learned of other worlds and planes of existence, and the methods to reach them. Minds fell under his influence, then families, then cities, then nations, then entire worlds.
Power. Wealth. Veneration. Blood. He had all he ever needed. But still, there was one thing that had always plagued him. His own frailties and weaknesses were glaring, and he knew that he would need to find a new way of existing. It was then that he had an epiphany. He scoured the planes, through followers and through his own means, until he located a being known as a Grim Reaper. Using a powerful scroll, he merged his soul with the body of the Reaper and sent its essence screaming into the Void. His numberless concourses of followers, worshippers and pawns watched as the lifeless husk of his former self fell to the earth at the feet of the Reaper. All was silent and still. Then, The Harbinger stretched out his hand. For the first time in millennia, he felt the warm light of day, and it did not harm him.
His gaze turned to his kingdoms, powers, minions, slaves, wealth, and worlds within his frigid grasp, and he frowned. He had everything he had ever wanted, yet still, he lusted for more. And so, his eyes turned from the Material Plane, resting on the otherworldly domains of Gods and Monsters alike. These would be his trophies, too. All would bow before him. Or all would burn.

Stuff Explained:
First of all, I’m sorry. This guy is a serious monster and the only way I know of to beat him is to pull his own tricks against him. He’s immune to practically everything, nigh-untouchable physically, able to dish out arbitrary levels of pain in one round, and saves against virtually everything on a 2. So, really, I’m sorry.

Attributes Explained
20 Point-buy

Str- 42 (29 Reaper (7 point-buy), 5 Inherent (Wish), 6 Enhancement (Headband), 2 Profane (Unliving Rage))

Dex- 45 (30 Reaper (7 point-buy), 5 Wish, 6 Headband, 4 Profane (Lilitu))

Con- N/A (7 point-buy)

Int- 57 (18 point-buy, 14 Race, 3 Age, 2 Vampire, 5 Wish, 6 Belt, 5 Level, 4 Profane (Lilitu))

Wis- 38 (14 Base, 6 Race, 3 Age, 2 Vampire, 5 Wish, 6 Belt, 2 Profane (Succubus))

Cha- 51 (16 Base, 10 Race, 3 Age, 4 Vampire, 5 Wish, 6 Belt, 5 Untyped (Genius Avaricious), 2 Profane (Unliving Rage))

The Wishes he got from Lilitu Demons, or just a single one over the course of many weeks. He hit her (them) and the succubus that gave him the profane gift with Eternal Slumber and keeps them locked up very safe in a personal Demiplane that only he knows how to access.

Followers Explained With his ability to Dominate others, his Create Spawn and Summon Spirit abilities, as well as his longevity, otherworldly intelligence, and patience, he has unlimited followers. And if his charms, magic, or schemes don’t so the trick, he can always threaten them with an eternal destruction via his Final Death ability.

His favorite method of creating followers is by casting Dominate on a newborn/child and guiding it through its life, never poking too hard, but just enough to get it to become/learn/do what he wants it to do. It started with one Elf, whom he followed every day of its life, re-dominating it just before the duration of the SLA wore off. He was careful to avoid protection from X spells, as well as high-level dispels, and guided the elf to become a powerful crafting wizard. By the time the elf had reached full maturity, he was so far engrained into the elf’s personal life that he could make him do anything for him. So, he turned him into a spawn. He then began the process over again while his immortal minion made other magical items for him. He repeated this process until he had a goodly number of spawn and began cranking out serious nosh.

Not everyone becomes a spawn, however. Some are dominated to become profoundly wealthy and powerful businessmen (for money), or great political leaders (for influence and power), or other types of important figures (for X reasons). In every case, he tells them to just lead normal lives, and only occasionally does he intervene or give a new command. And extremely slowly, his undead army of followers grows.

But the bulk of his followers come from the fanatical death cult members he has inspired. He started his own religion (slightly by chance, slightly by design), and has found that it, above most things, has been a source of perfect fodder for his armies.

Also, because of his great power, he rarely, if ever, comes out to play. He really prefers to send his most powerful agents out instead of facing his enemies himself. This doesn’t mean that he won’t, however. He just understands that his most powerful defense comes from not being physically present at the fights.

Wealth Explained- With unlimited followers and cohorts, most of whom follow him blindly or are dominated/too terrified to go against him, he has unlimited wealth. As said previously, many of these are/can be merchants or other powerful figures, so there is that, but also, there is another way that he makes money.
The Plane of Earth is a universe-sized piggy bank of Gold, Silver, Diamonds, and other precious materials. Through the eons, he slowly infiltrates/takes over the infrastructure of one planet at a time, pulling small amounts of raw materials from its wealth and economy. It takes millennia to drain a single planet, and as such, he has infinite wealth.

CL Explained As can be found here, he can/does have nigh-infinite CL. For the purpose of these exercises, I had him utilize only enough followers to make his 1 rd/lvl spells last over 24 Hours. Using this formula, his 1 min/lvl spells last ~10 days, His 1 hr/lvl last ~616 Days, and
his 1 day/lvl spells last ~40 years.

Spells Explained You may have noticed that many of his buff spells are not on his spell list and/or too high of level to cast. Because he has infinite time (He’s immortal and so are many of his followers), Infinite Wealth (See below), and infinite manpower (also below), he can crank out scrolls of nigh-unlimited CL (see below as well). With Aid Another, he can make a high enough UMD check to cast these spells.

As for the Spell DC’s of his constant spell effects, especially the ludicrously high Spell DC’s of his Permanent Symbols: Basically, he has engineered his perfect army, making them become exactly what he wanted them to be. This means that he can, with only time as his expenditure, make DC’s of stupidly high levels. He does this by having these creatures develop traits, feats, and class structure to tailor to a specific spell. That, and he can always summon the spirit of someone who has already done that. For example, A Rage Prophet adds his Con Modifier and his Charisma Modifier to save DC’s while he rages. Through various (fairly simple) methods, he can get both of these to somewhere around +17 or even +20. This, coupled with Spell Focus, Greater Spell Focus, Spell Specialization, Sharesister Spell, Elemental Focus, Greater Elemental Focus, Various traits (like the ones The Harbinger himself has, along with others), Spell Perfection, Heighten Spell (To make every spell level 9), and of course, the 10 base, he can achieve 70+ Spell DC, easily. I just chose DC 70 as an average and a good base.

Essentially, whatever the highest possible DC is for any spell, ever, he uses that DC.

As for Unwilling Shield[i], once he used Eternal Slumber on the Tarrasque, he had a slave use a [i]Polymorph Any Object spell to make it the same creature, but the size of a strawberry. Duration Factor: 11, Permanent. CL: Arbitrary (see below). He keeps the peacefully-sleeping Tarrasque in a Life Bubble inside of a smaller-than-average Familiar Satchel tucked into the folds of his robes.

Other Thoughts According to this, technically one could have arbitrarily high ability scores, provided they have enough wealth, time and manpower to craft the items in question. The Harbinger has all of these things.

This would mean that his to-hit would be nigh-infinite, as would his damage, his Spell DC’s, his SLA and Special Ability DC’s, his Saves, his AC, his skill and ability checks, and his spells/day. I decided that I wasn’t going to exploit those rules, however. And I think that’s for the best. Besides, he is frighteningly beastly even without them.

Sorry again for that.

The Harbinger vs The Beastmass
Tactics: Varies, but usually he just shoots you with an arrow and bad things happen. He always starts with both his estoc and his bow in his hands, but then when he acts in the surprise round, he snaps his fingers (free action) to make the Estoc disappear into his Glove of Storing.

Shoggoth:
He acts in the surprise round and auto-wins initiative. He sees the Shoggoth at 120 ft., because of his Greater Darkvision. Because of the Seeking property on his bow, he negates all of the cover (He would have done that using Blindsense after 60 ft, anyway). Then, with a swift action, he spends one point from his arcane pool to use Arcane Accuracy. Then, using Spellstrike, he casts a Heightened (Level 6) Dazing Rime Frostbite and hits with a Named Bullet Frigid Touch (Spell-Storing) arrow. Because of Named Bullet, every attack is a critical threat. Because of Death Strike, every critical threat is an auto-crit. So, he does 8d6+60+40 (121)+Fatigued (Frostbite), Entangled (Rime Spell), Dazed (Dazing Spell), Staggered (Frigid Touch), Shaken (Weapon of Awe), 2 Negative levels, and 1d6+14833 nonlethal damage. The Shoggoth implodes.

Balor:
See entry for Shoggoth, but without needing to re-cast Frostbite, and add in DC 44 Eternal Slumber via Conductive Weapon and holy water on the remains, just in case.

Pit Fiend:
See entry for Balor.

Tarn Linnorm:
See entry for Shoggoth.

Gold Dragon:
See entry for Shoggoth, but because of the Dragon’s cold vulnerability, it takes *1.5 damage from the Frostbite Spell.

Solar:
See entry for Balor, but change holy water to the Bleed spell.

The Tarrasque:
See entry for Balor, but no need for Holy Water. Also see the Spells Explained section above.

The Harbinger vs. Other Powerful Beings

Great Old one, Bokrug:
[url=http://www.d20pfsrd.com/bestiary/monster-listings/magical-beasts/great-old-one-bokrug]Bokrug

Being immune to cold, The Harbinger uses his rod of Elemental Spell to make his Frostbite spell deal Electrical damage before the fight. Long story short, Bokrug only saves vs. Daze on a natural 20. It’s over after only a few hits. Bokrug evaporates and goes back to sleep.


Great Old One, Hastur:
Hastur
See entry for Bokrug.

Great Old One, Cthulhu:
Cthulhu
See entry for Hastur.

Balthazaar, Champion of the Beastmass (WARNING: THIS GETS REALLY DARK REALLY FAST! READER DISCRETION IS ADVISED:
Balthazaar
There are many ways that The Harbinger could end this fight:
1. Just walk up to him. The Angel is carrying a rod of Absorption, but that doesn’t negate area affect spells or auras. Because of The Harbinger’s permanently-activated Symbols, he could just walk to within 35 ft. of Balthazaar and watch him get hit with 3d6 Strength Damage, Permanent Confusion, Sleep, Hideous Laughter, and -4 to basically everything.
2. Sunder/Steal his rod of Absorption. Or send someone else to do it. Like this guy.
3. Mage’s Disjunction. At CL 14825, Every single spell effect and magical item that Balthazaar has would be completely negated, with thousands more in the bank. Then, he could do the next thing…
4. Turn him into a pin cushion. Even without Frostbite, The Harbinger could use his surprise round to sunder the rod of absorption himself, and even with half damage, the rod is gone in one shot. Then The Harbinger would win initiative and full-round from up to 1100 ft away, hitting the Angel for 32d6+480+360 (One is an actual Critical hit, and therefore one of the 40’s would be critplied) +16 Negative levels +Death Strike (which The Angel would eventually fail but I’m too lazy to do the math for), and then stored spells on top of that: Frigid Touch 4d6 (Staggered), Mudball (Blinded), Vampiric Touch *6=60d6 negative energy damage. Altogether, we’re looking at ~1190 lethal damage.
5. Frostbite. Of course, there’s this. And it works with option #4, too. Adding 1d6+14832 nonlethal cold damage to every arrow, we get ~119,860 lethal/nonlethal damage in one round.
6. Close your eyes and point to something. There are a huge number of deadly spells not covered by The Harbinger’s Spellbane. He can use one of those. Or, he can Grapple/pin him and use energy drain until he dies. Or he could sick his legions on him. Or so many other things.
7. Gate? Though Gate is Spellbane’d, that doesn’t mean that one of his pawns can’t use it on him (at a Higher CL than both the Hallow/Dispel Magic effect and his HD). Then call him through. He would then be under the control of the pawn, who would in turn, be under the control of The Harbinger. However, I’m not sure of Balthazaar counts as a “Unique Being” or not (probably does…but that also means that The Harbinger does, as well). But just to be safe, we’ll say that this one doesn’t work on him.
Despite all of these options, there is one that is more evil; more cruel. One that Balthazaar has not prepared for.
Balthazaar is an extremely well-prepared opponent, but he has several weaknesses. One in particular that is pretty glaring. It is this weakness that becomes his downfall.
As the mightiest of Angels meditates, knowing that his challenger is coming (having at-will Commune is pretty awesome), he senses a dark presence of overwhelming evil. His alabaster eyes open and he sees, some 120 ft. up in the air, the skeletal, black, emotionless figure of The Harbinger floating there. The Harbinger is constantly invisible, but he sees right through the glamer. It is Balthazaar’s creed that he waits for his opponents to attack him, so he does not move. Suddenly, 20 or so other wizards teleport 60 or so feet away from Balthazaar’s shrine, each bringing with them a seemingly-ordinary man or woman from a variety of races. They look terrified, begging for mercy as they struggle against their captors, but then, with a single word from The Harbinger, the wizards and others cast Hold Person on each of their charges in tandem. The Men, Women and Children freeze in place. The Harbinger produces a scroll and begins reading from it.
Balthazaar suddenly realizes what is happening and springs to his feet with a battle cry and a shout of vengeance, his sword flying towards The Harbinger, his rod leaving his hands as he knocks an arrow in his bow. “NO!!!” He screams, but it’s too late.
With simultaneous quickened Teleports, The wizards are gone, and The Harbinger’s spell is complete. Wail of the Banshee. There are no survivors.
Balthazaar was outside of the radius of the spell, but still, he nocks an arrow and lets it fly. It misses its target, and The Harbinger utters another word. The Wizards each reappear with another captive. “YOU WILL NOT HARM ANOTHER!!!” The Solar screams, his holy fury manifest through his every motion. He turns his attention to the Wizards, who have just finished casting Hold Person. He begins firing at the Wizards, but even their defenses are too powerful, and none of them are touched.
This is just enough time for The Harbinger. He moves to within 35 ft of the Angel, and the fight is over. As the Angel falls from the sky, the sword follows after him. The Harbinger catches it and shatters it with one hand. He then moves down to the Solar and produces another scroll: Dominate Monster, Arbitrary CL, DC 70. When the deed is done, The Angel rises and bows before his new master. “What would you have me do?” The mighty angel asks in a voice that spans Eternity.
The Harbinger indicates the paralyzed men and women and says, “Start there.”
Yikes. That got super dark. Sorry, guys.

Arkalion, Ruler of the Grand Cycle:
Finally, a worthy opponent.
Arkalion is a beast, but his main weakness is that his initiative maxes out at 78. The Harbinger has a +71. By Beastmass rules, he beats his 78 with an 81.
The Harbinger Greater Teleports to 300 ft. away. He lets Arkalion see him. Initiative. The Harbinger wins. Free action put the Estoc away. Swift action to use Arcane Accuracy. Using Spell Combat he casts his Frostbite Combo and full-round attacks. Btw, as far as I can tell, Arkalion’s build mentions that he is immune to critical hits, but the only thing I’ve been able to find is heavy Fortification armor, which only grants a 75% miss chance for the critical. It’s unimportant either way.
His first arrow has Dispel Magic it, focusing on his Ice Body spell, which unravels (He is now no longer immune to “ability score damage, blindness, critical hits, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect [his] physiology or respiration”). The first arrow strikes for 2d6+30+40 Damage (~77 Damage) plus 2 Negative Levels. By the second arrow, the fight is over, as he strikes with a critical hit as well as 14839 nonlethal cold damage.

Again, I’m sorry everyone.


I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.

His treasure should also include 100 Adamantine bullets for Bullet Ward.

The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.

I'm sure there's more and I'll post as I find them.

Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.

Silver Crusade

WombattheDaniel wrote:

I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.

His treasure should also include 100 Adamantine bullets for Bullet Ward.

The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.

I'm sure there's more and I'll post as I find them.

Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.

Just in case this affects the build at all, Paizo released their Ultimate Equipment nerf..., uh, errata. Jingasa in particular sucked.

Ultimate Equipment Errata

P.S. The link actually goes to the PFS discussion of it, but John Compton put the links to the actual download page in his post.


Credit where Credit is due. I forgot to thank Jobrandon for showing me several things that I never knew before. Sharesister, Parasitic Soul, etc. finally made everything possible haha.


isdestroyer wrote:
WombattheDaniel wrote:

I actually missed a few things. The Frostbite DC is correct in the "Explanation" section but I forgot to update it in the "Offense" Section. The DC should be 56.

His treasure should also include 100 Adamantine bullets for Bullet Ward.

The Longbow's crit multiplier is *3, not *2, so all regular weapon damage (including Greater Named Bullet when it's an actual Crit) would be *3. Of course, Spell Combat/Spellstrike only allows for a *2 on his Frostbite Spell. Also, I never posted the numbers for a critical Frostbite, which would be every time, basically.

I'm sure there's more and I'll post as I find them.

Edit: The fight with Arkalion does not result in a critical hit on the second arrow. I see now that he WAS immune to critical hits, but once his Ice body spell is gone, then the Heavy Fortification would take over. Still, though, it doesn't really matter.

Just in case this affects the build at all, Paizo released their Ultimate Equipment nerf..., uh, errata. Jingasa in particular sucked.

Ultimate Equipment Errata

P.S. The link actually goes to the PFS discussion of it, but John Compton put the links to the actual download page in his post.

Oh I though it had gotten rid of the Jingasa on The Harbinger. I know The Witchborn needs to be updated, but yeah. Thanks man.

Edit: Yeah I see it now. The treasure section has it there but he's not benefitting from the luck bonus to AC. I guess I had forgotten it was there.


CRITIQUE:

WBL: The harbinger has god-like manipulation abilities, and in your backstory we can see that he uses those, but that doesn't change the fact that a 20th level character has 880k GP to spend.

FOLLOWERS: In your backstory, we can see that the Harbinger guides people so they are eventually fit to do his bidding. This'd be a perfect explanation for the Leadership feat, but instead you do something that requires HEAVY DM adjudication.

AVAILABILITY: I question the availability of the Grim Reaper to be Parasitic Soulled. If he was a non-unique planar entity(being able to be gated in) or otherwise easily reachable(such as Pazuzu being summoned if his name is called thrice) then I'd be fine with it, but him just appearing is a bit too much in my opinion.

VAMPIRE: How did you become one. Like, mechanics-wise. To my knowledge the only way to become a vamp without being bitten(something that happens in an actual game) is Demonic Obedience(Zura, lvl 20 version), and you have neither the level nor the feat to show for it.

TRANSFERS: When using Parasitic Soul, only your mental abilities get transferred if they do not originate from class and level(and even the it's dubious). The entire feat-line from the vampire template for example, is definitely physical and does not get transferred when switching.
I've personally tried taking a safe approach on the point I'm about to highlight, as finding info about it has been tough, but there is some lack of info about HP adjustment and Par Soul. You gain the HP of the monster(as per magic jar), but not its hit dice(your level transfers after all). Now if you get a con bonus, do you adjust with your own level or the monster's HD(Which don't exist anymore).

TL;DR: I fear you have taken a bit too much of a 'DM' style to the character. I.E,something DM's do when they create an NPC. The Harbinger would make a great replacement for a character such as the Lady of Pain in Sigil, for example. However, when we theorycraft we still have to take into the consideration the guidelines set to us.
___________________

On a less serious note, I'll have myself a go at killing the current version of the Harbinger. Morin vs. Harbinger.

Harbinger autowins initiative and murders Morin in whatever way he feels is pleasant.

Korin was scrying on Morin and gets really pissed at the Harbinger. As Morin had earlier Parasitic Soulled/Antropomorphic animalled Korin into a great white whale for the biology class, he is now in a prime position to take out the Harbinger(There's a sentence that I never thought I'd type).

On Korin's turn in the initiative order(after the Harbinger has taken his turn)
Free action: Close eyes(Whale's blindsight ignores concealment)
Swift action:Quickened Gate(Using a quickening diamond metamagic gem) 15 ft away from the Harbinger
Standard action: Use the Exalted PRC capstone ability, using its power to copy dispel evil. As it's not a spell, it does not get negated by Spellbane.

Attack(with a 30 ft reach):

+12 (BAB)
+19 (STR)
+25 (Moment of Prescience, from the Memory subdomain)
=56
Enough to hit touch AC on a 3.
Dispel Evil ignores SR and saves and autodispels Parasitic Soul, forcing the Harbinger's soul out of the Grim Reaper and winning the fight at the cost of Morin's Soul being forever lost.

......
Well that was a fun game of Rocket tag.
But yeah, I've done a LOT of research on how Parasitic Soul can be countered. Funnily enough Morin's(although I guess it's Korin's) build contained one of the more hard-to-counter ones. While everything seemed to fit exactly into place in the example I gave, actually doing it of course requires prep and foreknowledge.

Lastly, glad to see my screwing around helped you put something together :)


Jobrandon wrote:
WBL: The harbinger has god-like manipulation abilities, and in your backstory we can see that he uses those, but that doesn't change the fact that a 20th level character has 880k GP to spend.

I hadn't thought about it. You're absolutely right. RAW (Rules as written for this challenge, at least) say that he has to abide by the 880k limit. I'll post a new build that is compliant with these rules.

Jobrandon wrote:
FOLLOWERS: In your backstory, we can see that the Harbinger guides people so they are eventually fit to do his bidding. This'd be a perfect explanation for the Leadership feat, but instead you do something that requires HEAVY DM adjudication.

Actually not as much as you'd think. What he's doing is well within the guidelins of his class and abilities, and therefore requires very little GM adjudication. Summon Spirit is a class ability. Dominate is a racial ability. Because of that, he doesn't need Leadership.

Jobrandon wrote:
AVAILABILITY: I question the availability of the Grim Reaper to be Parasitic Soulled. If he was a non-unique planar entity(being able to be gated in) or otherwise easily reachable(such as Pazuzu being summoned if his name is called thrice) then I'd be fine with it, but him just appearing is a bit too much in my opinion.
In my background section (The thing that wasn't required reading), I said this:
Background wrote:
Power. Wealth. Veneration. Blood. He had all he ever needed. But still, there was one thing that had always plagued him. His own frailties and weaknesses were glaring, and he knew that he would need to find a new way of existing. It was then that he had an epiphany. He scoured the planes, through followers and through his own means, until he located a being known as a Grim Reaper. Using a powerful scroll, he merged his soul with the body of the Reaper and sent its essence screaming into the Void. His numberless concourses of followers, worshippers and pawns watched as the lifeless husk of his former self fell to the earth at the feet of the Reaper. All was silent and still. Then, The Harbinger stretched out his hand. For the first time in millennia, he felt the warm light of day, and it did not harm him.

Story-wise, he did search him out, which probably took a long time. But eventually, he found him.

As far as him being a unique being, etc. He's actually not entirely.

Grim Reaper Ecology wrote:
Known by many names throughout nearly all cultures, grim reapers are the personifications of death and all the pain and fear associated with that state. They are universally feared by the living as harbingers of destruction and masters of all that has already passed from life. These hooded beings travel through the planes with the sole intent of bringing about the end of life, slaying with a deliberateness inscrutable to all but themselves.

Pretty clear that they are unique, but there isn't just one of them.

And of course we know that Parasitic Soul can affect Intelligent Undead.

Jobrandon wrote:
VAMPIRE: How did you become one. Like, mechanics-wise. To my knowledge the only way to become a vamp without being bitten(something that happens in an actual game) is Demonic Obedience(Zura, lvl 20 version), and you have neither the level nor the feat to show for it.

My Backstory is too long to quote, but long story short, he won a bet with a vampire and provided it with a very valuable service (Basically started a death cult that worshipped her from which she could take willing victims all the time). So she turned him.

Jobrandon wrote:

TRANSFERS: When using Parasitic Soul, only your mental abilities get transferred if they do not originate from class and level(and even the it's dubious). The entire feat-line from the vampire template for example, is definitely physical and does not get transferred when switching.

I've personally tried taking a safe approach on the point I'm about to highlight, as finding info about it has been tough, but there is some lack of info about HP adjustment and Par Soul. You gain the HP of the monster(as per magic jar), but not its hit dice(your level transfers after all). Now if you get a con bonus, do you adjust with your own level or the monster's HD(Which don't exist anymore).

Yeah I also looked into it but didn't find much. I assumed HP meant everything, especially since Anzyr's Arkalion used Magic Jar on his Harbinger Daemon and gained his D10's. I didn't find this to be too off the wall because of that. He usually knows what he's doing.


A few things about the fight:
1. It seems kind of convenient that he is a whale at the exact moment that he requires that form. I mean, it's possible, but just seems like more random chance than anything else. I didn't notice anything in your build saying that Korin does that regularly. But sure, I'll give you the benefit of the doubt. Maybe I missed it. So let's say that he was, in fact, a whale.

2. Closing his eyes won't help.

Persistent Auras wrote:
(All symbols are already active and are carved onto Bracers)

The symbols are already active. So, the moment anyone comes within 60 ft of The Harbinger, they are immediately hit with Sleep, Hideous Laughter, 3d6 Str damage, Insanity, Charm Monster, and -4 to attack rolls, skill checks, and ability checks. Aura of the Unremarkable is there, too, but I don't know enough about it to know what it really does mechanics-wise. But still, as a thought experiment, let's say he does get through those.

3. Once they move within 40 ft., more bad things happen. Shaken condition (Another –2 penalty on attack rolls, saving throws, skill checks, and ability checks), and Archon's Aura, for yet another –2 penalty on attack rolls and saving throws and to Armor Class. With Symbol of Pain, he's at a -8 to his attack already.

4. Within 20 ft, there's his Misfortune Aura. Not as big of a deal within the Beastmass, but it's still present.

5.Finally, as for the actual attack, I'm looking at the Prestige Class Capstone and I'm not seeing anywhere that is says that it wouldn't be a spell. It specifically calls it out that it duplicates the effects of the chosen spell, and the duplicated spell allows Spell Resistance (if it normally does, obviously). To me that seems pretty clear.

Unless I'm missing something really big, that ability is a no-go.

That, and the attack wouldn't hit anyway. 56-8=48+10 (Beastmass rules)=58, just short of his Touch AC.

In addition, I'm assuming that because Gate requires that you concentrate on it, it closed behind Korin, meaning no retreat. So, unless he can cast a plane shift or some other spell as a move action...then initiative returns to The Harbinger.


WombattheDaniel wrote:

Actually not as much as you'd think. What he's doing is well within the guidelins of his class and abilities, and therefore requires very little GM adjudication. Summon Spirit is a class ability. Dominate is a racial ability. Because of that, he doesn't need Leadership.

____
In my background section (The thing that wasn't required reading), I said this
____
My Backstory is too long to quote, but long story short, he won a bet with a vampire and provided it with a very valuable service (Basically started a death cult that worshipped her from which she could take willing victims all the time). So she turned him.

My main point was that backstory =/= mechanical power. A DM that follows absolute RAW can always reject your backstory. A DM that follows absolute RAW should not be able to reject your build.

Regarding Dominate etc: no beings are present; therefore no being can be dominated. Summon Spirit is of course allowed, with the proper payments/coaxing spells(Keep in mind that they'll probably still require payment if it isn't a domination spell of some kind).

Regarding the Grim Reaper: Guess I was wrong on that one. Don't forget to pay for the scroll of Gate(including components).

Regarding the Vampire: See main point.

_______________________________

As for the fight.

WombattheDaniel wrote:


1. It seems kind of convenient that he is a whale at the exact moment that he requires that form. I mean, it's possible, but just seems like more random chance than anything else. I didn't notice anything in your build saying that Korin does that regularly. But sure, I'll give you the benefit of the doubt. Maybe I missed it. So let's say that he was, in fact, a whale.

I already mentioned this, the fight actually happening is supposed to require foreknowledge etc. No way in hell can you win the fight if you don't prep. I said he just happened to was a whale by happenstance because I thought it funny.

WombattheDaniel wrote:


2. Closing his eyes won't help.
Persistent Auras wrote:

(All symbols are already active and are carved onto Bracers)

The symbols are already active. So, the moment anyone comes within 60 ft of The Harbinger, they are immediately hit with Sleep, Hideous Laughter, 3d6 Str damage, Insanity, Charm Monster, and -4 to attack rolls, skill checks, and ability checks. Aura of the Unremarkable is there, too, but I don't know enough about it to know what it really does mechanics-wise. But still, as a thought experiment, let's say he does get through those.

Oh yeah, silly high CL. Forgot about that one. In that case the battle will require more prep. Mainly, turning the great white whale into a skeletal champion before parasitic Soulling into it and turning Korin into a vampire beforehand. This leaves the only aura actually affecting Korin to be the Archon's aura, for a -2 to attack. (This brings total prep to: Buy whale, skeleton whale, vampire korin(do this by momentarily returning to original body), parasitic soul korin, buy quickening diamond, cast moment of prescience)

WombattheDaniel wrote:


5.Finally, as for the actual attack, I'm looking at the Prestige Class Capstone and I'm not seeing anywhere that is says that it wouldn't be a spell. It specifically calls it out that it duplicates the effects of the chosen spell, and the duplicated spell allows Spell Resistance (if it normally does, obviously). To me that seems pretty clear.

From Dispel Evil: "Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Spells that can't be dispelled by dispel magic also can't be dispelled by dispel evil. Saving throws and Spell Resistance do not apply to this effect."

WombattheDaniel wrote:


Also, he has 8 mirror Images (Via Shocking Image), and according to this, we know that Blindsight doesn't negate it. So there's only a 1 in 9 chance that he will even hit The Harbinger.

I didn't see a definite conclusion being drawn in the thread. Mirror image vs. Blindsight is still up in the air IMO.


Presenting the new and (maybe) improved Morin, the Parasitic Soul.

Spoiler:

Statblock
Morin(Currently in the body of an Eremite)
Male Human Sorcerer (Arcane Bloodline) 20
CN Medium humanoid (human)
Init +40(+4/+3/+23); Never surprised or flatfooted; Senses darkvision 60 ft.; blindsight 40 ft.; Perception +35
--------------------
Defense
--------------------
AC 48, touch 24, flat-footed 34 (+4 Armor +13 Dex, +20 natural +1 Dodge)
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
Fort +26, Ref +27, Will +28
DR 15/good and silver; Immune mind-affecting effects, cold, fear effects, nonlethal damage, pain; SR 31
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (perfect)
Melee bite+23 (2d6+10 plus pain), 2 claws +23 (2d6+10/19-20 plus grab and pain), 2 wings +18 (1d8+5 plus pain) or +1 Cestus +24 (1d4+11/19-20), claw +23 (2d6+10/19-20 plus grab and pain), 2 wings +18 (1d8+5 plus pain)
Longspear +24 (1d8+18) or 2 slams +23(2d6+12 plus pain)
Special Attacks unnerving gaze (30 ft., DC 41);
Spell-Like Abilities (CL 20th; concentration +47)
1/day—Grace, Scrying(on familiar only)
2/day—Shield of Faith
3/day—Deathwatch, Resistance
Sorcerer (Arcane Bloodline) Spells Known (CL 21st; +47 concentration):
9th (9/day)— Wish(DC 40), Parasitic Soul(DC 44, 53 boosted), Mass Suffocation( DC 44), Spellbane
8th (9/day)—Power Word Stun, Maze, Summon Monster VIII, Greater Bestow Curse(DC 43), Dimensional Lock, Horrid Wilting(DC 43), Prediction of Failure(DC 39), Moment of Prescience
7th (9/day)—Greater Teleport, Greater Arcane Sight , Finger of Death(DC 42), Plane Shift(DC 38), Control undead(DC 42), Artificer’s Curse(DC 38)
6th (9/day)—True Seeing, Chains of Light(DC 37), Greater Dispel Magic, Eyebite(DC 41), Repulsion(DC 38)
5th (10/day)—Overland flight, Suffocation(DC 40), Grand Destiny, Permanency, Fickle Winds, Die for your Master, Wracking Ray(DC 40), Teleport
4th (10/day)—Dimension Door, Enervation, Boneshatter(DC 39), Fear(DC 39), Animate Dead, Emergency Force Sphere, Greater Invisibility, Dimensional Anchor, Echolocation
3rd (10/day)—Dispel Magic, Displacement, Haste, Storm Step, Create Soul Gem(DC 38), Chain of Perdition, Accursed Glare(DC 38), Heroism(POSK)
2nd (10/day)—Invisibility, Abrupt Maneuver, Acid Arrow(DC 33), Resist Energy, Mirror Image, Command Undead, Burst of Radiance, Glitterdust(DC 33)
1st (11/day)—Identify, Mage Armor(POSK), Shield, Protection from Evil, Protection from Good, Sure Casting, Blood Money, Anticipate Peril, Heightened Awareness(POSK), Liberating Command, Death Knell(DC 36, ROSK)
0 (at will)—Detect Magic, Read Magic, Light, Message, Mage Hand, Acid Splash, Prestidigation, Detect Poison, Ghost Sound, Dancing Lights, Mending, Arcane Mark

Immune to Pain (Su)
An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite's pain attack, or similar effects at the GM's discretion.
Pain (Su)
Any creature struck by an eremite's natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist the eremite's spell-like and extraordinary abilities. The save DC is Constitution-based.
Shadow Traveler (Ex)
When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.
Unnerving Gaze (Ex)
A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 41 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect
--------------------
Statistics
--------------------
Str 30, Dex 37, Con 30, Int 18, Wis 20, Cha 52
Base Atk +10; CMB +21(+25 grapple); CMD 47
Feats
Eschew Materials, Noble Scion, Varisian Tattoo(Abjuration), Demonic Obedience(Zura), Silent Spell, Spell Focus(Necromancy), Leadership, Reaching Spell, Greater Spell Focus(Necromancy), Spell Focus(Abjuration), Piercing Spell, Spell Specialization(Spellbane), Quicken Spell, Still Spell, Spell Perfection(Spellbane)
Traits: Gifted Adept (Spellbane), Fortune’s Favored, Indomitable Faith
Drawbacks: Family Ties(Korin)
Skills; +13 Appraise, +32 Bluff , +46 Diplomacy, +19 Disable Device, +22 Fly, +30 Intimidate, +32 Knowledge[Arcana, Planes, Religion], +10 Knowledge[Dungeoneering, Engineering, History, Local, Nature], +12 Knowledge[Nobility], +10 Linguistics, +35 Perception, +32 Spellcraft, +23 Swim, +36 Use Magic Device Racial Modifiers; +8 Swim
Languages: Common, Celestial, Infernal, Abbysal, Draconic, Necril
SQ arcane bond, (protector bloodline familiar, greensting scorpion), bloodline [arcane], bloodline arcana(+1 DC for metamagic spells that increase spell level), New Arcana, Arcane Apotheosis

Spells/Buffs
Spell Slots before buffing:
11/10/10/10/10/9/9/9/9
Spell Slots after buffing:
6/10/6/8/8/9/7/7/9
The spells(except for freedom of movement and 1 telepathic bond) listed here are with unmodified spell levels. This is because of the use of extend metamagic rods.
Level 9: Extended Foresight** (CL 22)
Level 8: Moment of Prescience(CL 29), Mind Blank(CL 22)**
Level 6: Extended Telepathic Bond(CL 22)**
Level 5: Extended Grand Destiny(2/day CL 29), Life Bubble(CL 22)**, Extended Freedom of Movement(2/day CL 22)**, Extended Telepathic Bond(CL 22)**
Level 4: Ride the Waves(CL 22)**, Extended Echolocation(2/day, CL 29),
Level 3: Extended Heroism(2/day CL 29)
Level 2: Delay Poison(CL 22)**
Level 1: Deathwatch(CL 20), Extended Heightened Awareness(2/day CL 29), Mage Armor(CL 30), Death knell(2/day)
The spell Aroden’s Spellbane has a 3 day duration and is not factored into the spell slot total.
Permanent Buff Spells
Thanatopic Parasitic Soul CL 41 DC 53
Imbue with Spell Ability(2x Shield of Faith, 1x Grace) CL 22**
Hardening on the Adamantine-covered Gem holding Morin’s Soul(CL 38)*
Hardening on the backup Adamantine-covered Gem(CL 38)*
Polymorph Any Object(Medium Air Elemental) CL 31
Lengthy Buff Spells:
Extended Genius Avaricious CL 31*
Extended Sequester on Parasitic Soul gem CL 32*
Extended Sequester on Portable Hole CL 32*
Silent Extended Greater Magic Aura(Highest SLA Shades. No spellcasting. Current buffs: Polymorph any Object(appears as if cast by a wizard), True Seeing) CL 30* DC 44
Silent Extended Persistent Mask Dweomer on Parasitic Soul CL 30 DC 42
Silent Extended Persistent Mask Dweomer on Sequester CL 30 DC 42
Silent Extended Persistent Mask Dweomer on Sequester CL 30 DC 42
Silent Extended Persistent Mask Dweomer on Hardening CL 30 DC 42
Silent Extended Persistent Mask Dweomer on Hardening CL 30 DC 42
Silent Extended Persistent Mask Dweomer on Spellbane CL 30 DC 42
Extended Contingency: When I cast Liberating Command, Silent Liberating Command, or say ‘Morin out’, cast Dimension door to get me as far away as possible from my current location CL 31*
Extended Aroden’s Spellbane CL 40
Spells marked with a * are sorcerer spells cast through a mnemonic vestment
Spells marked with a ** are cleric spells cast by the cohort, Korin

Spellbane prevents the functioning of Spellbane, Source Severance, Antimagic Field, Mage’s Disjunction, Dispel Evil, Wish, Limited Wish and Miracle
All gear that does not need to be removed/held in hand/taken out is assumed to be subsumed into the polymorph any object form. The exception being the ring of Spell Knowledge I[Death Knell]
Caster level buffs(generic)
+2 Enhanced Magic from Create Greater Demiplane(currently only used for Parastic Soul)
+3 Sharesister
+1 Death knell
+1 Arcane beacon from the Arcane subdomain(can’t have both +1 CL and +1 DC)
+1 to +4 Pure Magic Aura from the Nethys Deicific Obedience
+4 Karma Beads, Prayer
+1 Orange Prism Ioun Stone
+1 Aether
+1 Mumia
+1 Altar of Nethys
Spellbane Specific
+1 Gifted Adept
+1 Varisian Tattoo
+2 Spell Specialization
+3 Spell Perfection(double Varisian Tattoo and Spell Specialization)
Parasitic Soul Specific
+3 Deathwine on a Potion of Cure Moderate Wounds
Save DC Buffs
+2 School Power from Arcane Bloodline(Necromancy only)
+1 Spell Focus(Necromancy and Abjuration only)
+1 Greater Spell Focus(Necromancy only)
+1 Arcane Beacon(can’t have both +1 CL and +1 DC)
+1 Bloodline arcana(When a metamagic feat increases spell level)
+1 Arcane Concordance
+3 Sharesister
+2 Ring of Transcendant Spells(3/day)
+2 Advanced(1d6+21 rounds, 1/day)
Parasitic Soul setup
1)Cast Genius Avaricious
2)Create a Greater Demiplane with the Enhanced Magic(death) trait
3)Ready up Dweomer’s Essence and a Thanatopic Onyx metamagic gem
4)Equip an Orange Prism Ioun stone and a ring of Transcendant Spells
5)Pray at the Altar of Nethys(Parasitic Soul)
6)Use a Scroll of Arcane Concordance
7)Have Korin cast Sharesister
8)Cast Death Knell on a dying Bunny
9)Take some Aether
10)Take some Mumia
11)Activate Karma Prayer Beads
12)Apply the Advanced template through Zura’s Demonic Obedience
13)Cast Deathwine on a potion of CMW
14)Cast Sure Casting
15)Drink the potion of CMW
16)Apply the Advanced template through Zura’s Demonic Obedience
17)Have Korin continuously activate and deactivate pure magic aura, fishing for a 4 CL increase. If successful, also activate Arcane Beacon
18)Cast Parasitic Soul, using Dweomer’s Essence and the Thanatopic Onyx. Use Transcendant Spell to increase the DC and SR penetration
19) Have Korin cast Gate, summoming a Kyton Eremite
20) Take control of said Kyton Eremite

DC: 53 (10 Base +9 Spell +23 CHA, +2 School power, +1 Arcane Concordance, +1 Spell Focus, +1 Greater Spell Focus, +3 Sharesister, +1 Arcane Beacon, +2 Transcendant)
CL: 41 (20 level +2 Demiplane, +1 Death knell, +3 Deathwine, +3 Sharesister, +4 Karma Beads, +1 Ioun, +1 Aether, +1 Mumia, +1 Altar of Nethys, +4 Pure magic Aura
SR Penetration: 53(41 CL, +5 Sure Casting, +5 Dweomer’s Essence, +2 Transcendant)
Personal Demiplanes
Personal Demiplane 1: Storage space/bunny living(bountiful, gate[to portable hole], Magic[enhanced spell-negating], Structure[Peaceful breek], Energy[minor positive], Morphic, Time[flowing half time])
Personal Demiplane 2: Featureless plain(Magic[Dead Magic])

Stats Explained
ATTRIBUTES:
20 Point-Buy
STR 7 (7 Base, -6 age +6 vampire)/ STR 30 (30 Base +4 Polymorph Any Object)
DEX 9 (11 Base +4 Vampire -6 Age)/DEX 33 (27 Base +6 Belt)/
CON -/ CON 30 (30 base)
INT 18 (13 Base, +3 Age, +2 Vampire)
WIS 20 (15 Base, +3 Age, +2 Vampire)
CHA 52 (18 base, +2 Racial +5 Wish +6 Headband +3 Age +5 Level +5 Genius Avaricious +4 Profane Pact +4 Vampire)
The Vampire template was made permanent by kidnapping a random humanoid and subsequently raising him as a vampire. When he raised, Morin used control undead and then told the vamp to turn Morin into a vampire and then jump into a river
Initiative: +40 (21 Cha, 4 Untyped (Familiar), 2 Luck(Stone of Good Luck), 3 Competence (Circlet), 4 Enhancement (Dueling), 4 Circumstance(Banner) 2 Insight (Runeforged))
Generic Skills: +5(2 Luck, 2 Heroism, 1 Competence)
Charisma Skills: +7(2 Luck, 2 Morale, 3 Competence)
Ranks(140 total): 1 Appraise, 3 Bluff, 20 Diplomacy, 1 Disable Device, 1 Fly, 1 Intimidate, 20 Knowledge[Arcana, Planes, Religion], 1 Knowledge[Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility], 1 Linguistics, 20 Perception, 20 Spellcraft, 5 Use Magic Device
Caster Level Checks: +21 (20 Level, 1 Orange Prism Ioun stone)
Concentration: +47 (21 CL, 21 Cha, 2 Luck, 3 Circlet)
Vs. Spell Resistance: +21 (21 CL)
Spell DC: 31 (10 Base, 21 Cha, excluding Spell Level)
Fort Save: +26 (6 Base, 10 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)
Reflex Save: +27 (6 Base, 11 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun)
Will Save: +28 (12 Base, 5 Ability, 5 Cloak, 2 Luck, 2 Heroism, 1 Ioun, 1 Trait)
CMB: +21 (10 BAB, 10 Strength, 1 Ioun)
CMD: 44 (10 Base, 10 BAB, 10 Str, 13 Dex,1 Ioun)

Equipment
Combat Gear 187300
Head: Circlet of Persuasion 4500 GP
Headband: +6 Headband of Alluring Charisma 36,000 GP
Neck: Amulet of Natural Armor +1 2000 GP
Eyes: Eyes of the Eagle 2500 GP
Shoulders: Cloak of Resistance +5 25,000 GP
Chest:
Body: Mnemonic Vestment 5000 GP
Weapon: +1 Runeforged(Sadistic/Compassionate) Cestus of Dueling 32,300/Flag Pole
Belt: +6 Belt of Incredible Dexterity 36,000 GP
Bracer:
Hands: Gloves of Storing 10,000 GP
Boots: Sandals of quick reaction 4000 GP
Ring 1: Ring of Transcendant Spells 30,000 GP
Ring 2: Ring of Spell Knowledge I[Death knell](Other gear)

Metamagic Rods 61,500 GP: Greater Extend 24,500 GP , Extend 2x 22,000 GP, Lesser Extend 2x 6000 GP, Lesser Persistent 9000 GP

Ioun Stones 60,000 GP: Orange Prism 30,000 GP , Pale Green Prism 30,000 GP

Other Gear 240,500 GP: 3x Karma Prayer Beads 60,000 GP, Ebon Wayfinder 18,000 GP, Handy Haversack 2,000 GP, Stone of Good Luck 20,000 GP, Ring of Spell Knowledge II[Mask Dweomer] 6000 GP, Ring of Spell knowledge I[Death Knell] 1500 GP, Banner of the Ancient Kings 18,000 GP, Portable Hole(Walls appear to be smooth rock, 1 of the walls hides a permanent gate) 20,000 GP, Altar of Nethys 8000 GP, 3x Thanatopic Onyx(custom metamagic gem) 6000 GP, 9th level Pearl of Power(81,000 GP ,given to Korin)

Pages of Spell Knowledge 11,000 GP:, Heroism 9000 GP, Heightened Awareness 1000 GP, Mage Armor 1000 GP

Battle Scrolls 21225 GP: 3 Scrolls of Invisibility Purge 1125 GP, 3 Scrolls of Heal 4950 GP, 3 Scrolls of Anti-incorporeal Shell 2100 GP, 3 Scrolls of Timestop 11475, 3 Scrolls of Arcane Concordance 1575 GP

Mnemonic Scrolls 73600 GP: See list below

Wands 13,750 GP: Wands of Lesser Restoration 4500 GP, Wand of Detect Animals 750 GP, Wand of Bless Weapon 750 GP, Wand of True Strike 750 GP, Wand of Desecrate 7000 GP,
Long Term/Emergency Spell Prep 3400 GP: 3 Doses of Numia 1500 GP, 50 doses of Aether 1000 GP, 3 Potions of CMW 900 GP,

Expended Items 197,365: 2 Doses of Aether 40 gp, 1 Dose of Numia 500 GP, 1 Potion of CMW 300 GP, 6000 GP worth of Genius Avaricious offerings, 10,000 GP worth of Gate Components, Permanency Diamond Dust 75,000 GP(2x Greater Demiplane 2x Mage’s Private Sanctum), Wishes Diamond Dust 125,000 GP, Thanatopic Onyx 2000 GP, Dweomer’s Essence 500 GP, Scroll of Arcane Concordance 525 GP

Expensive Spell Components 5,000:, 1000 GP worth of Eye Ointment, 3000 GP worth of Onyx, 2x Dweomer’s Essence 1000 GP

Expensive Foci 7300: Cold Iron Scepter 1000 GP, Ivory statuette of Marin 1500 GP, Ruby and Gold Lens 1500 GP, 1x Magic Jar 100 GP, 2x Magic jar coated in Adamantine 1200 GP, 80x Soul gem 2000 GP

Other 400 GP: 200 Bunnies 400 GP

Spells cast for Rings 20 GP: Death knell 10 GP, Mask Dweomer 10 GP
=878940
With 1060 GP leftover.

Scrolls
(2 spells) 1st (50 gp)
Protection from Chaos
Protection from Law
(3 spells)2nd(150 GP)
Create Treasure map
(10 spells)3rd(3750 GP)
Aura Sight
Create Soul Gem
Deathwine
Magic circle against good, evil, lawful and chaotic
Sharesister
Tongues
Wind Wall
(2 spells)4th(1400 GP)
Greater Magic Aura
Remove Curse
(6 spells)5th(6750 GP)
Break Enchantment
Fabricate
Fickle Winds
Lesser Planar Binding
Mage’s Private Sanctum
Telepathic bond
(6 spells)6th(9900 GP)
Analyze dweomer
Contingency
Create Undead
Genius Avaricious
Hardening
Repulsion
(3 spells)7th(6825 GP)
Control Construct
Greater Scrying
Sequester
Simulacrum
(6 spells)8th(18000 GP)
Create Greater Undead
Discern Location
Greater Planar Binding
Heart of the Mammoth
Polymorph any object
Temporal Stasis
(7 scrolls)9th(26775)
Clashing Rocks
Create Demiplane, Greater
Dominate monster
Foresight
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

List of Equipment on Person(other gear is in demiplane):
All Combat Gear
Metamagic Rods: Ectoplasmic Spell
Ioun Stones: Orange Prism, Pale Green Prism
Other Gear: 1x Karma Prayer Beads, Ebon Wayfinder, Handy Haversack, Stone of Good Luck, Banner of the Ancient Kings, Portable Hole, 3x Thanatopic Onyx,
Pages of Spell Knowledge: Heroism, Heightened Awareness
Battle Scrolls: 3 Scrolls of Invisibility Purge, 3 Scrolls of Heal, 3 Scrolls of Anti-incorporeal Shell, 3 Scrolls of Timestop, 3 Scrolls of Arcane Concordance
Mnemonic Scrolls: See list below
Wands: Wands of Lesser Restoration, Wand of Bless Weapon, Wand of True Strike, Wand of Desecrate
Expensive Spell Components: 1000 GP worth of Eye Ointment, 1000 GP worth of Onyx, 2x Dweomer’s Essence
Expensive Foci: Cold Iron Scepter, Ivory statuette of Marin, Ruby and Gold Lens, 1x Magic Jar, 1x Magic jar coated in Adamantine, 10x Soul gem(1 of which holds familiar)
1st
Protection from Chaos
Protection from Law
2nd
Create Treasure map
3rd
Aura Sight
Create Soul Gem
Magic circle against good, evil, lawful and chaotic
Tongues
Wind Wall
4th
Remove Curse
5th
Break Enchantment
Fickle Winds
Telepathic bond
6th
Analyze dweomer
Create Undead
Repulsion
7th
Control Construct
Sequester
Spell Turning
8th
Create Greater Undead
Discern Location
Polymorph any object
Temporal Stasis
9th
Clashing Rocks
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

Backstory
Morin was not always an enigmatic presence, as he is now. Once, he was a necromancer capable of toppling nations with his power. But that wasn't enough for him. He saw his frail body collapsing and withering, but found a solution. Zura the vampire queen would grant him eternal life for only a small favor. But Morin was outsmarted, and Zura took absolute control. If it wasn’t for Korin, his brother and high priest of Nethys, temporarily severing the connection, he would have stayed under her control forever. But Morin could only channel so much of Nethys’ power, and Zura was a vampire queen that had just been robbed of one of her strongest pawns. They created an invocation so strong that the queen of vampires herself wouldn’t be able to break it.They created a gem that Morin would use to abandon his body, protect his soul and project his mind.
Things are looking up for Morin now. Teaching at Korin's school has helped him. He is still linked to Zura, but her influence has much weakened. But... for one that was once a grand necromancer, this subserviant relationship will not do. Thus, he has started searching for a body strong enough to combat Zura. Strong enough to defeat the queen of vampires herself.

Cohort
Korin, Level 7 Cleric/Level 10 Exalted of Nethys
Wisdom: 28 (15 base +2 racial +3 age +4 level +4 profane)
Notable equipment owned by Korin: 75000
2x Prayer Karma Beads (40,000 GP)
15k Diamond Dust(15,000 GP)
Demiplane(See below, 17,500 GP)
Teaching Materials(Mostly arcane lore) 2000 GP
Coins/Mundane Equipment 500 GP
9th level pearl of power(given to Korin by Morin)
(1 Charge of Morin’s Extend Metamagic rod is used for the 2nd Telepathic Bond)

Notable Feats:
Deicific Obedience
Extend Spell
Magical Epiphany

Notable Prepared Spells
3x Lesser Restoration
2x Sharesister(1 cast)
1x Restoration
2x Plane Shift
1x Greater Scrying(cast)
1x Greater Restoration
1x Heal
1x Harm
1x Gate

Total Spells
7+1/6+1/6+1/6+1/6+1/5+1/4+1/3+1/2+1
Spells after Buffs/Dailies
7+1/4+1/5+1/5+1/3+0/5+0/3+1/3+0/2+0

When Morin is doing dangerous stuff, such as the beastmass, Korin casts greater scrying on Morin and endeavors to be close to a permanent gate back to his demiplane in case of emergency. He uses his Telepathic Bond to stay in contact with Morin and provide tactical advice.
Permanent Greater Demiplane(Key feature: Wizard’s school, Bountiful)
Korin is an extremely powerful cleric of the god Nethys. He runs a school, located on a demiplane he created, aiming to teach any who will listen about magic. All students enrolled are Morin’s followers. If PC classes are allowed, the students are a mix of Clerics of Nethys and dedicated arcane casters, along with a few commoners as staff. If only NPC classes are allowed, the students consist of almost entirely adepts, with a few commoners as staff.
The teaching materials listed in Korin’s entry do not encompass all resources put into the wizard school. Followers are assumed to pay contribution that is used for housing, farms, teaching materials and salary. The majority of Korin and Morin’s time is assumed to be spent teaching and preparing for lessions.

Notes
Activatables:
Ring of Transcendant Spells: 3/day +2 SR penetration and +2 DC for a spell
Grand Destiny: 4/spell +4 competence to attack roll, CL check, saving throw or skill check
Moment of Prescience: +25 insight bonus to a single attack roll, combat maneuver check, opposed ability check or skill check, or saving throw. Alternatively, gain a +25 insight bonus to AC against a single attack
Contingency: When I cast Liberating Command, Silent Liberating Command, or say ‘Morin out’, cast Dimension door to get me as far away as possible from my current location
Heightened Awareness: 1/spell +4 Initiative
Anticipate Peril(Not precast): 1/spell +5 Insight Initiative

While Morin does have blood money, any advantage he would have gained from doing so(free permanencies and such) is also factored into WBL.
The gem that holds Morin's soul is usually swallowed by him(any damage from stomach acids being reduced to 0 because of the 39 hardness the adamantine surrounding the gem has)
Bunny Math:
Food for 1 medium person is enough for 4 rabbits.(as per pathfinder sizing). The demiplane contains enough food to sustain 420 medium creatures, or 1640 bunnies.
There was once a pest of rabbits in Australia, in which it was assumed that female rabbits get 18-30 new young during the pest per year
X=Number of Rabbits
0,5X=number of female rabbits
((18+30)/2)/12*0,5X=
X=Amount of new rabbits/rabbit/month
When X=90 we have 90 new rabbits/month
Add 60 extra for rabbits killed in the 1st month and you get 150 rabbits. Round up to 200 to be safe.

-Lotsa minor fixes
-Added foresight as a buff
-changed some spells around
-changed some feats around
-changed metamagic feats on some of the buffs
-small changes in equipment
-solidified Korin's wealth and spells.
-changed familiar to the protector archetype
-added a few more things in stats explained

Have there been any changes to the ruleset since page 3 or can I just go right on ahead?


Hurrah for yet more changes to morin! Also, there's like no people here. How sad.

Morin, the Parasitic Soul

Spoiler:

Statblock
Morin(Currently in the body of an Eremite)
Male Human Tattooed Sorcerer (Arcane Bloodline) 20
CN Medium humanoid (human)
Init +40(+4/+3/+23); Never surprised or flatfooted; Senses darkvision 60 ft.; blindsight 40 ft.; Perception +36
--------------------
Defense
--------------------
AC 48, touch 24, flat-footed 34 (+4 Armor +13 Dex, +20 natural +1 Dodge)
hp 310 (20d10+200); regeneration 15 (good weapons and spells, silver weapons)
Fort +26, Ref +28, Will +27
DR 15/good and silver; Immune mind-affecting effects, cold, fear effects, nonlethal damage, pain, critical hits, sneak attacks, bleed; SR 31
--------------------
Offense
--------------------
Speed 40 ft., fly 60 ft. (good)
Melee bite+23 (2d6+11 plus pain), 2 claws +23 (2d6+11/19-20 plus grab and pain), 2 wings +18 (1d8+5 plus pain) or +1 Cestus +24 (1d4+12/19-20), claw +18 (2d6+5/19-20 plus grab and pain), 2 wings +18 (1d8+5 plus pain) or +1 Holy/Unholy Scythe Scythe +25 (2d4+17/20 x4), 2 wings +18(1d8+5 plus pain)
Special Attacks unnerving gaze (30 ft., DC 41);
Imbue with Might Spell-Like Abilities (CL 17; concentration +38)
1/day—Grace
2/day—Shield of Faith
Regular Spell-Like Abilities (CL 20th; concentration +46)
1/day—Scrying(on familiar only)
3/day—Resistance, Deathwatch
Spell Tattoo (CL
Enhanced Magic Tattoo (CL 22th; concentration +48)
1/day—Wave Shield
Sorcerer (Arcane Bloodline) Spells Known (CL 21st; +47 concentration):
9th (9/day)— Wish(DC 40), Parasitic Soul(DC 46, 55 boosted), Mass Suffocation( DC 44), Spellbane
8th (8/day)—Power Word Stun, Maze, Summon Monster VIII, Prediction of Failure(DC 39), Moment of Prescience
7th (9/day)—Greater Teleport, Greater Arcane Sight , Finger of Death(DC 42), Plane Shift(DC 38), Control undead(DC 42), Artificer’s Curse(DC 38)
6th (9/day)—True Seeing, Chains of Light(DC 37), Greater Dispel Magic, Repulsion(DC 37)
5th (8/day)—Overland flight, Suffocation(DC 40), Grand Destiny, Permanency, Die for your Master, Wracking Ray(DC 40), Teleport, Magic Jar(DC 40)
4th (8/day)—Dimension Door, Enervation, Boneshatter(DC 39), Fear(DC 39), Animate Dead, Emergency Force Sphere, Greater Invisibility, Echolocation, Dimensional Anchor
3rd (6/day)—Dispel Magic, Displacement, Haste, Storm Step, Create Soul Gem(DC 38), Chain of Perdition, Sharesister, Heroism(POSK)
2nd (10/day)—Invisibility, Pilfering Hand, Acid Arrow(DC 33), Resist Energy, Mirror Image, Command Undead(DC 37), Burst of Radiance(DC 33), Glitterdust(DC 33), Enemy’s Heart(ROSK)
1st (6/day)—Identify, Mage Armor(POSK), Shield, Protection from Evil, Protection from Good, Sure Casting, Blood Money, Anticipate Peril, Heightened Awareness(POSK), Wave Shield
0 (at will)—Detect Magic, Read Magic, Light, Message, Mage Hand, Acid Splash, Prestidigation, Detect Poison, Ghost Sound, Dancing Lights, Mending, Arcane Mark

Immune to Pain (Su)
An eremite is immune to nonlethal damage, as well as to all magical effects associated with extreme pain, such as a symbol of pain, another eremite's pain attack, or similar effects at the GM's discretion.

Pain (Su)
Any creature struck by an eremite's natural attacks must make a DC 30 Fortitude save or become staggered for 1 round from the pain. As long as a creature is staggered by this effect, it takes a -4 penalty on all saving throws made to resist the eremite's spell-like and extraordinary abilities. The save DC is Constitution-based.

Shadow Traveler (Ex)
When an eremite uses plane shift to travel to the Plane of Shadow, it arrives at its intended destination with complete accuracy. When an eremite uses shadow walk, it moves at a rate of 100 miles per hour.

Unnerving Gaze (Ex)
A creature that succumbs to an eremite's unnerving gaze becomes paralyzed with fear for 1d4 rounds as it finds itself almost longing to submit its flesh to the kyton. At the end of any round it remains paralyzed in this way, the victim must make a DC 41 Will save or take 1d4 points of Wisdom drain from encroaching madness. This is a mind-affecting fear effect

Create Spell Tattoo (Su)
Morin can create a spell tattoo thrice per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If he gives the spell tattoo to himself, it does not count against the regular limit of magic tattoos he can have. The spell tattoo must be of a spell that he knows that has no material component or focus component. He can maintain one spell tattoo created by this ability at a time-if he uses this ability again, the previous spell tattoo fades away. (-1 use for Moment of Prescience for Korin. -1 use Korin’s Mirror Image Spell Tattoo)

Blood is Life (Su)
One per day as a full-round action, Morin may drink the blood of a creature that has been dead for no more than an hour to gain the benefits of a heroes’ feast and death knell for 1 hour. The blood imbibed must come from a creature with a minimum CR of your character level -2

Vampirism (Su)
One per day, Morin may infuse himself with the qualities of a vampire. Morin applies the advanced template to himself for the duration of this effect, which lasts for 1d6 round plus an additional number of rounds equal to his Charisma Bonus(21). When the effect ends, Morin is staggered for 1d4 rounds.

--------------------
Statistics
--------------------
Str 32, Dex 37, Con 30, Int 20, Wis 22, Cha 52
Base Atk +10; CMB +21(+25 grapple); CMD 44
Feats
Noble Scion, Mage’s Tattoo(Abjuration), Eschew Materials, Piercing Spell, Demonic Obedience, Leadership, Equipment Trick(Wondrous Items), Penetrating Possession, Spell Focus(Necromancy), Greater Spell Focus(Necromancy), Quicken Spell, Spirit Vision, Still Spell, Spell Perfection(Parasitic Soul)
Traits: Gifted Adept (Spellbane), Fortune’s Favored
Skills; +12 Appraise, +40 Bluff , +46 Diplomacy, +18 Disable Device, +20 Fly, +29 Intimidate, +32 Knowledge[Arcana, Planes, Religion], +10 Knowledge[Dungeoneering, Engineering, History, Local, Nature], +12 Knowledge[Nobility], +10 Linguistics, +36 Perception, +32 Spellcraft, +22 Swim, +51 Use Magic Device Racial Modifiers; +8 Swim
Languages: Common, Celestial, Infernal, Abbysal, Draconic, Necril
SQ arcane bond, (protector bloodline familiar, greensting scorpion), bloodline [arcane], bloodline arcana(+1 DC for metamagic spells that increase spell level), New Arcana, Arcane Apotheosis, Blood Intensity(5/day)

Spells/Buffs
Spell Slots before buffing:
11/10/10/10/10/9/9/9/9
Spell Slots after buffing:
6/10/6/8/8/9/9/8/9
The spells(except for freedom of movement and 1 telepathic bond) listed here are with unmodified spell levels. This is because of the use of extend metamagic rods.
Level 9: Extended Foresight** (CL 25)
Level 8: Moment of Prescience(CL 31), Mind Blank(CL 25)**
Level 6: Extended Telepathic Bond(CL 25)**
Level 5: Extended Grand Destiny(2/day CL 30), Life Bubble(CL 25)**, Extended Freedom of Movement(2/day CL 25)**, Extended Telepathic Bond(CL 25)**
Level 4: Ride the Waves(CL 25)**, Extended Echolocation(2/day, CL 30),
Level 3: Extended Heroism(2/day CL 30), Sharesister(2/day)
Level 2: Delay Poison(CL 25)**
Level 1: Deathwatch(CL 20), Extended Heightened Awareness(2/day CL 30), Mage Armor(CL 32), Death knell(2/day)

The spell Aroden’s Spellbane has a 3 day duration and is not factored into the spell slot total.

Permanent Buff Spells
Thanatopic Parasitic Soul CL 46 DC 55
Imbue with Spell Ability(2x Shield of Faith, 1x Grace) CL 33**
12x Hardening on All Void Crystals(CL 40)*
Polymorph Any Object(Medium Air Elemental) CL 33
Lengthy Buff Spells:
Extended Genius Avaricious CL 33*
12x Extended Sequester on Parasitic Soul gem CL 33*
Extended Sequester on Portable Hole CL 33*
Extended Greater Magic Aura(Highest SLA: Shades. Under effect of Polymorph any object(air elemental) and True sight. No spells cast before this) CL 33*
Still Persistent Mask Dweomer on Parasitic Soul CL 32 DC 42
13x Still Persistent Mask Dweomer on Sequester CL 32 DC 42
12x Still Persistent Mask Dweomer on Hardening CL 32 DC 42
Still Persistent Mask Dweomer on Spellbane CL 32 DC 42
Contingency: When I use Wave Shield as a spell-like ability, cast Wave Shield, or say ‘Morin out’, cast Dimension door to get me as far away as possible from my current location
Extended Aroden’s Spellbane CL 40

Spells marked with a * are sorcerer spells cast through a mnemonic vestment
Spells marked with a ** are cleric spells cast by the cohort, Korin

Spellbane prevents the functioning of Spellbane, Source Severance, Antimagic Field, Mage’s Disjunction, Dispel Evil, Wish, Limited Wish and Miracle

All gear that does not need to be removed/held in hand/taken out is assumed to be subsumed into the polymorph any object form. The exception is the ring of spell knowledge[Enemy's heart]

Equipment
Combat Gear 223900
Head: Circlet of Persuasion 4500 GP (Transmutation)
Headband: +6 Headband of Alluring Charisma 36,000 GP(Transmutation)
Neck: Amulet of Natural Armor +1 2000 GP (Transmutation)
Eyes: Eyes of the Eagle 2500 GP(Divination)
Shoulders: Cloak of Resistance +5 25,000 GP (Abjuration)
Chest:
Body: Mnemonic Vestment 5000 GP(Transmutation)
Weapon: +1 Runeforged(Sadistic/Compassionate) Cestus of Dueling 32,300/+1 Holy Scythe 18,300 +1 Unholy Scythe 18,300 /Flag Pole
Belt: +6 Belt of Incredible Dexterity 36,000 GP (Transmutation)
Bracer:
Hands: Gloves of Storing 10,000 GP (Transmutation)
Boots: Sandals of quick reaction 4000 GP(Transmutation)
Ring 1: Ring of Transcendant Spells 30,000 GP
Ring 2: Ring of Spell Knowledge II[Enemy’s Heart](Other gear)

Metamagic Rods 61,500 GP: Greater Extend 24,500 GP(2 charges used by Korin) , Extend 2x 22,000 GP, Lesser Extend 2x 6000 GP, Lesser Persistent 9000 GP

Other Gear 270,700 GP: 2x Karma Prayer Beads 40,000 GP, Wayfinder 500 GP(evocation), Handy Haversack 2,000 GP(conjuration), Stone of Good Luck 20,000 GP(evocation), Ring of Spell Knowledge II[Enemy’s Heart] 6000 GP, Ring of Spell Knowledge II[Mask Dweomer] 6000 GP, Ring of Spell knowledge I[Death Knell] 1500 GP, Banner of the Ancient Kings 18,000 GP(abjuration), Portable Hole(Walls appear to be smooth rock, 1 of the walls hides a permanent gate) 20,000 GP, Altar of Nethys 8000 GP, 1x Thanatopic Onyx(custom metamagic gem) 2000 GP, 9th level Pearl of Power(81,000 GP ,given to Korin), Crown of the Kobold King 15,000 GP(transmutation), Aura Wondrous Items[Illusion, Necromancy, Enchantment, Divination] 700 GP, Ring of Invisibility(20,000 GP, given to Korin), Orange Prism 30,000 GP

Pages of Spell Knowledge 11,000 GP:, Heroism 9000 GP, Heightened Awareness 1000 GP, Mage Armor 1000 GP

Battle Scrolls 10150 GP: 2 Scrolls of Heal 3300 GP, 2 Scrolls of Anti-incorporeal Shell 1400 GP, 1 Scrolls of Timestop 3825, 3 Scrolls of Arcane Concordance 1575 GP, 1 Scroll of Mindscape Door 375 GP

Mnemonic Scrolls 70775 GP: See list below

Wands 13,750 GP: Wands of Lesser Restoration 4500 GP, Wand of Detect Animals 750 GP, Wand of Bless Weapon 750 GP, Wand of True Strike 750 GP, Wand of Desecrate 7000 GP

Long Term/Emergency Spell Prep 1500 GP: 1 Dose of Numia 500 GP, 5 doses of Aether 100 GP, 3 Potions of CMW 900 GP

Expended Items 207825.5: 1 Dose of Salt 0.5 GP 1 Dose of Numia 500 GP, 1 Potion of CMW 300 GP, 3000 GP worth of Genius Avaricious offerings, 10,000 GP worth of Gate Components, Permanency Diamond Dust 65,000 GP (2x Lesser Demiplane, 1x Greater 2x Mage’s Private Sanctum -17.5k GP Korin), Wishes Diamond Dust 125,000 GP, Thanatopic Onyx 2000 GP, Dweomer’s Essence 500 GP, Scroll of Arcane Concordance 525 GP, laboratory supplies 1000 GP

Expensive Spell Components 2,000:, 1000 GP worth of Eye Ointment, 2x Dweomer’s Essence 1000 GP(Abjuration)

Expensive Foci 6200: Cold Iron Scepter 1000 GP, Ivory statuette of Morin 1500 GP, Ruby and Gold Lens 1500 GP, 12x Hardened Void Crystals 1200 GP, Laboratory equipment 500 GP, Forked Metal Rod 500 GP

Other 400 GP: 200 Bunnies 400 GP.

Spells cast for Rings 80 GP: Death knell 10 GP, Mask Dweomer 10 GP, Enemy’s Heart 60 GP
=879780.5
With 219.5 GP leftover.

Scrolls
(2 spells) 1st (50 gp)
Protection from Chaos
Protection from Law
(1 spells)2nd(150 GP)
Create Treasure map
(9 spells)3rd(3375 GP)
Aura Sight
Deathwine
Magic circle against good, evil, lawful and chaos
Sharesister
Tongues
Wind Wall
(2 spells)4th(1400 GP)
Greater Magic Aura
Remove Curse
(4 spells)5th(4500 GP)
Break Enchantment
Fabricate
Fickle Winds
Mage’s Private Sanctum
(5 spells)6th(8250 GP)
Analyze dweomer
Contingency
Create Undead
Genius Avaricious
Hardening
(4 spells)7th(9100 GP)
Control Construct
Greater Scrying
Sequester
Simulacrum
(7 spells)8th(21000 GP)
Clone
Create Greater Undead
Discern Location
Dimensional Lock
Greater Planar Binding
Heart of the Mammoth
Polymorph any object
Temporal Stasis
(6 scrolls)9th(22950)
Clashing Rocks
Create Demiplane, Greater
Dominate monster
Gate
Mage’s Disjunction
Mage's Magnificent enclosure

All equipment not directly necessary for combat is assumed to be in the demiplane.

Stats Explained
Caster level buffs(generic)
+2 Enhanced Magic from Create Greater Demiplane(currently only used for Parastic Soul)
+3 Sharesister
+1 Death knell
+1 Arcane beacon from the Arcane subdomain(can’t have both +1 CL and +1 DC)
+1 to +4 Pure Magic Aura from the Nethys Deicific Obedience
+1 Coven Caster
+4 Karma Beads, Prayer
+1 Orange Prism Ioun Stone
+1 Aether
+1 Mumia
+1 Altar of Nethys
+1 Crown of the Kobold King
+1 Equipment Trick(wondrous item)
Spellbane Specific
+1 Gifted Adept
+1 Varisian Tattoo
Parasitic Soul Specific
+3 Deathwine on a Potion of Cure Moderate Wounds
+1 Salt(Alchemical power component)
+1 Spell Perfection(Double Equipment Trick)
Save DC Buffs
+2 School Power from Arcane Bloodline(Necromancy only)
+1 Spell Focus(Necromancy and Abjuration only)
+1 Greater Spell Focus(Necromancy only)
+1 Arcane Beacon(can’t have both +1 CL and +1 DC)
+1 Bloodline arcana(When a metamagic feat increases spell level)
+1 Arcane Concordance
+3 Sharesister
+2 Ring of Transcendant Spells(3/day)
Parasitic Soul setup
1)Cast Genius Avaricious
2)Create a Greater Demiplane with the Enhanced Magic(death) trait
3)Ready up Dweomer’s Essence and a Thanatopic Onyx metamagic gem
4)Equip an Orange Prism Ioun stone and a ring of Transcendant Spells
5)Pray at the Altar of Nethys(Parasitic Soul)
7)Have Korin cast Sharesister
8)Cast Death Knell on a dying Bunny
9)Take some Aether(Created by Korin)
10)Cast Deathwine on a potion of CMW
11)Activate Karma Prayer Beads
12)Have Korin continuously activate and deactivate pure magic aura, fishing for a 4 CL increase.
13)Drink the potion of CMW
14)Take some Mumia
16) Have Korin activate Arcane Beacon
17)Use a Scroll of Arcane Concordance
18) Have Korin use Coven Caster
19)Cast Quickened Sure Casting
20)Cast Parasitic Soul, using Dweomer’s Essence, Equipment Trick, and the Thanatopic Onyx. Use Transcendant Spell to increase the DC and SR penetration.
21) Have Korin cast Gate, summoming a Kyton Eremite
22 ) Take control of said Kyton Eremite

DC: 55 (10 Base +9 Spell +23 CHA, +2 School power, +1 Arcane Concordance, +1 Spell Focus, +1 Greater Spell Focus, +3 Sharesister, +1 Arcane Beacon, +2 Transcendant +2 Spell Perfection)
CL: 46 (20 level +2 Demiplane, +1 Death knell, +3 Deathwine, +3 Sharesister, +4 Karma Beads, +1 Ioun, +1 Aether, +1 Mumia, +1 Altar of Nethys, +4 Pure magic Aura, +1 Crown, +1 Equipment Trick, +1 Salt, +1 Coven Caster +1 Spell Perfection)
SR Penetration: 58(46 CL, +5 Sure Casting, +5 Dweomer’s Essence, +2 Transcendant)
Personal Demiplanes(CL 30, DC 44)
Personal Demiplane 1: Storage space/bunny living(bountiful, gate[to portable hole], Magic[enhanced spell-negating], Structure[Peaceful breek], Energy[minor positive], Morphic, Time[flowing half time])
Personal Demiplane 2: Featureless plain(Magic[Dead Magic])

ATTRIBUTES:
20 Point-Buy
STR 1(7 Base, -6 age)/ STR 32 (30 Base, +2 Polymorph any Object)
DEX 1 (7 Base -6 Age)/DEX 37 (27 Base +6 Belt, +4 Polymorph Any Object)
CON 6(12 Base -6 age)(/ CON 30 (30 base)
INT 20 (15 Base, +3 Age, +2 Vampire)
WIS 22 (15 Base, +3 Age, +2 Vampire +2 Profane Gift)
CHA 52 (18 base, +2 Racial +5 Wish +6 Headband +3 Age +5 Level +5 Genius Avaricious +4 Profane Pact +4 Vampire)
Initiative: +40 (21 Cha, 4 Untyped (Familiar), 2 Luck(Stone of Good Luck), 3 Competence (Circlet), 4 Enhancement (Dueling), 4 Circumstance(Banner) 2 Insight (Runeforged))
Generic Skills: +4(2 Luck, 2 Morale)
Charisma Skills: +7(2 Luck, 2 Morale, 3 Competence)
Ranks(160 total): 1 Appraise, 8 Bluff, 20 Diplomacy, 1 Disable Device, 1 Fly, 1 Intimidate, 20 Knowledge[Arcana, Planes, Religion], 1 Knowledge[Dungeoneering, Engineering, Geography, History, Local, Nature, Nobility], 1 Linguistics, 20 Perception, 20 Spellcraft, 20 Use Magic Device
Caster Level Checks: +21 (20 Level, 1 Orange Prism Ioun stone)
Concentration: +47 (21 CL, 21 Cha, 2 Luck, 3 Circlet)
Vs. Spell Resistance: +21 (21 CL)
Spell DC: 31 (10 Base, 21 Cha, excluding Spell Level)
Fort Save: +25 (6 Base, 10 Ability, 5 Cloak, 2 Luck, 2 Heroism)
Reflex Save: +28 (6 Base, 13 Ability, 5 Cloak, 2 Luck, 2 Heroism)
Will Save: +27 (12 Base, 6 Ability, 5 Cloak, 2 Luck, 2 Heroism)
CMB: +20 (10 BAB, 10 Strength)
CMD: 44 (10 Base, 10 BAB, 11 Str, 13 Dex)

Notes
Activatables:
Ring of Transcendant Spells: 3/day +2 SR penetration and +2 DC for a spell
Grand Destiny: 4/spell +4 competence to attack roll, Combat maneuver check, saving throw or skill check
Moment of Prescience: +25 insight bonus to a single attack roll, combat maneuver check, opposed ability check or skill check, or saving throw. Alternatively, gain a +25 insight bonus to AC against a single attack
Contingency: When I use Wave Shield as a spell-like ability, cast Silent Wave Shield, or say ‘Morin out’, cast Dimension door to get me as far away as possible from my current location
Heightened Awareness: 1/spell +4 Initiative
Anticipate Peril(Not precast): 1/spell +5 Insight Initiative
Blood Intensity: 5/day increase max dice on a spell by charisma bonus(21) as intensify spell.
Other Notables:
When targeted by a dispel magic, it instead targets the aura of mock magic(Sadistic/Compassionate weapon)
There is a Clone of Morin hidden inside of an underground coffin in his personal demiplane. There is a hole too small for a rabbit in one of the rabbit warrens leading to this coffin.

While Morin does have blood money, any advantage he would have gained from doing so(free permanencies and such) is also factored into WBL.
The Several Voidcrystal gems that can be used for Magic Jar/Parasitic Soul/Create Soul Gem are worn as necklaces and other jewelry. They are sequestered. These voidcrystals are also hardened. One of the voidcrystals is used for Morin’s familiar, One of them is used for Parasitic Soul, One is filled with the soul of a rabbit and the other 9 are empty.

Bunny Math:
Food for 1 medium person is enough for 4 rabbits.(as per pathfinder sizing). The demiplane contains enough food to sustain 90 medium creatures or 360 bunnies.
There was once a pest of rabbits in Australia, in which it was assumed that female rabbits get 18-30 new young during the pest per year
X=Number of Rabbits
0,5X=number of female rabbits
((18+30)/2)/12*0,5X=
X=Amount of new rabbits/rabbit/month
When X=90 we have 90 new rabbits/month
Add 60 extra for rabbits killed in the 1st month and you get 150 rabbits. Round up to 200 to be safe.

Cohort:

Spoiler:

Korin
Male Human Ecclesitheurge Cleric 7/Exalted 10
N Medium humanoid (human)
Init -4; Senses darkvision 60 ft.; Perception +25
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Defense
--------------------
AC 10, touch 6, flat-footed 10 (-4 Dex +4 Natural armor)
hp 87 (17d8+7)
Fort +13, Ref +5, Will +22
Acid res 20
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Offense
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Speed 30 ft. swim 60 ft. fly 60 ft.(poor)
Spell-Like Abilities (CL 17th; concentration +24)
Constant—Protection from Evil
At Will—Detect Evil
1/day—Arcane Sight
Expanded Portfolio Spell-like Abilities (CL 10th; Concentration +17)
1/day—Sanctuary(DC 14), Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion(DC 20), Mind Blank(used on self), Prismatic Sphere
Spell Tattoo (CL 4th; Concentration +5)
Once—Mirror Image
Cleric Spells Prepared (CL 17th; +29 concentration):
9th (1+0 left)— Quickened Plane Shift(DC 23)
8th (1+0 left)—Greater Spell Immunity, Piercing Reach Heal
7th (3+1 left)—Piercing Heal
6th (1+0 left)— Heal, Quickened Desecrate, Piercing Fickle Winds, Piercing Plane Shift
5th (2+0 left)—Plane Shift(DC 23)
4th (1+1 left)—Create Drug, Piercing Accept Affliction, Air Walk(Self Buff), Reaching Animate Dead
3rd (1+1 left)—Reaching Piercing Protection from Evil, Accept Affliction, Piercing Remove Paralysis, Piercing Extended Unbreakable Heart, Water Breathing
2nd (1+1 left)—Lesser Restoration(2x), Grace, Piercing Remove Fear
1st (2+1 Left)—Shield of Faith(2x), Remove Sickness, Hide from Undead(DC 19), Obscure Mist
0 (at will)—Detect Magic, Read Magic, Light, Stabilize
Blessing of the Faithful (Su)
As a standard action, the ecclesitheurge can bless one ally within close range (65 ft.). A blessed ally gains a +2 sacred bonus on attack rolls, skill checks, ability checks, or saving throws or to AC until the ecclesitheurge's next turn. The ecclesitheurge can expend 1 use of channel energy when activating this ability to increase the duration to a number of rounds equal to the number of dice of his channel energy(3).
Bonded Holy Symbol (Su)
Korin formed a powerful bond with a holy symbol of his deity, which functions identically to a wizard's bonded object except it can be used to cast cleric and domain spells (instead of wizard spells).
Channel Energy (Su)
Korin can release a wave of energy by channeling the power of her faith through his holy symbol. Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on Korin. The amount of damage dealt is 3d6. Creatures that take damage from channeled energy receive a Will save(DC 16) to halve the damage. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. Korin may channel energy 6 times per day. Korin can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Lore Keeper (Sp)
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Arcane Beacon (Su)
As a standard action you can become a beacon of arcane energy until the end of your next turn. The aura emanates 15 feet from you. All arcane spells cast within the aura either gain a +1 bonus to their caster level or increase their saving throw DC by +1. The caster chooses the benefit when she casts the spell. Korin can use this ability 11 times per day.
Resistant Touch (Sp)
As a standard action, Korin can touch an ally to grant him a +4 resistance bonus to saving throws for 1 minute. When using this ability, Korin loses his inherent +4 resistance bonus to saving throws. Korin can use this ability 11 times per day.
Aura of Protection (Su)
Korin can emit a 30-foot aura of protection for 10 rounds per day. Korin and his allies within this aura gain a +1 deflection bonus to AC and resistance 5 against all elements.
Divine Brand (Su)
Korin has divine brand on his forehead that functions as a silver holy symbol. If forcibly removed, this divine brand reappears 24 hours later.
Aspect of Divinity (Su)
Korin’s face looks like a two-toned mask, one half of which is black and the other half of which is white. This imposes him a -4 penalty on Disguise checks. This ability also grants him a constant protection from evil effect.
Perform Miracle (Su)
The exalted at the pinnacle of her abilities can create effects that are nothing short of miraculous. At 10th level, once per day the exalted can do one of the following things.
• Duplicate any cleric spell of 6th level or lower.
• Duplicate any other spell of 5th level or lower.
• Potentially undo the harmful effects of certain spells, such as feeblemind or insanity, that require miracle to counteract. To attempt to undo such a spell, the exalted must make a caster level check using her level in the spellcasting class to which she added her exalted levels (including the increases in spellcasting from her exalted levels) against a DC of 11 + the caster level of the targeted effect. On a success, the exalted counters the spell or effect. On a failure, the exalted does not counter the spell or effect, though she can try again after 24 hours.
• Make a request of her chosen deity in line with the above effects. Doing so requires a sacrifice of 10,000 gp in powdered diamond or another appropriate precious material based on the teachings of the deity's faith. Examples of potential effects include returning a fallen ally to life and full health, teleporting the exalted and her allies to a location with no chance of error, or protecting a town from a wildfire. In any event, a request that is out of line with the deity's nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are calculated as if it were a 7th-level spell(DC 25). When an exalted uses this ability to duplicate a spell with a material component that costs more than 100 gp, she must provide that component.
--------------------
Statistics
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Str 10, Dex 2, Con 10, Int 15, Wis 28, Cha 16
Base Atk +12; CMB +10; CMD 18
Feats
Skill Focus(Religion), Racial Heritage(Changeling), Coven Caster, Deicific Obedience, Magical Epiphany, Extend Spell, Quicken Spell, Spell Penetration, Reach Spell, Piercing Spell
Skills; +13 Diplomacy, +13 Fly(+9 FOTD), +12 Spellcraft, +13 Knowledge[Religion], +13 Stealth, +8 Swim, +20 Use Magic Device Racial Modifiers; +8 Swim
Languages: Common
Ranks: 5 Diplomacy, 17 Fly, 7 Spellcraft, 5 Knowledge(Religion), 17 Stealth, 17 Use Magic Device
Own Buffs:
Astral Projection CL 34
Polymorph Any Object(Form of the Dragon I Black Dragon) CL 33
Life Bubble CL 25
Telepathic Bond CL 25
Moment of Prescience CL 16
Mind Blank CL 10
Invisibility CL 3(Magic Item)

Equipment:
2x Prayer Karma Beads (40,000 GP)
15k Diamond Dust(15,000 GP)
Astral Projection Costs(1000 GP)
Contribution towards Demiplane(See below, 17,500 GP)
Coins/Mundane Equipment 400 GP
10 Spell Component Pouches 50 GP
Desecrate Components 50 GP
9th level pearl of power(given to Korin by Morin)
Ring of Invisibility(given to Korin by Morin, subsumed into air elemental form)
1000 GP Onyx
(1 Charge of Morin’s Extend Metamagic rod is used for the 2nd Telepathic Bond)

Primary Domain: Knowledge(Thought)
Secondary Domain: Magic(Arcane)
Exalted Domain: Protection

Regular Domain Spells: Comprehend Languages, Detect Thoughts, Seek Thoughts, Divination, Telepathic Bond, Find the Path, Legend Lore, Mind Blank, Foresight

SLA’s: 1/day: Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank(used on self), Prismatic Sphere
1/day Any spell on Cleric Spell/Domain List(Bonded Holy Symbol)

For purpose of ecclesitheurge shifting:
Arcane: Magic Aura, Magic Mouth, Dispel magic, Arcane Eye, Spell Resistance, Analyze Dweomer, Spell Turning, protection from spells, mage’s disjunction

Magic: Identify, Magic Mouth, Dispel magic, Imbue with Spell ability, Spell Resistance, Antimagic Field, Spell Turning, protection from spells, mage’s disjunction
Divine: Identify, Bless Water, Dispel magic, Imbue with Spell ability, Cleanse, Antimagic Field, Resurrection, protection from spells, Miracle

Protection: Sanctuary, Shield Other, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere
Defense: Shield, Barkskin, Protection from Energy, Spell Immunity, Spell Resistance, Antimagic Field, Repulsion, Mind Blank, Prismatic Sphere
Solitude: Sanctuary, Silence, Protection from Energy, Detect scrying, Mirage arcana, Antimagic Field, Repulsion, Mind Blank, Create Greater Demiplane

Rune: Erase, Secret Page, Glyph of Warding, Explosive Runes, Lesser Planar Binding, Greater Glyph of Warding, Instant Summons, Symbol of Death, Teleportation Circle
Wards: Arcane Lock, Secret Page, Glyph of Warding, Dimensional Anchor, Lesser Planar Binding, Guards and Wards, Instant Summons, Symbol of Death, Teleportation Circle

Destruction: True Strike, Shatter, Rage, Inflict Critical Wounds, Shout, Harm, Disintegrate, Earthquake, Implosion
Catastrophe: True Strike, Gust of Wind, Call lightning, Inflict Critical Wounds, Shout, Harm, Control Weather, Earthquake, Implosion

When Morin is doing dangerous stuff, such as the beastmass, Korin tags along. Using his Ring of Invisibility and Mind Blank to stay unnoticed, and making use of Polymorph any object’s form of the dragon to keep up with him.
Permanent Greater Demiplane(Key feature: Wizard’s school, Bountiful. Gate to Morin’s private demiplane. DC 27 will save not to be ejected)
Korin is an extremely powerful cleric of the god Nethys. He runs a school, located on a demiplane he created, aiming to teach any who will listen about magic. All students enrolled are Morin’s followers. If PC classes are allowed, the students are a mix of Clerics of Nethys and dedicated arcane casters, along with a few commoners as staff. If only NPC classes are allowed, the students consist of almost entirely adepts, with a few commoners as staff.
The teaching materials listed in Korin’s entry do not encompass all resources put into the wizard school. Followers are assumed to pay contribution that is used for housing, farms, teaching materials and salary. The majority of Korin and Morin’s time is assumed to be spent teaching and preparing for lessons.

Pretty much, things have been changed around a bit. Korin was apparently half-changeling all along, Morin decided that his parasitic soul should be actually usable in combat and Korin now hangs around 60 feet behind Morin instead of scrying on him. That one is mainly because Morin is immune to scrying and I forgot. Woops.

Let's start out against Balthazar, because why not?
As per the point system, we get some points for victory(1), but not only that; Balthazar's got himself some PC gear(+10), terrain advantage(+1) AND he's a solar(+3). That's a cool 15 points for winning the fight, not bad.

Spoiler:

We'll assume that the fight happens at a distance of 100 feet(With 100 feet being the Solar's fly speed, I'm assuming this to be the optimal range) with terrain as described in Balthazar's statblock.

Morin rolls a 50 for his initiative and Balthazar rolls a 40. Korin is slow to catch on and rolls a 6.

Thinking his opponent yet another weakling, Morin moves 60 feet closer and throws a Grand Destiny Transcendant Piercing Suffocation. It gets dispelled because Balthazar is a beastmass encounter in this case(so he rolls an 11 on his Hallow dispel check and dispels CL 21 spells). Being quite surprised at his opponent's preparations, Morin will throw out a quickened pilfering hand to try and steal the currently unknown rod, Only to find it get absorbed by the very same rod.

It's Balthezar's turn, and he's ready to dole out some justice. He's out of range of the Unnerving Gaze. The Dancing Greatsword fullrounds Morin and misses on its attacks. Balthezar attemps to dispel Morin's buffs and fails(Gogo boosted caster levels). Justice was sadly not doled out.

Korin notices the Solar's bow and throws out a Piercing Fickle winds at Morin. He pierces Morin's SR and gives him the buff. He then flies around a bit so he doesn't have the make the hover skillcheck.

Taking over Balthezar's body would win Morin the fight without expending resources, but there are too many unknowns at this point. Morin takes out his scroll of timestop and uses his mnemonic vestment to not expend the scroll. He uses his first round of apparent time to cast greater arcane sight and finally identifies the rod of absorption. Korin also notices the ungodly amount of save-buffing gear. He applies the advanced template to himself through his vampirism and readies an action to cast a moment of prescienced transcendant Mass Suffocation(SR Penetration +47, DC 48). The Solar passes on a 12, but thankfully the beastmass rotation is stupid. He rolls an 11 and starts suffocating.

Expended resources: 2 uses of the transcendant ring, 1 use of grand destiny, 2 6th level spells, 1 7th level spell, 1 8th level spell, 2 9th level spells, 1 mnemonic vestment use, 1 cohort's 6th level spell, 1 use of vampirism.

Conclusion: No matter how many shiny points you may get, fighting Balthezar is probably a bad idea. Losing 2 1/day abilities, 2 uses of a 3/day ability and enough spellslots to obliterate the average Beastmass encounter 5 times over is not extremely efficient. Fighting a single creature that succumbs to a simple suffocation or unnerving gaze is probably a better idea if Morin is trying to farm some points.

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