Runelord Alaznist at full power (Spoilers)


Homebrew and House Rules

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So it was mentioned in Return of the Runelords that a more powerful Alaznist than the one the players fight existed at some point, and I envision that at least one sadistic GM out there wants to throw the all-out version of the Runelord of Wrath at their players. Hence, I decided to complete the statblock of a mightier Alaznist for all your sakes

I also used this opportunity to patch up some odd discrepancies with the presented Alaznist, namely her large number of item creation feats given her in-lore unwillingness to craft things herself. I also added in the Scepter of Alaznist from the City Outside of Time, as it makes sense for her to wield it (I take partial responsibility if the entire party is annihilated by an empowered maximized augmented mythic meteor swarm).

Now anyway, enjoy.

RUNELORD ALAZNIST CR 28/MR 10
XP 1,228,800
Female advanced human evoker 20/archmage 10
CE Medium humanoid (human)
Init +30M; Senses arcane sight, darkvision 60 ft., see invisibility; Perception +31
------DEFENSE------
AC 52, touch 27, flat-footed 40 (+13 armor, +5 deflection, +10 Dex, +2 dodge, +7 natural, +5 shield)
hp 600 (20d6+528); fast healing 10
Fort +29, Ref +24, Will +28
Defensive Abilities mythic contingency, evasion, hard to kill, mirror dodge;
Immune confusion, disease, feeblemind, fire; SR 30
-----OFFENSE-----
Speed 30 ft., fly 60 ft. (perfect)
Melee Alaznist’s Hateful Ranseur +22/+17 (2d4+13/19–20/×3 plus 1 bleed), Scepter of Ages +21/+16 (1d10+12/18-20), Scepter of Alaznist +22/+17 (1d8+12)
Space 5 ft.; Reach 5 ft. (10 ft. with ranseur)
Special Attacks arcane metamastery x2, channel power, eldritch breach, intense spells (+10 damage), mythic power (23/day, surge +1d12), mythic spellpower 2/day
Evoker Spell-Like Abilities (CL 20th; concentration +37)
At will—elemental wall (20 rounds/day)
20/day—force missile (1d4+10)
Evoker Spells Prepared (CL 21st; concentration +34)
9th—maximized chain lightningM (DC 37), crushing hand, meteor swarmM (2, DC 40), power word kill, time stop, quickened wall of forceM, ride the lightning (DC 40) wishM
8th—clenched fist, empowered maximized fireballM (2, DC 39), quickened greater invisibility, horrid wilting (DC 35), maximized quickened magic missile, phasic challenge (DC 35), polar ray (2), power word stun
7th—control weatherM, delayed blast fireball (2, DC 38), elemental body IIIM, quickened displacement, finger of death (DC 34), forcecage (DC 38), quickened lightning bolt (DC 35), limited wish, project image (DC 34)
6th—borrowed timeM, chain lightningM (3, DC 37), disintegrate (DC 33), flesh to stone (DC 33), quickened mirror image (2), sign of wrath (15d6, DC 37), true seeing
5th—cone of cold (DC 36), dominate person (DC 32), dream, feeblemind (DC 32), interposing hand, rune of ruin (DC 32), sending, telekinesis (DC 32), wall of forceM (2)
4th—charm monster (DC 31), fire shield, greater invisibility, ice storm (2), phantasmal killer (DC 31), resilient sphere (2, DC 35), wall of fireM (2), wall of ice (DC 35)
3rd—fireballM (4, DC 39), hasteM, lightning bolt (3, DC 34), ray of exhaustion (DC 30), slow (DC 30), vampiric touch
2nd—blindness/deafness (3, DC 29), fiery runes, flaming sphere (DC 33), gust of wind (DC 33), invisibility, pyrotechnics (DC 29), scorching ray (2), spectral hand
1st—blood money, burning hands (2, DC 32), charm person (DC 28), disguise self, magic missile (3), ray of enfeeblement (DC 28), reduce person (DC 28), shocking grasp
0 (at will)—bleed (DC 27), mage hand, prestidigitation, read magic
Thassilonian Specialization evocation; Prohibited Schools conjuration, abjuration;
M mythic spell
-----STATISTICS-----
Str 24, Dex 30, Con 42, Int 44, Wis 28, Cha 36
Base Atk +10; CMB +19; CMD 44
Feats Arcane StrikeM, DodgeM, Empower Spell, Fleshwarper, Greater Spell Focus (evocation), Improved InitiativeM, Inscribe Rune, Intensifed Spell, Martial Weapon Proficiency (ranseur), Maximize Spell, Quicken Spell, Scribe Scroll, Spell FocusM (evocation), Spell Penetration, Spell Perfection (Fireball), ToughnessM
Skills Bluff +35, Fly +35, Heal +31, Intimidate +35, Knowledge (arcana, dungeoneering, engineering, geography, history, local, nature, nobility, planes, religion) +42, Linguistics +42, Perception +31, Sense Motive +31, Spellcraft +42, Use Magic Device +35
Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Azlanti, Celestial, Draconic, Elven, Giant, Goblin, Ignan, Infernal, Necril, Protean, Shoanti, Sylvan, Terran, Thassilonian, Undercommon, Varisian; tongues
SQ amazing initiative, arcane bond (Alaznist’s Hateful Ranseur), arcane surge, component freedom, enduring armor, exceptional statistics, immortal, inherent bonuses, mythic spellcasting, permanent spells, profane pact, recuperation
Combat Gear scrolls of greater restoration (3), scrolls of heal (3);
Gear Alaznist’s Hateful Ranseur*, belt of physical perfection +6, cloak of quick reflexes +5/+6 (Mythic Adventures 149), emerald ellipsoid ioun stones* (20), headband of mental superiority +6, ring of evasion, ring of protection +5, runewell amulet*, Sihedron Tome*, diamond worth 25,000 gp (for wish), diamond worth 1,500 gp (for limited wish)
-----SPECIAL ABILITIES-----

If Alaznist drops below 100 hit points, she takes a Contingent Action to use the Scepter of Ages to transport the attacker through time.

The first two times Alaznist takes ability damage, a Stalwart Resolve spell activates on her negating the ability damage to the damaged stat. These usually activate when Alaznist casts mythic Borrowed Time and Blood Money

When Alaznist bites her tongue (a free action), she creates a Mythic Globe of Invulnerability around herself which is augmented to negate all non-mythic spells

When Alaznist becomes grappled or entangled, she is immediately affected by Freedom of Movement

Exceptional Statistics (Ex) Alaznist's ability scores were generated using 25 points, rather than the standard 15. Additionally, she has much more gear than an NPC of her level would normally have. These modifications increase her total CR by 2.

Immortal (Ex) Pacts with forces from the Abyss have allowed Alaznist to live well beyond a human’s normal lifespan. She gains the +3 bonus to her Intelligence, Wisdom, and Charisma scores for having lived beyond venerable age, yet she retains the youth of a young woman and does not take the penalties to her physical ability scores. She is immune to disease and to all forms of madness (including confusion effects and feeblemind).

Inherent Bonuses (Ex) Alaznist has used wish spells to increase her statistics and has a +4 inherent bonus to her Constitution, Dexterity, Strength, and Wisdom scores and a +5 inherent bonus to her Charisma and Intelligence scores.

Mythic Contingencies (Sp) If Alaznist takes damage when she doesn’t have a displacement spell active, a displacement spell immediately activates on her.

Permanent Spells (Sp) Alaznist has made the following spells permanent on herself: arcane sight, darkvision, see invisibility, and tongues.

Profane Pact (Su) Alaznist bears a brand in the form of the rune of wrath on her hip—a mark bestowed by the powerful lilitu demon Ariashrael that also grants the runelord a profane pact; this pact grants Alaznist a +4 profane bonus to her Constitution score.

Dark Archive

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As always, music recommendations

God of War-Battle Beast
Infernoplex-Dimrain47
God in Fire-Dissidia 012 Soundtrack
Fire Nation-Two Steps From Hell
I Burn-Jeff and Casey Lee Williams
Final Bowser Battle-Super Mario Galaxy 2 Soundtrack


I love you. Thank you.

Dark Archive

Came back to this because I plan on using it in my game soon. Noticed a few issues.

-The contingencies should be below Mythic Contingencies
-Swap out the 8th-level metamagiced fireball for Elemental Body IV.


CoeusFreeze wrote:
So it was mentioned in Return of the Runelords that a more powerful Alaznist than the one the players fight existed at some point, ...

Thanks so much - just used this as a "survive to the end" thing at the end of the Fulcrum Key ritual. EPIC!


I also used this version as a one-round addition to the second and third to last Temporal Wounds, as they were "catching up" to her, and then full out fighting the Sihedrin heroes in the final wound.

Players got terrified and planned ahead for things like augmented mythic meteor swarms.


interesting but I'd do it a bit different.

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