
KingTreyIII |

The party met up with the crawling hand plague swarm (along with four of its created lesser swarms). Due to a regular and quickened dragon’s breath, the entire combat was over in a round.
The party then spotted Gildais tailing them and interrogated him a bit (they were close to attacking on sight) and managed to get a bit more out of the winterwight before he escaped.
The party then neutralized Moloum’s army.
The party was about to go to the Gallery of Flies when they decided to visit Lyanthari and her other undead servants. By this point the party had already succeeded at 4 undead encounters, so Lyanthari was very much not willing to talk with them for long. She politely, and sternly, asked them to leave the temple.
XP 153,600
Daughter of urgathoa sentinel 10 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder Campaign Setting: Inner Sea World Guide 309)
NE Large undead
Init +11; Senses darkvision 60 ft.; Perception +29
Aura desecrate (20 ft.)
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Defense
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AC 32, touch 12, flat-footed 29 (+11 armor, +3 Dex, +9 natural, -1 size)
hp 286 (21 HD; 11d8+10d10+182)
Fort +20, Ref +14, Will +20; +3 profane bonus vs. channeled positive energy, +2 profane bonus vs. divine spells, +2 profane bonus vs. effects and spells generated by undead creatures
Defensive Abilities channel resistance +4, fearless in the face of undeath; DR 5/good, 5/silver; Immune undead traits
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Offense
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Speed fly 40 ft. (perfect)
Melee claw +30 (1d8+13 plus 2d6 vs. good), great claw +36 (3d6+19/19-20/×4 plus disease)
Space 10 ft.; Reach 10 ft.
Special Attacks scythe wielder
Spell-Like Abilities (CL 11th; concentration +18)
. . Constant—desecrate (centered on self)
. . 1/day—fireball (DC 20)
Cleric Spells Prepared (CL 6th; concentration +11)
. . 3rd—dispel magic, dispel magic, inflict serious wounds (DC 18), invisibility purge
. . 2nd—bull's strength, eagle's splendor, grace[APG] (2), resist energy
. . 1st—command (DC 16), divine favor (2), identify, shield of faith (2)
. . 0 (at will)—bleed (DC 15), detect magic, guidance, read magic
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Statistics
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Str 32, Dex 17, Con —, Int 20, Wis 20, Cha 24
Base Atk +18; CMB +31; CMD 43
Feats Combat Reflexes, Deific Obedience, Devastating Strike[UC], Greater Vital Strike, Greater Weapon Focus (great claw), Greater Weapon Focus (scythe), Improved Critical (great claw), Improved Critical (scythe), Improved Initiative, Improved Natural Attack (great claw), Improved Vital Strike, Leadership, Power Attack, Vital Strike, Weapon Focus (great claw), Weapon Focus (scythe), Weapon Specialization (great claw), Weapon Specialization (scythe)
Skills Acrobatics +13, Bluff +28, Diplomacy +28, Fly +32, Intimidate +31, Knowledge (religion) +29, Perception +29, Sense Motive +29, Spellcraft +19
Languages Abyssal, Common, Hallit, Necril, Orc
SQ aligned strike, bonus feat, divine quickness, glutton for slaughter, great claw paragon, practiced combatant, righteous leader, stalwart, symbolic weapon, unstoppable warrior
Other Gear +5 mithral breastplate, +1 unholy amulet of mighty fists, cloak of resistance +4
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Special Abilities
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+1 CL for necromancy spells (Su) Treat your caster level as 1 higher when casting necromancy spells.
Aligned Strike (Good) (Su) When wielding a Scythe can bypass DR as Good weapon.
Bonus Feat Gain bonus combat feats, and count sentinel level for fighter level pre-reqs.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Damage Reduction (5/good) You have Damage Reduction against all except Good attacks.
Damage Reduction (5/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Desecrate (Sp) Undead within 20 ft gain +1 profane bon to saves, attack, and damage.
Devastating Strike Deal extra damage when using Vital Strike bonus
Disease (DC 22) (Ex) Bubonic Plague: Great claw—injury; save Fort DC 22; onset immediate; frequency 1/day; effect 1d4 Con and 1 Cha and target is fatigued; cure 2 consecutive saves. The save DC is Charisma-based.
Divine Quickness Gain initiative bonus when carry deity's favored weapon.
Fearless in the Face of Undeath (Ex) +2 profane bonus vs. all spells and effects generated by undead.
Fly (40 feet, Perfect) You can fly!
Glutton for Slaughter (Sp) magic missile 3/day, acid arrow 2/day, or fireball 1/day
Great Claw (Daughter of Urgathoa) (Ex) Great claw counts as Evil for the purposes of bypassing DR.
Great Claw Paragon (Ex) For the purposes of meeting prerequisites for the Sentinel prestige class and what bonuses she receives when using it, Lyanthari treats her Great Claw as a scythe.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Leadership (score 28) You attract loyal companions and devoted followers.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Practiced Combatant (Ex) +2 to CMB checks made with deity's favored weapon.
Righteous Leader Gain Leadership, qualify for special power bonus, no pen for moving, 2x pen for diff alignment.
Scythe Wielder (Ex) Increase attack and damage with scythes by 1 (all heavy blades if you a specialized in heavy blades).
Stalwart (Su) +2 to save vs. divine spells.
Symbolic Weapon (Su) Deities favored weapon counts as a holy symbol when wielded.
Undead Traits Undead have many immunities.
Unstoppable Warrior (1/day) (Su) Not unconscious at negative hp, and as a swift action can cure critical wounds on self.
Vital Strike Standard action: x2 weapon damage dice.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
XP 19,200
Human vampire ranger 11 (Pathfinder RPG Bestiary 270)
NE Medium undead (augmented humanoid, human)
Init +11; Senses darkvision 60 ft.; Perception +29
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Defense
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AC 36, touch 14, flat-footed 32 (+6 armor, +3 Dex, +1 dodge, +9 natural, +7 shield)
hp 145 (11d10+80); fast healing 5
Fort +14, Ref +15, Will +9
Defensive Abilities channel resistance +4, evasion; DR 10/magic, 10/silver; Immune undead traits; Resist cold 10, electricity 10
Weaknesses vampire weaknesses
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Offense
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Speed 50 ft. (40 ft. in armor)
Melee +3 heavy shield bash +21/+16/+11 (1d6+10) or
. . slam +15 (1d4+5 plus energy drain)
Ranged +1 throwing axe +15 (1d6+8)
Special Attacks blood drain, children of the night, combat style (weapon and shield[APG]), create spawn, dominate (DC 19), energy drain (2 levels, DC 19), favored enemies (animals +2, good outsiders +4, humans +4), quarry
Ranger Spells Prepared (CL 8th; concentration +11)
. . 3rd—greater longstrider[ACG], greater magic fang
. . 2nd—barkskin, sense vitals
. . 1st—heightened awareness[ACG], lead blades[APG] (2)
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Statistics
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Str 24, Dex 16, Con —, Int 10, Wis 16, Cha 18
Base Atk +11; CMB +18; CMD 32
Feats Alertness, Bodyguard[APG], Combat Reflexes, Dodge, Endurance, Greater Shield Focus, Improved Initiative, Improved Shield Bash, In Harm's Way[APG], Lightning Reflexes, Shield Focus, Shield Master, Shield Slam, Stumbling Bash, Toughness, Vanguard Style, Vanguard Ward
Skills Acrobatics -1 (+3 to jump), Bluff +12, Knowledge (dungeoneering) +14, Knowledge (geography) +14, Knowledge (nature) +14, Knowledge (religion) +11, Perception +29, Sense Motive +13, Spellcraft +14, Stealth +7, Survival +17; Racial Modifiers +8 Bluff, +8 Perception, +8 Sense Motive, +8 Stealth
Languages Common
SQ change shape (dire bat or wolf, beast shape II), favored terrains (plains +2, underground +4), gaseous form, hunter's bond (companions), shadowless, spider climb, swift tracker, track +5, wild empathy +15, woodland stride
Other Gear mwk breastplate, +3 shield spikes heavy steel shield, +1 throwing axe, cloak of resistance +3, 162 gp
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Special Abilities
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Blood Drain (1d4 Con, gain 5 Hp) (Ex) When establish/maintain pin, blood drain deals con dam and grants self Hp.
Bodyguard Use an AoO to use aid another to improve an ally's AC.
Change Shape (dire bat or wolf, beast shape II) (Su) You can change your form.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Children of the Night (1/day) (Su) Call forth rats, bats or wolves as a standard action.
Combat Reflexes (4 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Create Spawn (Ex) Opponents killed by Energy Drain rise 1d4 days after burial.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Dominate (DC 19) (Su) As a standard action, can use dominate person on foe in 30 ft.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Drain (2 levels, DC 19) (Su) Foes hit by the listed attack take neg levels, gain 5 temp hp for each drained.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (10) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Favored Enemy (Animals +2) (Ex) +2 to rolls vs. animals foes.
Favored Enemy (Good Outsiders +4) (Ex) +4 to rolls vs. good outsiders foes.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Terrain (Plains +2) (Ex) +2 to rolls when in plains terrain.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain.
Gaseous Form (At will) (Su) Can assume gaseous form, except with 20 ft speed and perfect maneuverability.
Hunter's Bond (Companions) (3 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
In Harm's Way When you aid another's AC and the attack succeeds, you may take the damage and effects of that attack yourself.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Shadowless (Ex) A vampire casts no shadows and shows no reflection in a mirror.
Shield Master No off-hand penalties for shield bashes, add a shield's enhancement bonus to attack rolls.
Shield Slam Shield Bash attack gives a free bull rush on a hit.
Spider Climb (Ex) A vampire can climb sheer surfaces as though under the effects of a spider climb spell.
Stumbling Bash Foe struck by shield bash takes -2 to AC until end of next turn.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +5 Add the listed bonus to Survival checks made to track.
Undead Traits Undead have many immunities.
Vampire Weaknesses (Ex) Certain items or actions can ward off a vampire, while others destroy it.
Vanguard Style Use AoO to aid another adj ally's Reflex saves for 1 rd.
Vanguard Ward One AoO can grant both Vanguard Style and Bodyguard benefits, can also transfer shield bonus to protected ally.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I gave Lyanthari four shield bearers to up the difficulty of the combat. The most notable thing I did with her with regards to the major overhaul I did to her statistics was give her an ability that let her treat her great claw as a scythe for the purposes of bonuses from her sentinel class and such. Lyanthari was actually something of a threat to behold, because she would easily be doing ~80 damage per hit, and would basically ignore most of the alchemist’s attacks due to the vampires’ In Harm’s Way. The qolok was a minor scare, but when it phased in from the Ethereal Plane to attack the wizard, they just emergency force sphered. The qolok’s gaze managed to panic the oracle, though (for 1 round). Eventually the oracle came back in and did a mass heal that just demolished everything in its wake.
The party then decided to rest, and when they came back Aeonte and Ceto had started mobilizing their armies (and I just now realize that Ceto shouldn’t be mobilizing for a few more days, but whatever, I’ll just say that they’re some preemptive troops). When they came back to the central hall, they had to fight four troops (two of Aeonte’s and two of Klrau’s) while Gildais protected the temple with the teleportation circles. It was actually kinda fun (there were some reverse gravity shenanigans in there). They also managed to get a bit more out of Gildais, like that he attacked the party (with a greater human slaying arrow) because he panicked, and that Gildais actually doesn’t know how the Radiant Fire works (though he connected the dots once the PCs mentioned the shards).
The party is currently on their way to getting Gildais as an ally, which will definitely help them in the final fight.

KingTreyIII |

We are back to playing on Saturdays!!!
Anyway, the party started going toward the Gallery of Flies. They sent the arcane eye in and, due to the fact that there’s a balcony overlooking the Seventh Throne, were able to see Ceto (who promptly dispelled the eye). They made the alchemist invisible and sent him flying so he could disable the initial trap without triggering it.
XP 76,800
Human graveknight (Taldan) warpriest of Asmodeus 15 (Pathfinder RPG Advanced Class Guide 60, Pathfinder RPG Bestiary 3 138)
LE Medium undead (augmented humanoid, human)
Init +5; Senses darkvision 60 ft., true seeing; Perception +12
Aura sacriligious aura (30 ft., DC 21)
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Defense
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AC 31, touch 15, flat-footed 30 (+12 armor, +4 deflection, +1 Dex, +4 natural; +2 deflection vs. good)
hp 179 (15d8+108)
Fort +19, Ref +12, Will +19; +4 profane bonus vs. fire; +2 resistance vs. good
Defensive Abilities channel resistance +4, freedom of movement, light fortification (25%), rejuvenation, sacred armor (+3, 15 minutes/day); DR 10/magic; Immune cold, electricity, fire, undead traits; SR 27
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Offense
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Speed 30 ft. (20 ft. in armor); air walk
Melee +3 consecrated unholy adamantine heavy mace +28/+20/+15 (2d6+33/19-20 plus 3d6 fire and 2d6 vs. good) or
. . slam +15 (1d4+10)
Ranged mwk composite longbow +15/+10/+5 (1d8+12/×3 plus 3d6 fire)
Special Attacks blessings 10/day (Fire: armor of flame, fire strike, Trickery: double, greater invisibility), channel destruction (3d6 fire), channel negative energy 5/day (DC 21, 5d6), devastating blast (10d6 fire, DC 21, 3/day), fervor 11/day (5d6), sacred weapon (2d6, +3, 15 rounds/day), undead mastery (75 HD, DC 21)
Spell-Like Abilities (CL 15th; concentration +19)
. . 1/day—deeper darkness
Warpriest Spells Prepared (CL 15th; concentration +19)
. . 5th—flame strike (DC 19), righteous might, true seeing
. . 4th—air walk, blessing of fervor[APG] (DC 18), divine power, freedom of movement, wrathful weapon
. . 3rd—dispel magic (2), invisibility purge, magic circle against good, protection from energy, remove curse
. . 2nd—grace[APG] (3), resist energy (3)
. . 1st—command (DC 15), divine favor (2), endure elements, shield of faith (2)
. . 0 (at will)—detect magic, guidance, light, read magic, stabilize
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Statistics
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Str 30, Dex 12, Con —, Int 14, Wis 18, Cha 18
Base Atk +11; CMB +18; CMD 36
Feats Additional Traits, Craft Magic Arms & Armor, Craft Wondrous Item, Critical Focus, Deific Obedience, Furious Focus[APG], Greater Weapon Focus (heavy mace), Greater Weapon Specialization (heavy mace), Improved Critical (heavy mace), Improved Initiative, Improved Vital Strike, Lunge, Mounted Combat[B], Power Attack, Quicken Blessing[ACG], Ride-by Attack[B], Staggering Critical, Toughness[B], Vital Strike, Weapon Focus (heavy mace), Weapon Specialization (heavy mace)
[b]Traits fate's favored, lastwall defender
Skills Acrobatics -3 (-7 to jump), Diplomacy +14, Intimidate +30, Knowledge (planes) +17, Knowledge (religion) +20, Perception +12, Ride +5, Sense Motive +15, Spellcraft +20
Languages Celestial, Common, Infernal
SQ darkfire, graveknight armor, phantom mount, ruinous revivification (fire)
Combat Gear adamantine durable arrow (50), potion of fly; Other Gear banded mail of luck, +3 consecrated unholy adamantine heavy mace, mwk composite longbow (+10 Str), belt of giant strength +6, cloak of resistance +4, corset of delicate moves, headband of alluring charisma +6, bejeweled holy symbol of asmodeus (worth 2,500 gp), eye ointment (worth 250 gp) (4)
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Special Abilities
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+4 to save vs. fire effects +4 profane bonus on saves vs. fire effects.
Blessings (10/day) (Su) Pool of power used to activate Blessing abilities.
Channel Destruction (3d6 fire) (Su) Add 3d6 fire damage to all weapon attacks.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Critical Focus +4 to confirm critical hits.
Damage Reduction (10/magic) You have Damage Reduction against all except Magic attacks.
Darkfire (Sp) burning hands 3/day, darkness 2/day, or deeper darkness 1/day
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Devastating Blast (10d6 fire, 3/day, DC 21) (Su) 30' cone deals 10d6 fire damage.
Fervor (5d6, 11/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Graveknight Armor Armor acts as phylactery and must destroy utterly to kill a graveknight.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fire You are immune to fire damage.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Light Fortification (25%) (Ex) 25% chance to treat any critical hit or sneak attack as a normal attack
Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Phantom Mount (1/hour) (Su) 1/hour, summon a phantom mount using your HD as caster level.
Power Attack -3/+6 You can subtract from your attack roll to add to your damage.
Quicken Blessing (Armor of Flame [Su]) Expend 2 uses of blessings to deliver selected blessing as swift action.
Rejuvenation (Su) Return 1d10 days after being destroyed
Ride-By Attack You can move - attack - move when charging mounted.
Ruinous Revivification (Fire) (Su) At the time of its creation, the graveknight chooses one of the following energy types: acid, cold, electricity, or fire. This energy type should be relevant to the graveknight’s life or death, defaulting to fire if none are especially appropriate.
Sacred Armor +3 (15 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +3 (15 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Sacriligious Aura (30 ft., DC 21) (Su) Desecrate in 30 ft, using positive energy in area requires a concentration check.
Spell Resistance (27) You have Spell Resistance.
Staggering Critical (DC 21) Critical hit staggers target
Undead Mastery (75 HD, DC 21) (Su) Control undead within 50'
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Warpriest Channel Negative Energy 5d6 (5/day, DC 21) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
I replaced the barbed devils with two wisagatcaks from Planar Adventures because I wanted to use them and it was thematically appropriate (since Baalzebul rules the icy layer of Hell). The fight itself was lackluster—none of the enemies got a single full-attack off and the entire combat was over in two rounds.
The party then went to Klrau. I added two more iron golems to increase the difficulty a bit. Unfortunately, with how the room was set up, none of the golems could get anywhere without being adjacent to the persistent create pit that the wizard conjured, so they were out of the combat completely. And due to occultist shenanigans Klrau couldn’t get a single wail of the banshee off. After a crit from the alchemist’s sunlight bombs Klrau was just in horrible shape. Frankly, the party had a lengthier time dealing with the hellwasp swarms than anything else.
The party found the secret doors and got the scroll of miracle easily (Nalfeshnee demon with greater dispel magic at will took care of the forbiddance.
The party was really confused with the Shinigami (who I made into a “rogue Shinigami” that was LE since that made more sense with how he was delighting in killing people). The party eventually got around to fighting him, and he got slowed, so he resorted to using his SLAs. And by the way, shinigamis are Large; I did not realize this when prepping the map in Roll20.
The party then ran into Iuphasti and her barbed devils. She explained her plan and the wizard was actually kind of for it, but they eventually decided that that was a bad idea and didn’t go along with it. The session ended right before the fight against her due to time.

KingTreyIII |

The PCs easily took care of Iuphasti.
When Aeonte dispelled the arcane eye, the party just decided to go through. They denied Aeonte’s offer, so she sent the deathsnatcher et al. against them (including one of her troops since it started mobilizing).
The gargoyles were funny, but they didn’t survive more than two rounds. I handwaved the one-handed wight troop because I didn’t want to deal with it, honestly. I did give them lesser belts of mighty hurling so that their attack bonus with the statues weren’t garbage.
The hollow serpent was crappy. ‘Nuff said. I did have an event mid-combat where the structure of the Petrified Halls had to noisily settle due to Aeonte unpetrifying the cetus.
XP 51,200
Mythic medusa penanggalen oracle 9 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Bestiary 3 216, Pathfinder RPG Mythic Adventures)
NE Medium undead (augmented monstrous humanoid, mythic)
Init +12; Senses darkvision 60 ft.; Perception +36
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Defense
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AC 37, touch 21, flat-footed 29 (+3 deflection, +8 Dex, +16 natural)
hp 320 (18d8+240); fast healing 5
Fort +18, Ref +17, Will +15; +4 profane bonus vs. sickness, nausea, fatigue, or exhaustion effects
Defensive Abilities all-around vision, channel resistance +4, freedom of movement; DR 10/epic, 10/silver, 10/slashing; Immune undead traits; Resist acid 10, cold 10, fire 10
Weaknesses light sensitivity, sunlight vulnerability, vulnerability to electricity
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Offense
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Speed fly 60 ft. (good)
Melee bite +23 (1d6+8 plus disease), slam +23 (1d4+8 plus wither and grab), 2 bites +23 (1d6+8 plus disease)
Ranged +1 merciful composite longbow +24/+19/+14 (1d8+4 nonlethal/×3 plus 1d6 non-lethal)
Space 5 ft.; Reach 10 ft.
Special Attacks blood drain (1d4 Con), create spawn, filth fever, mythic power (5/day, surge +1d6), petrifying gaze (DC 26), poison, poison weapons, unpetrify legions, wither (DC 31)
Spell-Like Abilities (CL 9th; concentration +21)
. . 18/day—ruinwalker
. . 1/day—meld into stone
Oracle Spells Known (CL 9th; concentration +21)
. . 4th (7/day)—freedom of movement, inflict critical wounds (DC 26), rigor mortis[HA] (DC 26), wall of stone
. . 3rd (9/day)—animate dead, dispel magic, inflict serious wounds (DC 25), invisibility purge, meld into stone
. . 2nd (9/day)—glitterdust (DC 24), grace[APG], inflict moderate wounds (DC 24), make whole, resist energy, spiritual weapon, stone call[APG]
. . 1st (9/day)—command (DC 23), divine favor, grease, inflict light wounds (DC 23), magic stone, restore corpse[UM], shield of faith, stone shield[ARG]
. . 0 (at will)—bleed (DC 22), create water, detect magic, guidance, mending, read magic, resistance, stabilize
. . Mystery Stone
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Statistics
--------------------
Str 16, Dex 26, Con —, Int 18, Wis 17, Cha 34
Base Atk +15; CMB +18 (+22 grapple); CMD 39
Feats Damned Disciple, Deadly Aim, Eschew Materials, Extra Mythic Power[M], Fiendish Obedience, Improved Precise Shot, Point-Blank Shot, Precise Shot, Weapon Finesse[M]
Skills Bluff +38, Craft (sculpture) +25, Diplomacy +33, Disguise +21, Fly +20, Intimidate +24, Knowledge (dungeoneering) +15, Knowledge (history) +16, Knowledge (planes) +16, Knowledge (religion) +16, Perception +36, Sense Motive +23, Spellcraft +16, Stealth +28; Racial Modifiers +8 Bluff, +8 Fly, +12 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Common, Dwarven, Iblydan, Terran
SQ master of desolation, oracle's curse (elemental imbalance), revelations (acid skin, crystal sight, earth glide), separate
Combat Gear scroll of sending, scroll of sending; Other Gear +1 merciful composite longbow (+3 Str), arrows (60), headband of alluring charisma +6
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Special Abilities
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+4 to saves vs. sickness/nausea/fatigue/exhaustion (Su) You gain a +4 profane bonus on saving throws against effects that cause sickness, nausea, fatigue, or exhaustion.
All-Around Vision (Ex) You can see in all directions and cannot be flanked.
Blood Drain (1d4 Con) (Ex) Drain blood to inflict Con dam to foe grappled at end of your turn.
Channel Resistance +4 +4 bonus to save vs. Channel Energy.
Create Spawn (Su) Blood drained female humanoids become manananggal under creator's control.
Crystal Sight (9 feet, 9 rounds/day) (Ex) See through 9 ft of stone, earth, or sand, or 1/12 that distance through metal.
Damage Reduction (10/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (10/silver) You have Damage Reduction against all except Silver attacks.
Damage Reduction (10/slashing) You have Damage Reduction against all except Slashing attacks.
Damned Disciple (Craft [sculpture], Knowledge [dungeoneering]) Gain access to exalted and evangelist boons. Gain a +2 profane bonus to 2 skills.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease (DC 26) Filth Fever: Bite—injury; save Fort DC 26; onset 1d3 days; frequency 1/day; effect 1d3 Dex and 1d3 Con; cure 2 consecutive saves. The save DC is Constitution-based.
Earth Glide (9 feet, 9 minutes/day) (Su) Move through unworked stone at your normal movement speed.
Elemental Imbalance (Earth) Gain vuln to elec, can't benefit from elec res or imm, or cast spells with air or elec descriptors.
Energy Resistance, Acid (10) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (10) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Fire (10) You have the specified Energy Resistance against Fire attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Fast Healing 5 (Ex) Heal damage every round unless you are killed.
Fiendish Obedience Purify yourself daily to prove devotion to a fiendish power or deity and gain benefits.
Fly (60 feet, Good) You can fly!
Freedom of Movement (Sp) Subject moves normally despite impediments to movement.
Grab: Slam (Medium) (Ex) You can start a grapple as a free action if you hit with the designated weapon.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Master of Desolation (Sp) detect secret doors 3/day, soften earth and stone 2/day, or meld into stone 1/day
Petrifying Gaze (DC 26) (Su) Creatures within 30 ft. turn to stone permanently (Fort neg)
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Weapons (Ex) As a standard action, apply snake poison to 1 blade or 2 arrows.
Poison: Bite - injury (DC 26) (Ex) Poison—Injury; save Fort DC 26; freq 1/rd for 6 rds; effect 1d4 Con; cure 2 cons saves.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Ruinwalker (18/day) (Sp) Use dimension door (self only) within a single continuous area of ruins terrain.
Separate (Su) Don't detect as undead in day, detach at night to feed.
Sunlight Vulnerability (Ex) Staggered as long as they remain in sunlight.
Surge (1d6) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Undead Traits Undead have many immunities.
Unpetrify Legions (Su) Aeonte can return a petrified creature to life (as if using stone to flesh) for 1 minute; this process takes 3 rounds of concentration while in contact with the creature, though Aeonte can perform this as a standard action on a creature within 30 fee
Vulnerability to Electricity You are vulnerable (+50% damage) to Electricity damage.
Wither (DC 31) (Su) Slam attack deals 1d4 Dex & 1d4 Cha dam (Fort neg)
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So, I was originally going to up the difficulty of the fight against Aeonte by making the cetus advanced and adding a jotund troll, a purple worm, and a peri that Aeonte would unpetrify on the first turn. However, due to a mistake on my part of having the deathsnatcher et al. unpetrify immediately, it means that Aeonte would have used two mythic power, so she couldn’t do it during her fight. I could have lied and said that she had more mythic power, but I saw the party was running out of resources so I just decided to run it as written (with the cetus being advanced). BUT after seeing the absolute BS that the cetus had (read: Mariner’s Misfortune aura), I removed the advanced template from it because holy crap! And even then, when it opened with a 100+ damage Vital Strike and dispelling the occultist’s freedom of movement and overland flight, things got hairy real quick! The occultist chose to summon gorgons to abuse the cetus’s petrification vulnerability. It eventually got petrified and taken care of (including a weird conversation that, by RAW, petrified creatures do not have the hardness of stone since they are, for all intents and purposes, “unconscious”). Aeonte then earth glided into the back line, catching the wizard off-guard. She managed to petrify the oracle, and both the alchemist and the occultist had echolocation, so they didn’t have to have their eyes open to fight her. It eventually devolved into a slapping match between Aeonte and the occultist (since she didn’t have any decent combat spells to use), and when the alchemist decided to no longer conserve bombs, then it was basically over for Aeonte.
I’m hoping to get all of the flash points done next week so I can dedicate an entire session to the final battle, but I don’t know how viable that is (especially since I have to do roleplay with Gildais).

KingTreyIII |

The session started with the party conversing with Gildais and having him explain his side of the story and give out some GM info, like needing to prod the Tyrant with annoyance. Things were a bit railroaded because I wanted to get through the flash point events.
The flesh colossus was trivialized by the occultist possessing it, which I was fine with, due to its antimagic being something I didn’t want to deal with.
The Tyrant’s disintegrate shenanigans were better, I decided to have him shoot 2 rays rather than instant-disintegration. The occultist was targeted and he succeeded at both of the saves, so he took only 30 damage.
The Shard Spy fight wasn’t much to write home about, but the party did get a reaction when they found the shield shard.
The fight against Naraga was fun, as she had AC 48 when she was using Combat Expertise. I also got to use the dragon’s crush ability for the first time (it didn’t work, though). The party eventually downed everything, followed by an “oh f*ck” when they realized that they had the Tyrant’s helmet.
We could have chosen to do the final combat while making the session go long, but the players decided against it, so I have another week to prep the Tyrant. I had them all tell me what buffs they had in anticipation of going to fight the tyrant “within the next two, two-and-a-half hours” (they don’t know that the Tyrant is going to ambush them)
Occultist: extended heroism, stoneskin, extended keen edge, overland flight, greater magic weapon, death watch, extended echolocation, extended freedom of movement, false life (14 HP), extended perceive cues, soulbound puppet, greater magic aura, contingency (“if I think the first two lines of ‘what is love,’ it casts heal on me”)
Oracle: magic vestment, freedom of movement
Wizard: moment of prescience, false life, extended heroism, mind blank
All: communal resist energy against every energy type, life bubble
I also decided to lay out the Tyrant’s tactics and buffing, because I want to run this encounter as close to as written as possible. I changed three things: I changed Erga into a variant dwarven arbalest, added in Ulthun to the combat, and changed the Tyrant’s mage’s disjunction into a quickened empowered fireball, because the AoE mage’s disjunction is absolutely stupid. Other than that, I’m running the Tyrant as-written, save that he has a lot more buffs:

Pnakotus Detsujin |

Good luck with this fight.
Question: Having an Alchemist in the party with sunlight bomb, and the chance of 2 paladins to "mass smite" the group, plus Gildais I suppose,
there is a chance of a full attack that will deal around 300 damage of sunlight damage to Tar Baphon.
Looking only to your alchemist, I suppose at least 4 attacks for around 60/70 damage each (9d6+ 18 from sunlight bomb + 14 or 16 from mass smite + between 5/10 from int modifier). TB got impossible SR, but is touch AC can be reached easily by an Alchemist.
What you will do if - mechanically speaking - one of your pcs one shots old Baphy before he can do his scripted ragequit?
May i suggest, instead of using a WISH to blew up the top of the pyramid, to use instead the Meteor Swarm spell, and keep the WISH as an immediate action mythic spell to allow TB to actually survive such barrage?
Moreover, another question you should ask yourself: what happens if a Pc gets dusted by TB - by disintegration, lets say - before the explosion? Does is souls still get eradicated? What happens to the Obol?

KingTreyIII |

Tomorrow’s the day. I’m hoping to be able to write down a round-by-round of this fight, because it seems like I’m the first one on the forums whose group has gotten to it. I’d like to do a quick rundown before I go into it.
The plan of action for the First Guard et al was to do a false push against the Whispering Tyrant—keeping well out of the blast radius of the Radiant Fire. The PCs were to appear to be the first line of attack against the Tyrant while reinforcements fought their way forward, but in truth it was a ruse to keep the army away from the soon-to-be-exploding Tyrant while the PCs goad him into using the Radiant Fire. But that plan falls apart when the Tyrant decides to come to them.
For those wondering why the Tyrant decided to call a 22 HD, CR 19 obscidaemon instead of the 20 HD, CR 20 olethrodaemon: other than simple appropriateness (the genocide daemon was more apt than the apocalypse daemon), the obscidaemon has much higher energy resistance than the olethrodaemon, and the obscidaemon has better abilities than the olethrodaemon (Consume Soul really helps out its survivability, and its SLAs are overall a lot better; all the olethrodaemon has over that is wail of the banshee). Plus the obscidaemon is a more niche combatant since it’s focusing on sundering stuff.
I’ve added Ulthun to the combat and replaced Erga’s stats with a modified Dwarven Arbalester (LG instead of NE, put holy instead of unholy on the crossbow, and replace the human-bane and merciful crossbow bolts with +1 undead-bane crossbow bolts).
I also gave the Tyrant a 25,000 gp diamond for wish, because let’s be honest, he would just have one of those lying around.
Shorthand for the round-by-round:
A: alchemist PC
E: Erga Sweirhall
D: Obscidaemon
G: Gildais
L: life oracle PC
O: occultist PC
P: Purrodaemon (if needed)
U: Ulthun II
T: Whispering Tyrant
W: wizard PC
Y: Yesel of Sothis
I’m allowing the PCs a perception check to be in the surprise round, but due to how quickly the Tyrant arrives and subsequently starts combat (as well as his paralyzing aura), I’m setting the DC at 50 to hear the relatively few foot soldiers who scream at the Tyrant’s appearance. But even then, with the Tyrant’s 39 initiative, he’ll still be going first in the surprise round.
My aim is to have the first proper round of combat be a bit more easy since the party will have to try and actually get into the combat: the Tyrant casts a haste on himself and the obscidaemon, then throws a quickened fireball (non-mythic) at some random nearby soldiers as a genocidal sacrifice to the obscidaemon for its service. The obscidaemon will throw a quickened cloudkill on top of the PCs’ location then full-attack against any unfortunate soldiers that were close to the Tyrant when he appeared (and were thus paralyzed by his Aura of Absolute Terror). This is done to increase the daemon’s soul slots in its Cloak of Souls (I rolled to see how many slots it had filled at the start of combat, and I rolled a measly 1).
If the PCs haven’t appeared from the wreckage by the second round then the daemon attempts to summon a purrodaemon. The Tyrant, however, feels the one fireball was enough payment to the daemon, and focuses on the PCs.
Once the alchemist proves to be a threat to the Tyrant, he’ll use a quickened (from his metamagic rod) dominate person on the alchemist.
--------------------
Whispering Tyrant: Tar-Baphon CR 26/MR 10
XP 2,457,600
Human mythic lich necromancer 20 (Pathfinder RPG Bestiary 188, Pathfinder RPG Mythic Adventures 206)
NE Medium undead (augmented humanoid, human, mythic)
Init +19; Senses darkvision 60 ft., life sight (40 feet, 20 rounds/day), spell perception, true seeing; Perception +34
Aura absolute terror (60 ft., DC 39)
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Defense
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AC 52, touch 21, flat-footed 48 (+8 armor, +5 deflection, +4 Dex, +2 insight, +19 natural, +4 shield); never flat-footed
hp 407 (20d6+335)
Fort +21, Ref +18, Will +22; +8 resistance bonus vs. spells and spell-like abilities
Defensive Abilities channel resistance +12, hard to kill, never surprised, rejuvenation, spell turning, sustained by magic; DR 15/bludgeoning, 15/epic, 15/magic; Immune channeled energy from non-mythic sources, cold, electricity, undead traits; Resist half damage from positive energy; SR 42
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Offense
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Speed 30 ft., fly 60 ft. (good)
Melee touch +13 (1d8+10 plus 5d6 negative energy and paralyzing touch)
Special Attacks animate touch, command undead (DC 29, 16/day), immediate counterspell, mythic power (12/day, surge +1d6), mythic spells, paralyzing touch (DC 39)
Arcane School Spell-Like Abilities (CL 20th; concentration +33)
. . 16/day—grave touch (10 rounds)
Necromancer Spells Prepared (CL 20th; concentration +33)
. . 9th—energy drain (DC 36), empowered quickened fireball[M] (DC 26), foresight, meteor swarm[M] (DC 32), time stop[M], wail of the banshee (DC 36), wish[M]
. . 8th—empowered disintegrate[M] (DC 29), horrid wilting (DC 35), maze[M], moment of prescience, power word stun, protection from spells, trap the soul
. . 7th—finger of death[M] (DC 34), finger of death[M] (DC 34), quickened fireball[M] (DC 26), forcecage (DC 30), limited wish, greater scrying (DC 30), spell turning
. . 6th—acid fog, disintegrate[M] (DC 29), greater dispel magic (2), repulsion (DC 29), true seeing, waves of fatigue
. . 5th—cone of cold (DC 28), silent dimension door, dismissal (DC 28), dominate person (DC 28), quickened magic missile (2), empowered vampiric touch[M], wall of force[M]
. . 4th—black tentacles, detect scrying, dimension door, enervation, enervation, greater invisibility, empowered scorching ray, stoneskin
. . 3rd—dispel magic (2), displacement, fireball[M] (DC 26), fly, haste, vampiric touch[M], vampiric touch[M]
. . 2nd—detect thoughts (DC 25), false life, false life, resist energy (3), extended shield (2)
. . 1st—expeditious retreat, grease, magic missile (3), ray of enfeeblement (DC 28), ray of enfeeblement (DC 28), true strike (2)
. . 0 (at will)—detect magic, mage hand, message, read magic
. . Opposition Schools Enchantment, Illusion
. . M mythic spell
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Tactics
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Before Combat At the start of the day the Whispering Tyrant casts False Life, Detect Scrying, and Moment of Prescience. He uses a scroll of Gate to call the Obcisidaemon then casts the following as pre-buffs: extended Shield, Fly, True Seeing (spending a mythic point to ignore the material component via Mythic Eschew Materials [MEM]), Spell Turning (ignoring the material component with MEM), Protection from Spells (spending two mythic points to ignore the material components via MEM), and Foresight. He activates his Life Sight then immediately uses his scroll of Greater Teleport (the daemon follows with its SLA) to teleport to the PCs. He uses a scroll of Wish to make his entrance by exploding the building on top of the PCs, using a mythic point to automatically "roll" a natural 20 on initiative via Mythic Improved Initiative. He begins combat with his Quicken Metamagic Rod in one hand.
--------------------
Statistics
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Str 14, Dex 19, Con —, Int 36, Wis 14, Cha 28
Base Atk +10; CMB +13; CMD 33
Feats Command Undead, Craft Construct, Craft Wondrous Item, Empower Spell, Eschew Materials[M], Extend Spell, Extra Mythic Power[M], Greater Spell Focus (necromancy), Improved Initiative[M], Improved Iron Will, Iron Will, Mythic Spell Lore[M], Quicken Spell, Scribe Scroll, Silent Spell, Spell Focus[M], Spell Penetration, Still Spell, Toughness[M]
Skills Acrobatics +25, Appraise +14, Bluff +30, Climb +3, Diplomacy +30, Disguise +10, Escape Artist +25, Fly +38, Heal +3, Intimidate +33, Knowledge (arcana) +37, Knowledge (dungeoneering) +37, Knowledge (history) +37, Knowledge (planes) +37, Knowledge (religion) +37, Perception +34, Ride +5, Sense Motive +34, Spellcraft +37, Stealth +36, Survival +3, Swim +3, Use Magic Device +30; Racial Modifiers +8 Perception, +8 Sense Motive, +8 Stealth
Languages Abyssal, Aklo, Azlanti, Celestial, Common, Draconic, Dwarven, Elven, Giant, Infernal, Necril, Orc, Thassilonian, Undercommon
SQ arcane bond (amulet of natural armor +4), mythic phylactery, perfect necromancer
Combat Gear boots of teleportation, gloves of the shortened path[UE], greater reach metamagic rod[APG], greater silent metamagic rod, maximize metamagic rod, quicken metamagic rod, robe of the archmagi (black), scroll of contingency, discern location, harm (x2), scroll of mass charm monster, mage's disjunction, project image, soul bind, scroll of time stop, unfettered shirt[UE], wand of inflict critical wounds; Other Gear amulet of natural armor +4, belt of physical might +4 (Str, Dex), bracers of armor +8, cloak of resistance +5, headband of mental prowess +6 (Int, Cha), horns of naraga[UE], lavender and green ellipsoid ioun stone, pale green prism ioun stone, ring of protection +5, tyrant's ring, diamond (worth 25,000 gp)
--------------------
Special Abilities
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Animate Touch (Su) Stnd act, animate corpses as animate dead, or 1 MP for create greater undead.
Arcane Bond (Amulet of natural armor +4) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Aura of Absolute Terror (DC 39) (Su) Living creatures in 60 ft. are paralyzed for 1d4 rnds, and shaken after (Will neg paralysis if mythic).
Channel Resistance +12 +12 bonus to save vs. Channel Energy.
Command Undead (16/day, DC 29) Stnd act, 1 channel energy, undead in 30 ft. obey your commands as per control undead (Will neg).
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Damage Reduction (15/magic) You have Damage Reduction against all except Magic attacks.
Darkvision (60 feet) You can see in the dark (black and white only).
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Energy Damage: Touch (5d6 negative energy) (Ex) The creature's attack or attacks deal the specified amount of energy damage in addition to their normal damage.
Eschew Materials [Mythic] Ignore M components up to 10 gp/tier. Use 1 power for 50 gp/tier or 2 for 100 gp/tier.
Extend Spell Spell duration lasts twice as normal. +1 Level.
Fly (60 feet, Good) You can fly!
Grave Touch (10 rounds, 16/day) (Sp) As a standard action, touch shakes living foe 10 rds (frighten 1 rd if already shaken).
Greater Spell Focus (Necromancy) +1 to the Save DC of spells from one school.
Half Damage from Positive Energy
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Immediate Counterspell (Su) As an imm action, use 1 power to counterspell without readied action.
Immune to Non-Mythic Channeled Energy Immune to non-mythic channel energy (except to heal undead.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Electricity You are immune to electricity damage.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Initiative [Mythic] When rolling initiative, use 1 power to treat the roll as a natural 20.
Improved Iron Will (1/day) Can re-roll a Will save, but must take the second result.
Life Sight (40 feet, 20 rounds/day) (Su) Gain special blindsight which only sees living and undead.
Mythic Phylactery (Su) Phylactery can't be harmed by non-mythic sources. At Rank 8+ can only be destroyed 1 way.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Mythic Spells (2/day) (Su) Cast a Mythic spell without using any mythic power.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Never Flat-footed This creature cannot be flat-footed, and always uses it's normal AC.
Never Surprised This creature cannot be surprised, and always acts in any surprise round.
Paralyzing Touch (1d8+10 negative energy dam, DC 39) Touched foe takes dam and permanent paralysis (Fort part). Seems dead unless examined.
Perfect Necromancer (Ex) Always succeeds on concentration checks to cast spells, no limit on controlled undead.
Quicken Spell Cast a spell as a swift action. +4 Levels.
Rejuvenation (Su) Liches can return after a few days.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus [Mythic, Necromancy] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Spell Perception (Su) Auto know what spell is cast in 60 ft and can pinpoint the caster.
Spell Resistance (42) You have Spell Resistance.
Still Spell You can cast a spell with no somatic components. +1 Level.
Surge (1d12) Spend a use of mythic power to add the roll of a die to a d20 you just rolled
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Sustained by Magic (Su) When cast a spell, heal spell level x 3 Hp.
Touch (DC 29) (Su) Touched foe is paralyzed permanently (Fort neg). Seems dead unless Percep DC 20 or Heal DC 15.
Toughness [Mythic] Gain DR 10/epic when below 0 hit points.
Undead Traits Undead have many immunities.
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XP 38,400
Male dwarf fighter 15
LG Medium humanoid (dwarf)
Init +5; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
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Defense
--------------------
AC 29, touch 16, flat-footed 24 (+9 armor, +1 deflection, +5 Dex, +4 natural)
hp 147 (15d10+60)
Fort +14, Ref +12, Will +9 (+4 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
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Speed 20 ft.
Melee mwk dwarven waraxe +20/+15/+10 (1d10+4/×3) or
. . mwk warhammer +19/+14/+9 (1d8+3/×3)
Ranged +3 holy heavy crossbow +28/+23/+18 (1d10+10/17-20 plus 2d6 vs. evil)
Special Attacks hatred, weapon trainings (crossbows +3, axes +2, hammers +1)
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Tactics
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Before Combat The fighter applies oil of greater magic weapon to his heavy crossbow, then drinks potions of barkskin and heroism.
During Combat For as long as he can, the fighter stays mounted and takes shots from long range. He takes most shots with magical ammunition, tailoring the bolt to the foe. He uses Greater Vital Strike unless he has trouble hitting, in which case he switches to Pinpoint Targeting. He nearly always uses Deadly Aim.
Base Statistics Without greater magic weapon, barkskin, and heroism, the fighter's statistics are Senses Perception +18; AC 25, flat-footed 20; Fort +17, Ref +13, Will +10; Melee mwk dwarven waraxe +21/+16/+11/+6 (1d10+5/×3) or mwk warhammer +20/+15/+10/+5 (1d8+3/×3); Ranged +1 unholy heavy crossbow +27 (1d10+8/17-20); CMB +18; Skills Perception +18 (+20 to notice unusual stonework), Ride +23.
--------------------
Statistics
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Str 14, Dex 20, Con 16, Int 9, Wis 14, Cha 6
Base Atk +15; CMB +17; CMD 33 (37 vs. bull rush, 37 vs. trip)
Feats Blinding Critical, Critical Focus, Crossbow Mastery[APG], Deadly Aim, Greater Weapon Focus (heavy crossbow), Greater Weapon Specialization (heavy crossbow), Improved Critical (heavy crossbow), Improved Precise Shot, Improved Vital Strike, Point-Blank Shot, Precise Shot, Rapid Reload, Rapid Shot, Vital Strike, Weapon Focus (heavy crossbow), Weapon Specialization (heavy crossbow)
Skills Acrobatics +4 (+0 to jump), Appraise -1 (+1 to assess nonmagical metals or gemstones), Perception +10 (+12 to notice unusual stonework), Ride +14; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ armor training 4
Combat Gear +1 axiomatic crossbow bolts (5), +1 undead-bane crossbow bolts (10), adamantine crossbow bolts (15), cold iron crossbow bolts (10), oil of greater magic weapon (CL 12th), potion of barkskin +4, potion of cure serious wounds, potion of heroism, silver crossbow bolts (10); Other Gear +2 banded mail, +1 holy heavy crossbow, crossbow bolts (50), mwk dwarven waraxe, mwk warhammer, belt of incredible dexterity +2, cloak of resistance +2, efficient quiver, ring of protection +1, manacles (4), silk rope (100 ft.), 118 gp
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Special Abilities
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Armor Training 4 (Ex) Worn armor -4 check penalty, +4 max DEX.
Blinding Critical (DC 25) Critical hit blinds or dazzles target.
Critical Focus +4 to confirm critical hits.
Crossbow Mastery (Heavy crossbow) You can reload any crossbow as a free action. With your chosen crossbow type, this does not provoke attacks of opportunity.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Reload (Heavy crossbow) You can reload fast with one type of Crossbow or Firearm.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Vital Strike Standard action: x2 weapon damage dice.
Weapon Training (Axes) +2 (Ex) +2 Attack, Damage, CMB, CMD with Axes
Weapon Training (Crossbows) +3 (Ex) +3 Attack, Damage, CMB, CMD with Crossbows
Weapon Training (Hammers) +1 (Ex) +1 Attack, Damage, CMB, CMD with Hammers
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Dwarven arbalesters are usually employed by slavers and warlords to either incapacitate or kill at a distance.
Stigr Harrowstare
Exiled from the stronghold of his ancestors for slave trafficking with duergar, Stigr took his slaving to human lands instead. He fancies himself the deadliest shot with a crossbow ever born, and considers a battle decided by melee a personal failure. Stigr keeps losing horses in battle, and plans to trade sacrificial victims to the church of Asmodeus in exchange for a Nessian warhound.
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XP 38,400
Female human ranger 15
LG Medium humanoid (human)
Init +3; Senses Perception +20
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Defense
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AC 24, touch 13, flat-footed 21 (+6 armor, +3 Dex, +5 natural)
hp 117 (15d10+30)
Fort +16, Ref +15, Will +10
Defensive Abilities evasion; Resist fire 30
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Offense
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Speed 40 ft.
Melee +1 holy scimitar +19/+14/+9 (1d6+5/18-20 plus 2d6 vs. evil) or
. . +1 undead-bane light hammer +19/+14/+9 (1d4+5 plus 2d6 vs. undead)
Ranged mwk composite longbow +19/+14/+9 (1d8/×3)
Special Attacks combat style (two-weapon combat), favored enemies (aberrations +2, evil outsiders +2, humans +2, undead +8), quarry
Ranger Spells Prepared (CL 12th; concentration +14)
. . 4th—freedom of movement
. . 3rd—remove disease (2)
. . 2nd—barkskin, owl's wisdom, protection from energy
. . 1st—calm animals (DC 13), delay poison, longstrider, resist energy
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Tactics
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Before Combat The ranger casts barkskin, delay poison, freedom of movement, longstrider, protection from energy (cold, fire), and resist energy (electricity).
During Combat The ranger allows herself to be surrounded by weak undead so she can use Great Cleave and Power Attack.
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Statistics
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Str 18, Dex 16, Con 14, Int 10, Wis 14, Cha 7
Base Atk +15; CMB +19; CMD 32
Feats Cleave, Double Slice, Endurance, Great Fortitude, Greater Two-weapon Fighting, Improved Two-weapon Fighting, Improved Vital Strike, Point-Blank Shot, Power Attack, Two-weapon Fighting, Two-weapon Rend, Vital Strike, Weapon Focus (light hammer), Weapon Focus (scimitar)
Skills Acrobatics +17 (+21 to jump), Heal +15, Knowledge (dungeoneering) +8, Knowledge (local) +5, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +15, Perception +20, Ride +11, Spellcraft +13, Stealth +20, Survival +15, Swim +12
Languages Common
SQ camouflage, favored terrains (forest +2, underground +4, urban +4), hunter's bond (companions), swift tracker, track +7, wild empathy +15, woodland stride
Combat Gear potion of blur, potion of bull's strength, potion of cure serious wounds, potion of lesser restoration; Other Gear +2 chain shirt, +1 holy scimitar, +1 undead-bane light hammer, arrows (20), mwk composite longbow, belt of mighty constitution +2, cloak of resistance +3, 743 gp
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Special Abilities
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Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Fire (30) You have the specified Energy Resistance against Fire attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. aberrations foes.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs. evil outsiders foes.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. humans foes.
Favored Enemy (Undead +8) (Ex) +8 to rolls vs. undead foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Hunter's Bond (Companions) (2 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Quarry (Ex) +2 to hit and other bonuses vs. designated quarry.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +7 Add the listed bonus to Survival checks made to track.
Two-Weapon Rend Deal extra 1d10+6 if you hit a foe with both main and off hand weapons.
Vital Strike Standard action: x2 weapon damage dice.
Wild Empathy +15 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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An undead slayer’s sole purpose is to destroy undead.
SEIJAL NIGHTBANE
With a combination of relentless determination and
cold efficiency, Seijal seeks out places where undead are
known to lurk, attracts their attention, then destroys any
that crawl forth.
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Additional Details
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Base Statistics Without barkskin, delay poison, longstrider, protection from energy, and resist energy, the ranger's statistics are AC 20, touch 14, flat-footed 18; Immune none; Resist none; Speed 30 ft.; Skills Acrobatics +17.
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XP 38,400
Human paladin 14
LG Medium humanoid (human)
Init -1; Senses Perception +1
Aura courage (10 ft.), faith (10 ft.), justice (10 ft.), resolve (10 ft.)
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Defense
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AC 26, touch 9, flat-footed 26 (+11 armor, -1 Dex, +2 natural, +4 shield)
hp 165 (14d10+84)
Fort +23, Ref +11, Will +18; Gain a sacred bonus vs. spells and abilities of evil foes, equal to number of adjacent allies with Lastwall Phalanx
Immune charm, disease, fear; SR 19
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee holy avenger +23/+18/+13 (1d8+8/17-20)
Special Attacks channel positive energy 6/day (DC 22, 7d6), smite evil 6/day (+5 attack and AC, +18 damage)
Spell-Like Abilities (CL 14th; concentration +19)
. . 3/day—shield of faith
Paladin Spell-Like Abilities (CL 14th; concentration +19)
. . At will—detect evil
Paladin Spells Prepared (CL 11th; concentration +16)
. . 4th—invoke deity, litany of vengeance[UC]
. . 3rd—fire of judgment[APG] (DC 18), good hope
. . 2nd—bull's strength, litany of righteousness[UC] (DC 17), resist energy
. . 1st—grace[APG] (2), hero's defiance[APG], protection from evil, veil of positive energy[APG]
--------------------
Statistics
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Str 16, Dex 8, Con 22, Int 12, Wis 12, Cha 20
Base Atk +14; CMB +17; CMD 26
Feats Craft Wondrous Item, Deific Obedience, Divine Fighting Technique (iomedae's Inspiring Sword), Improved Critical (longsword), Lastwall Phalanx, Mounted Combat, Power Attack, Shield Focus, Weapon Focus (longsword)
Skills Acrobatics -7 (-11 to jump), Diplomacy +19, Handle Animal +22, Knowledge (nobility) +15, Knowledge (religion) +18, Ride +10, Sense Motive +11, Spellcraft +11
Languages Celestial, Common
SQ divine bond (archon spirit [3/day] 3/day), glorious servant, lay on hands 12/day (7d6), mercies (paralyzed, staggered)
Combat Gear necklace of fireballs vii, potion of cure serious wounds; Other Gear +2 bolstering full plate, +1 heavy steel shield, holy avenger, amulet of natural armor +2, belt of mighty constitution +6, cloak of resistance +3, headband of alluring charisma +6, silver smite bracelet[APG], winged boots, bejeweled holy symbol of iomedae (worth 2,500 gp), incense (worth 1,000 gp) (4), platinum crown (worth 1,100 gp)
--------------------
Special Abilities
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Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Faith (10 ft.) (Su) Attacks vs. foes in range bypass DR as good-aligned. Own attacks always count as good.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Archon, 3/day, DC 22) (25 feet) (Su) As a standard action, enemies in aura take -2 to att, saves, and AC for 1 day (Will neg).
Divine Fighting Technique (Iomedae's Inspiring Sword) (full rd action, 30 feet, 3 rounds) Longsword display grants allies in range +2 sacred bonus to atk, saves, and skill checks for duration.
Glorious Servant (Sp) shield of faith 3/day, enthrall 2/day, or searing light 1/day
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lastwall Phalanx Bonus equal to adjacent allies with this feat to AC and saves vs. attacks & abilities of evil foes.
Lay on Hands (7d6 hit points, 12/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Paralyzed) (Su) When you use your lay on hands ability, it also removes the paralyzed condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mounted Combat (1/round) Once per round you can attempt to negate a hit to your mount in combat.
Paladin Channel Positive Energy 7d6 (6/day, DC 22) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Smite Evil (6/day) (Su) +5 to hit, +18 to damage, +5 deflection bonus to AC when used.
Spell Resistance (19) You have Spell Resistance.
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XP 204,800
Winterwight unchained rogue 5 (Pathfinder RPG Bestiary 2 283, Pathfinder Unchained 20)
CN Medium undead (cold)
Init +13; Senses darkvision 60 ft.; Perception +31
Aura aura of cold (10 ft.)
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Defense
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AC 40, touch 19, flat-footed 31 (+5 armor, +9 Dex, +16 natural)
hp 367 (25d8+255); fast healing 10
Fort +17, Ref +21, Will +16
Defensive Abilities danger sense +1, evasion, uncanny dodge; DR 15/bludgeoning, 15/good; Immune cold, undead traits; SR 28
Weaknesses vulnerability to fire
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Offense
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Speed 30 ft.
Melee bite +31 (2d8+10 plus blightfire), 2 claws +31 (2d6+10/19-20 plus blightfire)
Ranged +3 composite shortbow +30/+25/+20/+15 (1d6+19/×3)
Special Attacks blightfire (DC 30), rend (2 claws, 2d8+26), sneak attack (unchained) +3d6
Spell-Like Abilities (CL 17th; concentration +27)
. . Constant—air walk
. . At will—cone of cold (DC 25), dimension door, greater dispel magic, sleet storm, wall of ice (DC 24)
. . 3/day—polar ray
. . 1/day—control weather
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Statistics
--------------------
Str 42, Dex 28, Con —, Int 15, Wis 16, Cha 31
Base Atk +18; CMB +34; CMD 53
Feats Blind-fight, Combat Reflexes, Critical Focus, Greater Vital Strike, Improved Critical (claw), Improved Initiative, Improved Vital Strike, Lightning Reflexes, Power Attack, Rending Fury[UC], Staggering Critical, Stunning Critical, Vital Strike, Weapon Finesse
Skills Acrobatics +32, Bluff +23, Diplomacy +23, Disable Device +36, Intimidate +38, Linguistics +10, Perception +31, Sense Motive +16, Sleight of Hand +22, Stealth +37, Use Magic Device +23
Languages Abyssal, Celestial, Common, Draconic, Dwarven, Giant, Infernal, Orc
SQ debilitating injury: bewildered, debilitating injury: disoriented, debilitating injury: hampered, rogue talents (fast stealth, stand up), trapfinding +2
Combat Gear +1 seeking arrows (50), boots of speed, cube of force, dust of disappearance, dust of disappearance, scroll of protection from energy (CL 10th), scroll of true seeing (x2); Other Gear +3 composite shortbow (+16 Str), sizzling arrow[APG] (3), amulet of mighty fists +2, bracers of armor +5, masterwork thieves' tools
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Special Abilities
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Aura of Cold (Su) Winterwights are surrounded by a 10-foot radius of deathly chill. Any creatures within this area during the winterwight's turn takes 2d10 points of cold damage. All creatures of the cold subtype within this area (including the winterwight) are treate
Blightfire (DC 30) (Su) Whenever a winterwight damages a creature with a bite or claw, the wound erupts with tongues of black fire. For the next 5 rounds, the victim must make a DC 29 Fortitude saving throw at the start of its turn or take 1d6 points of Constitution drain.
Blind-Fight Re-roll misses because of concealment, other benefits.
Combat Reflexes (10 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Critical Focus +4 to confirm critical hits.
Damage Reduction (15/bludgeoning) You have Damage Reduction against all except Bludgeoning attacks.
Damage Reduction (15/good) You have Damage Reduction against all except Good attacks.
Danger Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Darkvision (60 feet) You can see in the dark (black and white only).
Debilitating Injury: Bewildered -2/-4 (Ex) Foe who takes sneak attack damage takes AC pen (more vs. striker) for 1 rd.
Debilitating Injury: Disoriented -2/-4 (Ex) Foe who takes sneak attack damage takes attack pen (more vs. striker) for 1 rd.
Debilitating Injury: Hampered (Ex) Foe who takes sneak attack damage has speed halved (and can't 5 ft step) for 1 rd.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Fast Healing 10 (Ex) Heal damage every round unless you are killed.
Fast Stealth (Ex) Move at full speed while using the Stealth skill at no penalty.
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Cold You are immune to cold damage.
Immunity to Death Effects You are immune to death effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Physical Ability Damage Immune to ability damage to your physical abilities.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Power Attack -5/+10 You can subtract from your attack roll to add to your damage.
Rending Fury Need half the normal number of attacks to deal rend damage
Sneak Attack (Unchained) +3d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Spell Resistance (28) You have Spell Resistance.
Staggering Critical (DC 28) Critical hit staggers target
Stand Up (Ex) Stand up as a free action (provokes AoO) or swift action (no AoO).
Stunning Critical (DC 28) Critical hit stuns or staggers target.
Trapfinding +2 Gain a bonus to find or disable traps, including magical ones.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Undead Traits Undead have many immunities.
Vital Strike Standard action: x2 weapon damage dice.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
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I’ve already rolled initiative for everyone save the PCs, so currently it looks like this:
Whispering Tyrant 39
Gildais 33
Yesel 20
Obscidaemon 15
Erga 12
Ulthun 4
1: In “Red Dragon City Raid” soundset, turn on the preset “Dragon Fire,” then immediately turn it off; this will set the sounds in that preset to the correct levels.
2: Go to the soundset “SOX Eye of Avarice,” and turn on the preset “Final Battle,” then turn off the sound labeled “Karzoug.”
3: Go back to the soundset “Red Dragon City Raid” and turn on the following sounds (they should be at about the right sound level thanks to turning on “Dragon Fire” previously): Burning buildings, Crowd noises, Cathedral warning bells (I personally turned this one up a bit more than what’s in “Dragon Fire,” but to each their own), Fire aftermath, Guard cries, Woman screaming. This will set a good ambiance for the terrified First Guard.
4: Go to the soundset “COS The Amber Temple (Upper Level)” and turn on the “Lich” sound, adjusting the volume to suit your liking.
5: Go to one of the soundsets (I chose “SOX Eye of Avarice”) click on the circle with a plus on it that’s under all of the presets. Label the sounds you have going as “Wrath of Whispers,” and now you have a preset for the battle against the Whispering Tyrant!

KingTreyIII |

T: haste and quickened fireball
G: double move
W: haste on E, O, W, and A; move
A: move, targeted bomb admixture
L: greater angelic aspect, flies, life link triggers
Y: double-move
O: move, globe of negation
D: quickened cloudkill (life bubble negates some; E succeeds at save for 1 con damage), full-attack to get 5 soul slots filled
E: moves into globe; hits daemon.
U: double moves into cloudkill
Round 2
T: greater dispel magic in area to get rid of globe (but doesn’t succeed, but doesn’t know that). Quickened (with rod) displacement
G: full-attack daemon with bow
W: move, time stop for 2 rounds. Activate spiritual form, project image right in front of them
A: displacement extract
L: true seeing on self
Y: drinks potion of bull’s strength
O: legacy weapon, move
D: moves toward party, meteor swarm
E: full-attacks daemon; hits twice
U: double moves into globe, lay on hands, aura of justice on everyone except W and G
Round 3
T: flies quicken (from rod) greater dispel magic (rolled a 7, so he only dispelled haste), mythic empowered disintegrate (using Mythic spells to ignore the power cost). Two rays at O; succeeds save at both (2nd one crit)
G: full-attacks daemon; hits twice
W: persistent chains of light on daemon. Nat 20 and nat 16; spell failed
A: smite daemon. full-attack daemon for ~120 damage
L: move, quickened cure critical on O. Holy aura on everyone except G and W. This breaks the globe of negation
Y: move, pick up weapon, hunter’s bond against daemon
O: smite tyrant. Particulate form on everyone except W and G
D: consume soul to heal 150. Move. Sunder O’s weapon for 119 damage and destroys it
E: smite daemon. Full-attack for 245 damage.
U: aura of justice again. Pull out shield. Smite daemon, activate divine bond
Round 4
T: move within 75 feet of A. Mythic finger of death on A
G: full-attacks daemon and kills it
W: time stop. Greater heroism, does a few quick studies.
A: smites tyant. Throws force bomb (staggered)
L: miracle to bring back O’s sword. Healer’s Way on self
Y: Smite tyrant. Hunter’s bond vs Tyrant. Ready attack
O: Dimensional Dervish vs Tyrant. Gets paralyzed (but has freedom of movement)
E: full-attack tyrant; only hits once
U: activate winged boots, lay on hands.
Round 5
T: moves forward (paralyzes E and Y). Mythic empowered vampiric touch on O. E counterstrikes and misses
G: full-attacks Tyrant and misses
W: quickened haste on E. Reach greater heroism on E.
A: two dispelling bomb on tyrant; dispels displacement
L: mass heal on E and Tyrant; spell turning affects it and heals L. Burst of radiance on Tyrant (fails SR)
Y: paralyzed
O: full-attack for ~120 damage; Tyrant uses moment of prescience on last attack
E: paralyzed
U: lay on hands on E (no longer paralyzed)
Round 6
T: Radiant Fire
G: does nothing
W: does nothing
A: does nothing
L: Miracle to send the non-oboled NPCs away. E and Y disappears and U doesn’t (He called on Arazni, so Ulthun doesn’t get teleported)
O: Another globe of negation for the charade.
U: does nothing

Pnakotus Detsujin |

What a battle! Congratulations!
I mean, if i may say something, your TB could have done way more area damage with spells like horrid wilting or hungry darkness, but i believe he wanted to see your pc's bloodied ...
So, from your last posts, Arazni ... proved how much petty she's, by condemning Ulthun to get eradicated just because his ancestors disrespected her? And what about GIldais? He was still "alive". Did he got teleported away, or remained?
Can you tell us what happened next? How was your session epilogue? Where your players happy from the result?

KingTreyIII |

A bit late of a response, but whatever.
If I’m being honest, I think I just forgot about a lot of the Tyrant’s heavy-hitters because there was so much going on in that combat. But he also wanted to stay a ways away from the action, so he mostly stuck to pelting with long-range spells.
As for Arazni, well...she is petty. That’s kinda the point. But I also knew that Ulthun would still survive because of the written-in immunity to the Radiant Fire that the PCs can give (and I wanted to show that off without completely negating the oracle’s miracle.
For the epilogue I read the conclusion basically verbatim to the players. I’m not sure if they were “happy” with the outcome, but they sure weren’t absolutely furious like a lot of the forums seemed to be.
Finally, something one of my players said in the aftermath about a possible reason why the Tyrant didn’t immediately bounce back after being killed: the Radiant Fire loosened Arazni’s connection with her phylactery, so it’s very possible that it did the same to the Tyrant’s, so he needs to spend time figuring out how to fix it.
EDIT: Oh yeah, Gildais wasn’t teleported away; because the Radiant Fire immunity could only be granted to living creatures he met his end in the blast.