  I just recovered from being sick… yesterday was it in fullswing and today I feel the residue of the Tylenol. It is so weird… Tylenol makes me trippy… I get paranoid… it was hard for me to go to the steam bath cause it made my brain fritzy GAMING GARBLE Well now I’m back but really sleepy and I just want to bum around. I made my monsters now. They’re pretty powerful… some of them only rick can handle… some of them Ricky can handle… I made ricky as a free action heal himself as well as be able to set up wards and gaurds… so even though he loves wading into combat he knows how to prepare for fights he can’t handle.
Thanks to glyph of warding… Warding certain objects like small objects that can open or close as well clay seals that can be broken. He has placed the seals in various places on his armor… much like studded armor would work and if the seals break (from damage of more than 10 points) the cause of the damage would suffer a empowered harm spell dealing 225damage against caster 18. He keeps a glue solvent to replace the seals when they’re broken. He also keeps a lot of incense in back pack to make glyph traps… each would cost 400gp and scrolls of harm 4,000 each (empowered, caster level 20).
He makes traps if he needs it and has a +43 to hit on a full attack with his 6d6+33 (54damage ave) medium creatures must roll vs. death DC15 against his damage or die. Vicente’s character is a 50 year old red wizard (old gives a +2 to all mental, and –2 to all physical stats), who is with his 20 year old son who is also a red wizard so much like him.
The son is –1 to caster level checks and skill checks… that’s the only difference. They are both invisible and perpetually floating 24hours, mind blank negates any spell that will be used to detect them… all divination spells… but scent and spot checks DC40 can notice them. That is why they still prepare resilient spheres to protect themselves… while they are invisible they have a simulacrum of themselves handy so that they can use a spell that reverses their position via teleport incase they take damage.
They have only a dread guard (humanoid construct) polymorphed to look like them and is mentally under their command. You can say a cute puppet so that everybody has something to look at. Fiendish quickening allows the father son to switch places with anybody as a free action… a powerful way. So this is how it goes: Henry is a Monk with Vow of Poverty… he has touch of golden ice… he has to touch a bad guy 30x just for the badguy to fail his save eventuall and suffer the ravages (1d6 dex/2d6 dex).
Ricky is a tactician dwarf cleric that goes berserk or makes traps when facing something not tactically sound. Vicente is a Red wizard and his son who has the ability to keep changing place with their dummies and mirror images if they are about to take damage. Kuma CR18, Ithi EL15, Tamiel EL18 Powerful combo for powerful characters. Total EL 23 The badguys- EL22 for 1 day’s worth of work… 1) A cleric badguy who can summon Balors every round to do his bidding.
(CR18) 2) Incarnate construct with 54HD turned into vampires with a +53 to hit on a flurry dealing 1d6+20 and 2 negative levels… double on a critical hit as well as stunning fists DC44. (CR15 each, 3 of them makes EL18 fighting them in grill incrusted area where they can excape with ease) 3) 2 medium sized night walker maxed HD and with 2 dread wraiths (CR18) 4) A CR19 46 headed hydra that can deal (483 damage on average, Ref DC 45) Of course there are the secret ways of beating them. Another Day EL21 1 kytons + 1 Eryniyes EL20 fighting them in a chain factory (call me a prick) Seductress CR19 Another Day EL 22 Monsters I’m still making 
