OK I'm faced with the universes most annoying continuing bad guy and I'd love some suggestions.
The Bad Guy:
A Paladin who's been magically brainwashed into a Blackguard. The effect can be undone, but he must be taken alive!
(Bad Guy is around 13th level the party around 9th)
known feats are Sunder, Improved sunder, combat reflexes, and close combat.
The bad guy has more toys than batman, but 4 in particular.
1. He's got his hands on a 2E unholy avenger!
+5 Weapon, SR = to his level which means about 65% in terms of the party, and dispel magic at will.
2. A locked gauntlet <cause disarming him would be just WAY to easy.)
3. A cloak of protection that allows him to shift into the plane of shadows and back as a free action. (Thats whats brainwashing him.... its alive and Evil.)
4. Boots of haste! <Does this bastard glow or what?>
His MO is to shift in with his buddies, sunder any weapon that anyone actually has out (He'll cross AOO to break into other meeles to sunder weapons!)
In our 2 run-ins to date hes broken every magic weapon in the party at least once, most twice.
My current thinking is to somehow get a scroll of anti-magic aura, and do a combined dummy tackle by the mage and one of the fighters. Have an invis fighter start a grappel and then have a mage run up, and cast anti-magic aura to keep him from sliding out to the plane of shadows.
Any better, safer, more reliable, less expensive solutions?
Thank you oh wise scholars of the rules books!
River
The Bad Guy:
A Paladin who's been magically brainwashed into a Blackguard. The effect can be undone, but he must be taken alive!
(Bad Guy is around 13th level the party around 9th)
known feats are Sunder, Improved sunder, combat reflexes, and close combat.
The bad guy has more toys than batman, but 4 in particular.
1. He's got his hands on a 2E unholy avenger!

2. A locked gauntlet <cause disarming him would be just WAY to easy.)
3. A cloak of protection that allows him to shift into the plane of shadows and back as a free action. (Thats whats brainwashing him.... its alive and Evil.)
4. Boots of haste! <Does this bastard glow or what?>
His MO is to shift in with his buddies, sunder any weapon that anyone actually has out (He'll cross AOO to break into other meeles to sunder weapons!)
In our 2 run-ins to date hes broken every magic weapon in the party at least once, most twice.
My current thinking is to somehow get a scroll of anti-magic aura, and do a combined dummy tackle by the mage and one of the fighters. Have an invis fighter start a grappel and then have a mage run up, and cast anti-magic aura to keep him from sliding out to the plane of shadows.
Any better, safer, more reliable, less expensive solutions?
Thank you oh wise scholars of the rules books!
River