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End Boss of Incident at Absalom Station is pretty brutal *obvious spoilers*


Dead Suns


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I'm wondering if groups are getting TPK'ed here.

The Garaggakal never really misses with a +12 bite and at level 2 a KAC of 12-15 would be the normal for players. The first bite he took hit my solider for max damage (just bad luck) for 20, that took out his full stamina and a chunk of his HP, and the next hit took him down to 0.

Meanwhile, the rest of the party is doing 1-10ish damage per hit, slowly lowering his HP from 75, but the Garaggakal is able to do a damage/self heal 4 times in the battle that averages 15 damage (7.5 if people make a fortitude save).

Boss is tough, really tough. I think it seems possible given good dice rolls but for a first module, this is no introduction. I can very well see a complete party wipe here.

The only way we made it though is because one player had bought the electricity based dragon gland and then spent all resolve points to use it over and over again. That player could have easily picked a different variety dragon gland which would have reduced the damage dealt by a lot. (Garaggakal is vulnerable to electric).


dot

The Exchange

2 people marked this as a favorite.

I have two AP intro scenarios for Starfinder so far. Thenone by Paizo and the one by Legendary Games.

I have concerns about the fights in both of them. I'm wondering if this is an issue with a new system and getting challenge ratings correct.

The same thing happened with 5e and the first adventure path they released for that (Dragon Queen). They had kobolds in that, running like you would a traditional kobolds group. The problem being 5e kobolds go pack tactics and rolled advantage when they attacked in groups. I TPKd a group iour first session running just kobolds against them. It was crazy.

For the Garraggakal, I'd actually push the characters into third level before they attack this thing. Other wise it's three levels higher than they are, and they're likely fighting it after a number of fights already.

That level boost should make it easier, but still a challenge.

Edit - I just through the module. If they PCs take on everything they're meant to before reaching Mr ugly at the end, they are literally only 50 xp from level 3.

Just give them the level before that fight. They are going to need it.


Another thing to do would be for the GM to get the party back to the Acreon to rest before attempting this. Not sure how, but it would be pretty important to come into this with spells and resolve.


I think designing boss fights in Starfinder is always going to be tough when you don't know if the spell casters have level 1 spells left that can do a lot of damage a pop. Two caster parties can easily kill this boss while no caster parties need a lot of luck.

One Technomancer can probably solo this boss casting 3 Jolting Surges at level 2 (with Cache). That's 4d6 electrical damage each time. With its weakness that's an avg of 18 points of damage a round.


Pax Rafkin wrote:

I think designing boss fights in Starfinder is always going to be tough when you don't know if the spell casters have level 1 spells left that can do a lot of damage a pop. Two caster parties can easily kill this boss while no caster parties need a lot of luck.

One Technomancer can probably solo this boss casting 3 Jolting Surges at level 2 (with Cache). That's 4d6 electrical damage each time. With its weakness that's an avg of 18 points of damage a round.

It has Vulnerability to Electricity, so if Techie has the slots light that m%&%@$!%&@++ up.


Keep that vulnerability in mind for pulsecasters too. Or Arc weapons


*nods*

Silver Crusade

Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

There is also a forcefield belt that if the players pop a fresh battery into effectively renders them immune to its attacks.


Pathfinder Adventure Path, Campaign Setting, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber

And two arc weapons lying around that they can pick up...

It's also quite possible to hit 3rd level BEFORE you meet the thing, assuming your players make even a remotely respectable attempt at investigation and diplomacy. And those goblins can be used as ablative meat snacks for a round if the party actually lets them tag along, they can possibly hire that android that tried to kill them...

Shadow Lodge

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

My party almost TPK'd on this fight last Monday. The technomancer was completely out of spells before we even got to the fight. I was playing a space goblin melee soldier, so I was always in front and got hit once every 2 rounds in almost every combat. So, I went into that boss fight with no Stamina and no RP left. Needless to say, I died. (I should have also risen as a void zombie, but we totally forgot about that by that point) Of the other 4 party members, 2 were down and dying and 2 were barely alive when they managed to push the monster to its HP threshold for fleeing.

I think any 1 of the following things would have made all the difference for us:
1. Having rested before this fight or even before investigating the rock
2. Having leveled up to 3rd before this fight. That Weapon Spec that everyone gets would have almost doubled the damage for most of us.
3. Having more electricity weapons found along the way. We used the 1 gun and all the grenades we found, but when you roll a 1 on the damage die, it doesn't really matter if the creature is vulnerable or not.


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Krolak wrote:

My party almost TPK'd on this fight last Monday ... So, I went into that boss fight with no Stamina and no RP left.

Ha, good for you. My party is way too risk-averse to continue a dungeon crawl once they're out of RP and spells. I haven't run Incident at Absalom Station with them yet, but I'm sure they would retreat to the Acreon and sleep at this point.


DM_aka_Dudemeister wrote:
There is also a forcefield belt that if the players pop a fresh battery into effectively renders them immune to its attacks.

I thought the brown forcefield just provided 1 temporary HP, with a fast healing of 1 each round. That doesn't do much at all against a monster doing 15-20 a hit.

But please correct me if it does more.


DM_aka_Dudemeister wrote:
There is also a forcefield belt that if the players pop a fresh battery into effectively renders them immune to its attacks.

How so?


Pathfinder Adventure Path, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Pax Rafkin wrote:
DM_aka_Dudemeister wrote:
There is also a forcefield belt that if the players pop a fresh battery into effectively renders them immune to its attacks.
How so?

They can't phase through force fields.


captain yesterday wrote:
Pax Rafkin wrote:
DM_aka_Dudemeister wrote:
There is also a forcefield belt that if the players pop a fresh battery into effectively renders them immune to its attacks.
How so?
They can't phase through force fields.

They can bite you and use their Leech ability on you so I'm not sure why this force field makes you immune to its attack. Furthermore, its Phase ability does no damage...


Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Maybe I just have strange players but they did not have incredible luck with dice and still took out the boss with no casualties. One player was taken to 0 HP but he stabilized with RP, two others were low on HP but still standing. Just basic laser rifles + Solarian solar weapon in use. The solarians gravity power was useful in bringing the boss back down when he tried to take some distance. Still, it was brutal but by no means too hard. It was boss, after all.
We did have 5 players though, but one has so bad luck he basically always misses :D

The biggest problem with the adventure path is that volume 2 is still month away :)


Pathfinder Starfinder Adventure Path Subscriber
rixu wrote:
Maybe I just have strange players but they did not have incredible luck with dice and still took out the boss with no casualties. One player was taken to 0 HP but he stabilized with RP, two others were low on HP but still standing. Just basic laser rifles + Solarian solar weapon in use. The solarians gravity power was useful in bringing the boss back down when he tried to take some distance. Still, it was brutal but by no means too hard.

So were your PCs level 2 or 3 when they fought him?

I think that's my biggest quandary. Our group uses the "milestones" system for leveling up, and I want to be sure if they are level 3 before the big end fight that they won't walk through it too easily.


At level 3 this thing wasn't a problem:

My combat stats at the time:

Solarian 3
BAB +3
EAC/KAC: +16/+19

HP/SP: 32/21

Attack: (Solar Weapon)
+6 to hit, 1d6+6 (+7 when in Photon Mode)

Revelations:
Black Hole
Supernova
Stellar Rush

Feats:
Heavy Armor Proficiency
Step Up

-----

If I remember right our Technomancer rushed in and hit it with a spell (I think it did 4d6 shock damage, doing I think 16 damage), the Goblin went and hit him. Then I photon attuned and stellar rushed in, which got me into flank thanks to the positioning of our T-Mancer, and hit for 12 damage. We had people peppering him with longarms and pistols for 5 and 6 damage. I do remember someone hit the Gobby with "Get 'Em" which gave us attack bonuses.

Then the next round the technomancer did the spell again, hit for another 15-16 damage. The goblin smacked him twice. He went down.

Then I gained my 2nd point of attunement and full attacked. I hit with both attacks doing I think 9 and 11 damage.

More gunfire peppered into it. It full attacked me, which hurt, and took out my stamina, and then went I think 5 into my HP.

I used guarded step, so I was clear of the down'ed mystic, then unloaded Supernova on it, I did 4d6 fire damage. I think I did 13 damage, he passed the save but dropped anyway.

So, I mean, we didn't TPK.

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