Red Mantis Assassin

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B8 the maze in the sewers of xer are the A and B walls in the north that are adjacent to each other labelled the wrong way round? Because otherwise you can't get to the B button to lower the walls because you need to get through B walls to get to the B button. Unless I'm missing something.


For healing you could have the healers kit have a number of uses before it needs to be replaced or everytime they use it they have to make a flat check to see if it runs out, or maybe even have it run out if they critically fail the medicine check.


The Mukradi, that thing is a beast (literally).


masda_gib wrote:

Not the values of the conditions themselves but the penalties to d20 rolls. So if you were Drained 7, you would have only a -4 penalty to Fortitude saves but 7xlevel fewer HP.

Most effects though don't give you conditions with values above 4 because other than for drained and some other that would have no effect. Enfeebled 37 still would give you only -4 to STR based rolls. Well, Frightened 37 would take many turns to be reduced...

Where in the core rules does it state -4 as a max penalty?


Worth noting that the bug creatures from the first encounter are immune to been paralyzed so master strike would have been ineffective.


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I'd like to see a pawn collection for vehicles as well.


SheepishEidolon wrote:
CorvusMask wrote:
Umm, yeah, still needing help with this one :'D Still at least half a year time to figure out where the cool evil knight is from
You probably want to focus on the runes. They are too simplistic to resemble Thassilion wizard schools, but there is at least a pentagram. Given the full plate, it might be some kind of Hellknight. Couldn't find the art in Path of the Hellknight or Hell's Vengeance 1-4, though.

The knight's from the villain codex pawn set.


Does AC count as a DC for the purpose of effects like frightened and sickened?


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I do like the fact that when you defeat it you can harvest alchemical items from the remains.


Sounds like the monster in question is the gatecrasher which has the ability to wield two-handed weapons in one hand and ignore the unwieldy rule.


It's on page 294 under resistances, top right of the page.


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What does the squox say?
Sorry I had too, I'll show myself out.


Storm Williams wrote:
specimen700102 wrote:


So for three 1st level character's their APL would be 1 and three CR 1 enemies would be a CR 4 encounter, where as a single CR 1 enemy would be an average encounter for the party.

So 1 CR 1 enemy would be adequate for three players- is that about the standard? Because, the Average party level for a party of ten first level players would still be 1... ...but I'd assume that fighting ONE CR 1 enemy is a lot easier for ten people than it is for three.

So, if I had a ten (or nine) party group, would I have them fight three CR 1 enemies in that case?

Basically I suppose I'm wondering what starfinder would consider an 'average' party size, if matching APL to CR exactly gives a balanced challenge.

The game assumes an average party size of 4-5 players. But the APL for a group of 10 level 1 pc's would be 2 because you add 1 to the APL for parties of 6 players or more, so for them a CR 1 encounter would be easy and a CR 2 encounter would be average.


To determine APL you add all the pc's levels together and divide that by the the number of players they are and round up if necessary, adding 1 to this total if there are 6 or more players or subtracting 1 if less than 4.

So for three 1st level character's their APL would be 1 and three CR 1 enemies would be a CR 4 encounter, where as a single CR 1 enemy would be an average encounter for the party.


I think boarding actions maybe covered in the final part of dead suns going by the synopsis.


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The reaper's scythe is also keen and has deadly 3d10, while a redcap's is deadly 1d10 so maybe the keen weapon property increases the number of damage die for deadly and even gives non-deadly weapons deadly.


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The grim reaper previewed at paizocon has a +5 scythe that does 6d10, so a standard scythe must be a d10 now.


Use the ability DC for the relevant CR using the the array tables in the alien archive pages 129-132 based on what role you want the monster to take (combatant etc).