Archetype: Twi'lek "Dark" Force-user and stormtroopers Encounter difficulty slightly above average for 5 lvl 2 Number of opponents 5-6 (whatever you deem appropriate) Race: 1Twi'lek, Humans Details: Twi'lek should be Jedi class but does not take any talents under the Jedi tree (i.e., Lightsaber Combat, Jedi Consular), should be Force focused but not lacking in melee power, mix and match dark side force powers with some general Force powers. Stormtroopers can be taken from base NPC description in Core book but customized is acceptable as well.
I'm looking to build a boss fight. The players are a group of 6 3rd level characters built on the strong side. They are fighting Yuuzhan Vong. I left the fight on a cliffhanger so Ihave time to work stuff up. I told them there is the one "boss" and a bunch of troops advancing from the other side. Know whats what I want I'm mostly concerned with levels. Should it be a 6th or 7th level boss and a bunch of first level soldiers or maybe some 2nds mixed in also?
I'm looking to build a boss fight. The players are a group of 6 3rd level characters built on the strong side. They are fighting Yuuzhan Vong. I left the fight on a cliffhanger so Ihave time to work stuff up. I told them there is the one "boss" and a bunch of troops advancing from the other side. Know whats what I want I'm mostly concerned with levels. Should it be a 6th or 7th level boss and a bunch of first level soldiers or maybe some 2nds mixed in also?
A CL 6 boss with several CL 2 minions will make for a difficult encounter. A CL 7 boss will make a very difficult encounter.
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements
*Archetype: Heavily-Armored Flamethrower user. *Encounter Difficulty: CL 7-8 Number of opponents: 1 Race: Rodian Any other details: At least half of his levels should be nonheroics. Feel free to use any sorts of strange equipment or tech spec upgrades. It could also be something other than a flamethrower, but for some reason I want to throw a rodian in heavy armor at them that uses fire, lots of fire.
Timeframe: I probably have at least another session before they raid the rodian estate, so in two weeks would be nice. Thanks ahead of time.
*Archetype: Heavily-Armored Flamethrower user. *Encounter Difficulty: CL 7-8 Number of opponents: 1 Race: Rodian Any other details: At least half of his levels should be nonheroics. Feel free to use any sorts of strange equipment or tech spec upgrades. It could also be something other than a flamethrower, but for some reason I want to throw a rodian in heavy armor at them that uses fire, lots of fire.
Timeframe: I probably have at least another session before they raid the rodian estate, so in two weeks would be nice. Thanks ahead of time.
Is this Challenge level or Character level? Because if you want half the levels to be nonheroic, it'd make a big difference. I'm just going to assume Challenge Level for now.
Heavily-Armored Rodian Pyrophile
CL 7 (8 if you factor in equipment IMO) Medium Nonheroic 6/Soldier 5 Destiny ?; Force 7 Default; Dark Side ? Init +6; Senses Perception +3 (Low-light, may reroll and take 2nd) Languages Rodian, Basic, Huttese --- Defenses Ref 22 (21 Flatfooted), Fort 22, Will 14 HP 54 HP; Threshold 22 --- Speed 4 Squares armored, 6 squares flying, pilot check must be made if more than 6 squares are flied in 1 turn Melee Vibroax +12 (2d10+8)
Ranged Flamethrower +14 (3d6+4 fire damage, see page 255 of Core book)
Ranged Grenade Launcher +13 (grenade damage & effects +2) Base Atk; +9 Grp +13 Special Actions --- Abilities Str 16, Dex 18, Con 12, Int 12, Wis 8, Cha 8 (Level 1 Starting scores Str 15, Dex 16, Con 12, Int 12, Wis 8, Cha 8) Special Qualities Feats Weapon Proficiency (Heavy Weapons, Advanced Melee), Exotic Weapon Proficiency (Flamethrower), Armor Proficiency (Light, Medium, Heavy), Weapon Focus (Flamethrower), Combat Reflexes, Maniacal Charge Skills Endurance +7, Persuasion +6 Talents Armored Defense, Improved Armored Defense, Weapon Specialization (Flamethrower) Possessions
GTU AV-1C combat armor, Tech Specialist’d for +1 Defense (+10 Ref, +4 Fort, Max Dex +1)
-Vacuum Sealed
-Helmet Package
-Repulsor Jet Pack (as jet pack, but no sound)
-Weapon Mount (Grants 4 mounts, 1 used for Flamethrower, 1 used for vibroblade, 2 used for Grenade Launcher)
-Internal Generator (Or equivalent, for powering Flamethrower)
Notes: Flamethrower uses portable generator for fuel. It's more of a Rules as Interpreted thing than RAW, but if you're not comfortable with it, then you can just find a different piece of equipment! Or you can just pretend it's a gas tank. He has endurance because I imagine he'd need such a thing when handling lots of fire (roleplaying aspect more than mechanical) and high STR and DEX because he's a real killer. Dex is something of a waste, however, due to the armor. You could possibly lower that and add on to Constitution if you want him to be hardier (just switch the values). It'd be at the cost of his flamethrower/grenade attack values, but he's got a decent BaB anyway so yeah.
Tactics: This is a very versatile fighter, though he's not incredibly sturdy (depending on the team that's backing him up/the players' level). However, he can be a very dangerous opponent if not immediately taken care of. Seeing as he's slow moving, he'll want to first herd the players towards himself by constantly bombarding them with grenades of any kind. Once they're close, he'll probably use his move action by using his jetpack (while staying on the ground, for some extra movement) and then use his standard to charge in, using maniacal charge to avoid attacks of opportunity if possible, and to make his opponent flat-footed if possible. He will then use his vibroax to do major damage to one opponent, and bantha rush him into a more favorable position for his flamethrower attack (in which he'll want to catch as many opponents as possible). If they try to move away, he'll have combat reflexes for his vibroax to kill them, a reach weapon would be preferred here, but I couldn't think of any off-hand (I think the lightsaber pike is the only one available in SAGA?). Once he's got them where he wants them, he'll rain down flamethrower fire on them. Note that he always has uses of his jetpack, so in theory he can move more than 6 squares at any time (or 3 when retreating). Fun extra? Make the "gas tank" explode when he dies, similar to a droid self-destruct thing.
That's pretty much exactly what I was looking for, thanks. Very quick response too. He's supposed to be sort of a BA elite mercenary with the group guarding a compound, so I figure this fits rather well.
Yes, I did mean Challenge Level, I suppose I could have used Encounter Level just as easily.
Have another encounter that I am wondering if it has been done yet. Running the belt from Vector Prime. Has it been done before? If it hasnt how should it be done?
Archetype: Twi'lek "Dark" Force-user and stormtroopers Encounter difficulty slightly above average for 5 lvl 2 Number of opponents 5-6 (whatever you deem appropriate) Race: 1Twi'lek, Humans Details: Twi'lek should be Jedi class but does not take any talents under the Jedi tree (i.e., Lightsaber Combat, Jedi Consular), should be Force focused but not lacking in melee power, mix and match dark side force powers with some general Force powers. Stormtroopers can be taken from base NPC description in Core book but customized is acceptable as well.
Here is your encounter: -1 Twi’lek Dark Force-user CL 4 -5 Stormtroopers CL 1 (see Core page 279 for stats)
Twi’lek Dark Force-user CL 4
Medium Twi’lek Jedi 4 Force 3, Strong in the Force; Dark Side 14 Init +8; Senses low-light vision; Perception +4 Languages Basic, Lekku, Ryl ------------------------------------------------------------- Defenses Ref 16 (flat-footed 15), Fort 18, Will 17 hp 50; second wind +12/25; Threshold 18 ------------------------------------------------------------- Speed 6 squares Melee unarmed +6 (1d4+4) or Melee unarmed +4 (2d4+4) with Rapid Strike or Melee lightsaber +6 (2d8+4) or Melee lightsaber +6 (2d8+6) with both hands or Melee lightsaber +4 (3d8+6) with Rapid Strike Ranged by weapon +5 Base Atk +4; Grp +6 Atk Options Rapid Strike [Core p.88] Special Actions Dark Presence [Core p.101], Power of the Dark Side [Core p.101] Force Powers Known (Use The Force +9) dark rage (2) [Core p.96], Force disarm [Core p.97], Force grip [Core p.97], Force slam [Core p.97], wound [KOTOR p.52] ------------------------------------------------------------- Abilities Str 14, Dex 13, Con 12, Int 10, Wis 14, Cha 15 Special Qualities deceptive Talents Dark Presence [Core p.101], Power of the Dark Side [Core p.101] Feats Force Sensitivity [Core p.85], Force Training (2) [Core p.85], Rapid Strike [Core p.88], Strong in the Force [Core p.88], Weapon Proficiency (lightsabers, simple weapons) [Core p.89] Trained skills Initiative +8, Use the Force +9 Untrained skills Acrobatics +3, Climb +4, Deception +4 (may reroll but must keep the result of the reroll even if worse), Endurance +3, Gather Information +4, Jump +4, Knowledge +2, Mechanics +2, Perception +4, Persuasion +4, Pilot +3, Ride +3, Stealth +3, Survival +4, Swim +4, Treat Injury +4, Use Computer +2 Possessions lightsaber
Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools - NPCs, character sheets, Dawn of Defiance, Force and lightsaber form power cards, Jedi Counseling articles, NPC statblocks, Saga Index to all feats, talents, species, weapons, etc, Star Wars articles and web enhancements