Is this guy too strong?

By sahandriel, in Star Wars: Force and Destiny RPG

This is the end boss of my Campaign and I'm not sure if this guy is too strong to handle six 450-500 xp PC

Human Inquisitor

B 6 A 2 I 3 C 3 W 4 P 3

Wounds 26

Strain 28

Soak 10

Defense 2/2

Brawn 5

Melee 4

Range Light 3

Skill sets per Page 419

The Brute

The Mastermind

The Warlord

Talents Adversary 4, Improved Armor Master, Lethal Blows 2

Abilities: Aura of Command, Improved Field Commander 2, Terrifying

Force Abiliites (Force Rating 3): Influence, Move (pg 421)

Equipment: Superior Cortosis Armored Robes (+4 Soak, +2 Defense, this includes Armor Master Talent), Refined Cortosis Gauntlets (+4 Damage, Crit 3, Concussive, Stun 3)

The Group is three Jedi (Sentinel Career: All three Specializations, Pathfinder, Ataru Striker; Warrior Career: All Three Specializations, Protector, Soresu Defender; Mystic Career, Niman Disciple, Shien Expert), Rebel Saboteur (Soldier Career: Sharpshooter, Mechanic, Scout Specializations), Droid Smuggler (Smuggler Career: All three Specializations, All three Spy Specializations from the Rebel book).

Biggest thing I'm worried about is that the Jedi and the smuggler will have a lot of trouble hurting this guy minus really good dice rolling since the average damage is 8 with the exception of the Mystic Saber expert that managed to roll three Triumphs in her Streetwise check to look for a Krayt Dragon Pearl (there not stats for the Krayt Dragons and I was not comfortable making one up from scratch). But I would like to hear from you guys, especially those of you who have completed/are currently playing in high xp groups.

So none of them have upgraded their Illum crystals?

This is the end boss of my Campaign and I'm not sure if this guy is too strong to handle six 450-500 xp PC

Human Inquisitor

B 6 A 2 I 3 C 3 W 4 P 3

Wounds 26

Strain 28

Soak 10

Defense 2/2

Brawn 5

Melee 4

Range Light 3

Skill sets per Page 419

The Brute

The Mastermind

The Warlord

Talents Adversary 4, Improved Armor Master, Lethal Blows 2

Abilities: Aura of Command, Improved Field Commander 2, Terrifying

Force Abiliites (Force Rating 3): Influence, Move (pg 421)

Equipment: Superior Cortosis Armored Robes (+4 Soak, +2 Defense, this includes Armor Master Talent), Refined Cortosis Gauntlets (+4 Damage, Crit 3, Concussive, Stun 3)

The Group is three Jedi (Sentinel Career: All three Specializations, Pathfinder, Ataru Striker; Warrior Career: All Three Specializations, Protector, Soresu Defender; Mystic Career, Niman Disciple, Shien Expert), Rebel Saboteur (Soldier Career: Sharpshooter, Mechanic, Scout Specializations), Droid Smuggler (Smuggler Career: All three Specializations, All three Spy Specializations from the Rebel book).

Biggest thing I'm worried about is that the Jedi and the smuggler will have a lot of trouble hurting this guy minus really good dice rolling since the average damage is 8 with the exception of the Mystic Saber expert that managed to roll three Triumphs in her Streetwise check to look for a Krayt Dragon Pearl (there not stats for the Krayt Dragons and I was not comfortable making one up from scratch). But I would like to hear from you guys, especially those of you who have completed/are currently playing in high xp groups.

Just FYI we do have stats for Krayts. There is a young Krayt in the beta edge book. In the adventure. Use the young template in reverse to get adult ones.

Just be aware that a savvy group of PCs would elect to blow up the inquisitor's ship, rather than fight him head on ;)

Is he facing them by himself? I might consider throwing in some Durable talents so he doesn't get crit-killed by a fluke roll

So none of them have upgraded their Illum crystals?

The Soresu Defender has a Fully upgraded Lorrdian Crystal, the Krayt Dragon Pearl has the Damage and one Vicious Upgrade, and I don't remember the Third Jedi's crystal, it might just be the Ilum/Rubat from the GM screen adventure.

Just be aware that a savvy group of PCs would elect to blow up the inquisitor's ship, rather than fight him head on ;)

I was planning the fight to be on a Star Destroyer Bridge.

Is he facing them by himself? I might consider throwing in some Durable talents so he doesn't get crit-killed by a fluke roll

He normally has Two Dark phase Troopers or base inquisitors with him just so that he doesn't get 5 attacks to his one.

Just a random question, Under two weapon fighting rules can I do that with the Guantlets?

I'm not experienced enough with the mechanics of FaD to tell you whether it's balanced, but I wanted to ask if there was a reason you gave him cortosis armor and gauntlets rather than a lightsaber and parry. If he's the end boss and you've got Jedi in your group, fighting a lightsaber equipped enemy seems more climactic. If he's fighting lightsabers, it also seems kind of odd to me for him to be trying to close to use his fists, cortosis or no.

You can use the two-weapon combat rules with brawl.

Just a random question, Under two weapon fighting rules can I do that with the Guantlets?

Yes, just like for unarmed combat.

They will likely eat him alive in a few rounds if they take the bodyguards out first. Soak 10 or not.

Although to be fair, it's going to be through crits. Cortosis and soak 10 requires it the be that way.

Sorry for the late reply, life has been really busy. The reason for the gauntlets only is a character one. The insquisitor despises Jedi and With for their over reliance on the force and their glow sticks. The force is a tool to be mastered only. I toyed around with giving him an ax but the whole Juggernaut feeling this gives is nostalgic since Juggernaut was one of my favorite villians in comics.

I'm not sure if I want to avoid that or not. I don't want the players to get frustrated but at the same time have a boss that will last more then two or three rounds. Is ten to high, should it only be seven or eight?

The main problem I see with any of these nemeses is they are still stuck with one attack per round*. An equivalent talent to the Gunslinger's Spitfire would allow two-weapon combat to target two separate (but engaged) opponents. A wrist flame-thrower with the Blast quality could catch more than one opponent in fire; while a wrist mini-grenade launcher could keep ranged opponents diving for cover.

Basically it feels like he needs a way to harass more than one opponent at a time (though Move can do some of that).

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* The designers have said you can give nemeses more than one initiative slot, but unless the nemesis is a creature (like a krayt dragon or rancor) it feels like cheating...invariably a player will ask "when can my PC have more than one initiative slot?"

I'm not sure if I want to avoid that or not. I don't want the players to get frustrated but at the same time have a boss that will last more then two or three rounds. Is ten to high, should it only be seven or eight?

I would drop the soak down a bit (7-8 seems good) and just up his wounds on the fly if needed. The players don't need to know how much damage he has really taken/soaked. A soak of 10 means most attacks (unless the PCs have some heavy weapons) won't do any damage.

Give him the suggested (in the book) second turn at the end of initiative, make his sidekicks take the shots for him (bodyguard talents), have set pieces that help him (darkness, dangerous terrain, force beasts like Ysalamir) , tricks up his sleeve (sith artifacts for example)... I would even make two of this guys, like a clone or something.

Basically, your PCs sound very powerful, 450~ xp is bananas... I suggest you make a beta test combat with their sheets against your current build.

Edited by RusakRakesh

* The designers have said you can give nemeses more than one initiative slot, but unless the nemesis is a creature (like a krayt dragon or rancor) it feels like cheating...invariably a player will ask "when can my PC have more than one initiative slot?"

Answer: "Whenever you're ready for him to become an NPC Nemesis and roll up a new PC!"

* The designers have said you can give nemeses more than one initiative slot, but unless the nemesis is a creature (like a krayt dragon or rancor) it feels like cheating...invariably a player will ask "when can my PC have more than one initiative slot?"

Answer: "Whenever you're ready for him to become an NPC Nemesis and roll up a new PC!"

I suppose. But the implication is that there is a level of capability that a PC will never reach, even if they share the same basic template. I'd rather not give room to that implication in my game.

With critters it's easy: dragons might have buffeting wings, lashing tails, and hot garlic breath. They have an in-game physicality that justifies going solo. But Palpatine is "just a human"...

Those are all good suggestions. so far what I've done is I've dropped the Armor Master but still gave him the two defense. this drops his soak to an 8. As part of the Move under the inquisitor write up they can do it as a Maneuver so I think i'm okay with the CC, only thing is that two strain an action is can add up after a while. Especially with the added strain that comes naturally with combat. I was going to make two body guard inquisitors using the base inquisitor rules. it would be roughly 5-6 soak with another 25ish hip points each. give them the dual sabers and lightsaber at a 5 so they have a really good chance of hitting with both weapons for the extra damage should help the Defender and Saber Master off of him while he's mixing it up. I agree with the second action thing Whafrog, especially for this guy. He is like a truck so it can be really hard logistically to see him going that fast, though to kinda mirror this there is the extra hit from two weapon combat.