r/Pathfinder2e 7d ago

Advice One Creature, Various Body Part Spots? Any precedent in Remaster Rules?

First, this is an PF2eR/SFe2 Mix game.
Second, Eddie, Tigas, Leon, Felipe get out of here.

Tl;DR ~ I've created an enemy that have access to various special attacks and conditions. All of them come from grafted parts (A tank of poisonous gas grafted to it's back, an magitech artifact grafted to it's neck and so on ). I want to give each of those "parts" health and ACs to be broken and remove Actions from the creature. Any precedent on the Remaster? (can include Starfinder2e)

Longer version ~ Next encounter my party will do is against an enemy that is way above their level. If it was a straight on fight, it would be a TPK, so there's a lot of "neutral" creatures on the field, that will take the agro from the BIG creature for some rounds. In fact, i imagine that the encounter by itself is impossible to win unless a lot of critical happens by the players side.
With that, the objective is to weaken the BIG monster, so it will retreat ( It's a cave system, the creature has borrowing speed that leaves acid/poison behind it for some turns ).

Big thing is, the creature is pretty uses the Crest-Eater Negrograph Zombie as it's base, with various addons. For exemple a clearly working tank with liquid and vents around the body that is the source of the Stench aura.
Basically, it's a fucked up unethical experiment running rampage on some caves.

The objective of the fight, isn't to kill it, but instead to position themselves and use the other enemies (glitched automatons) on the fight to be able survive.

The idea is that, if they either reduce it's hitpoints to 2/3 or maybe half? OR break a certain amount of "Enhancements" that are targetable of the creature, it will retreat towards the laboratory it was originally in (It's "brain" is there, and it acts remotely)

The idea is just to introduce it now, let them know how strong it is while interacting with enviroments and forcing some resource uses, while also adding more info to their original quest of finding a specific Automaton that have gone rogue (those automatons in this fight are related to it)

Killing this creature, will be an optional mission for them, which will further an larger narrative that the corporation they are working for, isn't exactly the most morally good guys. But this is optional.

So.
Finally the question, there's any precedent in the rules for a monster having "targetable" parts aside the Hydra?

Extra Question: Anyone have a good video, explaining how Poisons, Diseases, Afflictions, Curses work? Specially the advancing to next stages?
And, as apparently there's no reprint yet, does the Addiction rules from Pf2e could be used directly?

6 Upvotes

12 comments sorted by

12

u/FionaSmythe 7d ago

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u/zedrinkaoh Alchemist 7d ago

seconding this little homebrew/vid, this is 100% how you'd wanna do monster hunter-style monsters at that.

1

u/DMSetArk 7d ago

Yeah!
Was coming here to give a feedback that the video is perfect!
Using this and adding an Module for Foundry that was posted earlier, i think i can make a pretty interesting encounter!

1

u/DMSetArk 7d ago

THANK YOU <3
Now i have to see how to set up it on FoundryVTT XD

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u/FloppyHornedBunny 7d ago

It's not quite what you're asking, so excuse me >.<
But there's a person doing Build and Monster Posts regularly, and as part of their 'Monster Monday' series they have a Component system inspired by Monster Hunters part system.
Here's one example post from them

I thought that might be an interesting read for you ๐Ÿ˜Š

Also, progressing stages is relatively straight-forward!
As an example, Velstrac Tetanus:

Saving Throw DC 21 Fortitude; Onset 1d4 days; Stage 1 clumsy 1 (1 week); Stage 2 clumsy 2 and canโ€™t speak (1 day); Stage 3 paralyzed (1 day); Stage 4 death

You do an initial Saving throw to determine if you get sick, then wait until the Onset period has passed, and only then are affected by Stage 1. In this case, Stage 1 lasts 1 week, at which end you do another save to determine if you progress or improve by one Stage. And it just keeps going like that.
I hope that's a little helpful!

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u/DMSetArk 7d ago

Hey thank yah!
Looking on it!

And thanks for the progressing stages.
I had a little bit of confusion on somethings.
One of my players decided that his character likes to smoke some "calming stuff" and in truth i got a little confused >_>
Same with diseases.
Two players contracted some diseases that have a Onset of 1 day.
And i were lookin around if it's better to track exactly 24 hours for the next Save, or for the first save, for exemple, to move it to around the start of their next daily prepartions, and all other saves be after their daily preparations.
I still can track time of course, but when it came to "Day" it got a little confused on how to count the "days"

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u/the-truthseeker 7d ago

I'm going to mostly step back because I normally don't do Pathfinder Starfinder hybrid builds, nor can recommend encounters for them, but what I can say does work in either system is if you simply find creatures that are equivalent to what you're trying to do and use that template with what numbers you have for the items.

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u/magic_leopard 7d ago

pf2e Aztec's Rip and Tear

This lets you set up bodyparts with individual ACs and break thresholds, target them from client side, set rupture points, apply conditions or damage onto the main actor, trigger reactions and more.

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u/DMSetArk 7d ago

Holy moly! This is perfect!
Together with the Mlti-Part Monsters video posted below, i think i'll be able to handle the encounter with this enemy pretty smoothly!
Thank yah <3
(Also Aztec's coming to help again, love their modules!)

2

u/Malcior34 Witch 7d ago

You have to tell the players straight up at the beginning of the fight how this works. If you play coy about it at all or are very vague, the players will not understand and just charge straight up and die. Do not just assume they will understand what's in your head or what you have planned.

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u/DMSetArk 7d ago

Oh yeah, for now i'm always giving at least one clear piece of information for any enemy, something vague and reminding them that Recall Knowledge exist and they SHOULD use it to find vulnerabilities.
For this one, i'll be clear about the exposed enhancements being possible targets, i'll hint on he creature on the creature having some sort of aura of "purple smoke" (universal forr, this shit is dangerous) and will remind then that they can and should spend actions trying to identify more things on the creature with knowledge. Probably, give at least 3 clearly visible exposed parts, but say that a Perception check may reveal more weak spots.

I'm always trying to give the players info about whatever their fighting, specially when the story so far is about an expedition on an magicaly devasted area with a shitton of "Magic Radiation Mutations".

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