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General Tabletop Discussion
*Pathfinder & Starfinder
Is this an appropriate challenge for 6-7 level 2s? (My players stay out!)
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<blockquote data-quote="werk" data-source="post: 3408275" data-attributes="member: 29663"><p>All you are doing is reducing the challenge presented by the encounter, the mummy is still the same threat.</p><p></p><p>I threw a mummy at a small party of level 4 characters and it almost took them all out, but it had a negative energy trap that it could use to 'heal' itself.</p><p></p><p>The main problems with the mummy for low-level characters: (in this order)</p><p>-despair (mere sight of the mummy forces a DC16 or become PARALYZED!)</p><p>-damage resistance (DR 5/-)</p><p>-disease (DC16, 1d6 Con & Cha until they die)</p><p></p><p>Figure most of your party are going to be hard pressed to make those saves 50% of the time. If you plan the encounter with alchemists fire and a moat of lava, just know that the ranged attacker(s) with the fire and the fighter(s) that is going to bull-rush are doomed to fail their save and become paralyzed... </p><p></p><p>Add the regular undead properties and this guy should route a second level party if played decently. If you replace the given feats with something useful, you could scar the players for life.</p><p></p><p>Unless there is a reason you want to dump a bunch of xp on the party (which making the encounter easier should remove) I wouldn't suggest using the mummy. If you want him for plot reasons, then nerf him...make him a child or something.</p><p>I wouldn't be surprised if the jackals, zombies, or scorps didn't give the party a run for their money.</p></blockquote><p></p>
[QUOTE="werk, post: 3408275, member: 29663"] All you are doing is reducing the challenge presented by the encounter, the mummy is still the same threat. I threw a mummy at a small party of level 4 characters and it almost took them all out, but it had a negative energy trap that it could use to 'heal' itself. The main problems with the mummy for low-level characters: (in this order) -despair (mere sight of the mummy forces a DC16 or become PARALYZED!) -damage resistance (DR 5/-) -disease (DC16, 1d6 Con & Cha until they die) Figure most of your party are going to be hard pressed to make those saves 50% of the time. If you plan the encounter with alchemists fire and a moat of lava, just know that the ranged attacker(s) with the fire and the fighter(s) that is going to bull-rush are doomed to fail their save and become paralyzed... Add the regular undead properties and this guy should route a second level party if played decently. If you replace the given feats with something useful, you could scar the players for life. Unless there is a reason you want to dump a bunch of xp on the party (which making the encounter easier should remove) I wouldn't suggest using the mummy. If you want him for plot reasons, then nerf him...make him a child or something. I wouldn't be surprised if the jackals, zombies, or scorps didn't give the party a run for their money. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Is this an appropriate challenge for 6-7 level 2s? (My players stay out!)
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