Make sure to include some breaching charges.

Also, did we give them Launchers yet?
No, we'll need to add Launchers to their standard equipment. That's another 180 IM each, though we still have over 100 of them in the Armory. Still comfortably within the 10,000 IM bracket, though. Can you add them to the gear lists on the Praetorian info post?

Two or three Explosive Pack-based Launcher Munitions that only weigh 10 pounds each won't take up too much capacity in their backpacks. With 120 pounds of capacity and no need to store food or more other necessities, there's room in the backpacks for a wide assortment of goodies.
 
YouTube is down and now I'm literally having the worst day right now GG.

:cry:

Re: Praetorians, at 10,000 IM per Praetorian, while they may cost x3 the amount of a Forge-grown servitor, their stats are actually very nice and unique for the Template, and I assume that it is easier to level up to 10-11 (which is when the last bit of benefits of their Template kicks in) with 10 having been the hard-cap for non-PCs and the baseline for a human paragon, which the Template essentially makes them into (or just being uniquely magical enough to qualify to break the Level 5-6 soft-cap).

So a veteran could quite likely be ECL 12-13, and with the ruling that associated class levels increase CR by 1 for each level, that means CR 12-13.

CR 13 costs 14,400 IM to produce in the Forge, compared to 10,000 IM for one Praetorian.

Now let's assume that there are 3-4 instances where the Praetorian who works their way to Veteran over a couple of decades of service on the front lines dies, but leaves a recoverable body and isn't soul-killed.

It breaks about even, TBH... it's just slower to show its value, but the maturity potential is there, especially in all matters of scale.

There of course some who you could call a wash, as they die and aren't recoverable for one reason or another, but that's a pretty acceptable risk factor.

Now, on the other hand, if you equip them with Construct armor it's a lot harder to justify the cost at lower levels, but at the higher end, a Hero Praetorian in Titan Armor for example would definitely be more than worth it, and veterans in Warlord Armor might also break even in value.

Not sure if you could justify the expense of equipping regular ECL 8 Praetorians with even the Warden armor though.
 
YouTube is down and now I'm literally having the worst day right now GG.

:cry:

Re: Praetorians, at 10,000 IM per Praetorian, while they may cost x3 the amount of a Forge-grown servitor, their stats are actually very nice and unique for the Template, and I assume that it is easier to level up to 10-11 (which is when the last bit of benefits of their Template kicks in) with 10 having been the hard-cap for non-PCs and the baseline for a human paragon, which the Template essentially makes them into (or just being uniquely magical enough to qualify to break the Level 5-6 soft-cap).

So a veteran could quite likely be ECL 12-13, and with the ruling that associated class levels increase CR by 1 for each level, that means CR 12-13.

CR 13 costs 14,400 IM to produce in the Forge, compared to 10,000 IM for one Praetorian.

Now let's assume that there are 3-4 instances where the Praetorian who works their way to Veteran over a couple of decades of service on the front lines dies, but leaves a recoverable body and isn't soul-killed.

It breaks about even, TBH... it's just slower to show its value, but the maturity potential is there, especially in all matters of scale.

There of course some who you could call a wash, as they die and aren't recoverable for one reason or another, but that's a pretty acceptable risk factor.

Now, on the other hand, if you equip them with Construct armor it's a lot harder to justify the cost at lower levels, but at the higher end, a Hero Praetorian in Titan Armor for example would definitely be more than worth it, and veterans in Warlord Armor might also break even in value.

Not sure if you could justify the expense of equipping regular ECL 8 Praetorians with even the Warden armor though.
I wouldn't seriously consider putting them in advanced armor until they hit level 10, at least.
 
Just had a thought, the Efreeti Golemcraft Lore and Forging Lore would probably give a sizable boost to our research in making the Praetorian Power Armor.
 
Out of all those effects only channel vigor and certain grip should be peristable at all for balance, the rest either grant too many immunities for long duration to be remotely balanced or they grant actions. Otherwise I would have to hand that suite to any enemy you face from strong extra-planar players and that would be too much complexity to already complex fights.
Well, jokes on me for, apparently, not asking you this before.
And I was so sure I did.
:/

What about this one?
Can it be permanenced?
 
So, ah.
Are we making Sandor (one of) the first Praetorian of ours, or not?
@Azel?
 
Last edited:
Maelor still had a moment of confusion at being called lordling, though it lasted far less than it would have once done. "Wouldn't be the same without the risk. Having the Dervishes burst though the door looking to catch us and have our souls struck into coin." He paused a moment. "Well alright, maybe I'd miss the city a little too, but I'm sure the King has no shortage of exciting places to send us."
...How about establishing a shop in the Asshai's Shadow-City, then?

Maelor could get his Mythic Rank by running outrageously dangerous font-missions in the weirdest of places! :V
 
@Azel, here's a standardized Alchemical loadout for the Praetorians. It includes various goodies, from the classics to the esoteric Fey stuff, along with two explosive Launcher munitions and a larger explosive bomb for when you really need to ruin someone's day.
Alchemical Substances:
5 Alchemist's Fire
5 Allnight
3 Antiplague
3 Antitoxin
3 Auran Mask
5 Fungal Stun Vial
10 Healing Salve
3 Liquid Ice
10 Sleep-Smoke
5 Smokestick
3 Sunrod
3 Tanglefoot Bag
3 Thunderstone
30 Vermin Repellent doses

Fey Alchemy:
2 Emerald Soothing (Wine)
2 Eye-Wort Brew
2 Fairy Cap (Enlarge Person)
1 Fairy Cap (Reduce Person)

Launcher Munitions:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg

Explosives:
x1 Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
 
Where are we building the super fortress?
The anti-Efreeti fortress, our first attempt at a major fortification built with a combination of Shaitan warding, Djinn warding, Marid warding, Valyrian warding, First Men warding (runecrafting), alongside blessings of allied deities (particularly R'hllor for an extended guard against "tainted fire" to keep too many Efreeti from running away) is going to be placed in the ruins of Vaes Leisi. We wanted to be far, far away from Valyria for this.
 
Mind you that a level 6 Praetori in full Titan armor could trade blows with a Pit Fiend for a few rounds. He definitely wouldn't win that fight, but being able to even delay a de facto demigod, that can't be arsed to leave the house for anything less then slaughtering whole nations? That's quite an achievement already.
Maybe in a theoretical fair fight.
But I think few Pit Fiends do those.

One can always spam his at-will Blasphemy to automatically kill things with 10 or more HD less than his CL. Or paralyze those with 5 less into helplessness.
Not even marked as a Death effect. (Pathfinder version can be saved against, 3.5 is insta-doom.)
The higher-up fiends have a very nice "you must be this tall to play with us" button with that spell at will.

Edit: Okay, I guess if one third of our people is Evil, those require use of his Mass Hold Monster or Powerword Stun, but I'm not sure if looking for the most trustworthy people for the program would not result in a non-evil slant.
 
Last edited:
Any chance we should include navigation and long range communication items with them?

Evac plane shift tokens ect...

Lack of utility gear can be killer.
 
@Azel, here's a standardized Alchemical loadout for the Praetorians. It includes various goodies, from the classics to the esoteric Fey stuff, along with two explosive Launcher munitions and a larger explosive bomb for when you really need to ruin someone's day.
Alchemical Substances:
5 Alchemist's Fire
5 Allnight
3 Antiplague
3 Antitoxin
3 Auran Mask
5 Fungal Stun Vial
10 Healing Salve
3 Liquid Ice
10 Sleep-Smoke
5 Smokestick
3 Sunrod
3 Tanglefoot Bag
3 Thunderstone
30 Vermin Repellent doses

Fey Alchemy:
2 Emerald Soothing (Wine)
2 Eye-Wort Brew
2 Fairy Cap (Enlarge Person)
1 Fairy Cap (Reduce Person)

Launcher Munitions:
x2 Explosive Round: 8d6 Piercing & Bludgeoning damage in a 15 foot blast radius (DC 20 Reflex save for half damage), 2d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 15 (4.5 m) and 30 feet (9 m) from the blast. Weight: 10 pounds / 4.5 kg

Explosives:
x1 Explosive Bomb: 20d6 Piercing & Bludgeoning damage in a 40 foot (12 m) blast radius (DC 20 Reflex save for half damage), 5d6 Piercing damage (DC 15 Reflex save for half damage) in an area between 40 (12 m) and 80 (24.25 m) feet from the blast, 1d6 Piercing damage (DC 12 Reflex save to avoid damage) in an area between 80 (24.25 m) and 120 feet (36.5 m) from the blast. Weight: 25 pounds / 11.25 kg
Added.
 
Will the Praetori be strictly human or will the procedure work on most races?

Minotaur Praetori would be hella sweet!
 
Last edited:
@Duesal, @enigma1995, @silvanknight, @Crake, @Shador, @Absylon Quilby, @Goldfish, @Andy0915, @Tutan0ss, @ryuan, @Smartphone, @Rui

Heads up that I'm appending to ask Sandor if he wants the position as leader of the Praetorian Guard.

[X] Plan Angels of Death
-[X] Recruitment
--[X] Draw people with a known an good service record, either to Imperial institutions such as the Legion, the Navy, the Lawmen, the Inquisition and so on, or who have served with distinction in friendly services, such as renowned knights, former Silver Eye investigators, and so on.
--[X] All candidates will be vetted by divination and selected for loyalty to you, obedience to orders and general strength of character. They don't have to be moral, but you must be sure that they will obey and can withstand temptations.
-[X] Organization
--[X] For the time being, all Praetori will be organized in the Praetorian Guard, a unit that will use the general organization and command structure of a Legion Infantry Batallion.
--[X] You will draw small numbers of Praetori from this unit for specific missions for now.
--[X] Later on, when their number has grown somewhat and you have a clearer mission profile, you will set up new units for the Praetori, with the Praetorian Guard likely becoming the official guards of the Imperial Palace.
-[X] Service and Retirement
--[X] Standard service length for a Praetori are 10 years, with the option to repeatedly extend the contract for 5 years each.
--[X] Upon retirement, they receive a land or money grant like Legionaries, with these grants being paid to next of kin if they are killed beyond your ability to recall them during their duties.
-[X] Ask Sandor if he would be interested in undergoing the procedure and becoming the leader of the Praetorian Guard for the time being, with the option of later reassignment if he feels that command isn't his thing.
 
Back
Top