Precisely this is why Praetori are so dangerous. When all else fails, they can pull an Imperial Guard:
Hunker down and shell it until only well churned dirt is left.
 
Instead, why don't we drop a Wild Arcana'd Forbiddance or Teleport Trap over the entire Red Keep then use Mage's Decree to give a very clear ultimatum. Something along the lines of "All hostile combatants currently engaged with Imperial forces are to surrender immediately. This is your final chance to avoid a pointless death."?

Better late than never I guess. But they're probably mind-controled to fight so I doubt they will.

Edit: damn, I just thought of recalling our forces and just level the Red Keep, but I forgot about the servants and such.
.....
.....
.....although....
 
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-[] Praetori Orders (to be implemented if not already being executed)
--[] Most Praetori should take cover behind the pillars in the throne room to limit exposure to the ray attacks.
--[] All Praetori not in close combat use their Launchers in the following ways:
---[] Explosive Packs and Fungal Stun Vials fired at the casters to neutralise them.
---[] Liquid Ice fired at the golems to keep them Slowed and causing damage.
---[] Explosive Packs fired at the golems to lower their DR against bolts (IS Praetori swords pierce DR anyway) and causing damage.
---[] Regular bolts (1d10) to cause damage.
--[] Use Water and Earth elementals to support close combat.
--[] Use Fire and Air elementals to attack the casters.
--[] Praetori in close combat prioritize isolating and swarming the golems.
We should just vote for this, dude. This is what we made the Praetorians for and spent an obscene amount of money equipping them.

Also, bolts fired from a Launcher do 3d8 damage, as a Light Ballista, not 1d10. And they're all getting the +4 Enhancement bonus from Viserys' Magic Army spell, too, so the Golem DR isn't going to help.

[X] Azel
 
[X] Plan Trap Avoidance
-[X] Do not Teleport to the throne, but instead to the center of the throne room, behind your Praetori.
--[X] Sandor and Richard engage the Golems in close combat to relieve the Praetori.
--[X] Viserys casts Freezing Glance to stun hostile mages.
--[X] Lya uses Control Winds to create strong winds blowing from the entrance to the throne so that any noxious fumes produced by the dying golems are blown away from your forces and towards the Lannisters.
--[X] Dany casts Greater Dispel Magic on the throne in case any Shenanigans have been prepared there.
--[X] Maelor uses Chilling Tentacles to bind some of the golems.

-[X] Praetori Orders (to be implemented if not already being executed)
--[X] Most Praetori should take cover behind the pillars in the throne room to limit exposure to the ray attacks.
--[X] All Praetori not in close combat use their Launchers in the following ways:
---[X] Explosive Packs and Fungal Stun Vials fired at the casters to neutralise them.
---[X] Liquid Ice fired at the golems to keep them Slowed and causing damage.
---[X] Explosive Packs fired at the golems to cause damage.
---[X] Regular bolts (3d8+4, bypassing DR due to Magic Army) to cause damage.
--[X] Use Water and Earth elementals to support close combat.
--[X] Use Fire and Air elementals to attack the casters.
--[X] Praetori in close combat prioritize isolating and swarming the golems. (Praetori IS sword pierce the DR automatically, even without Magic Army)

--[X] Mage Killing Strategy:
---[X] If they put up defensive spells that diver launcher ammunition to a degree that attack by it is unfeasible, use Fire and Air elementals summoned by gem to bog them down in melee while advancing on their position to engage them in melee.
---[X] If not or if the protection can be bypassed by maneuvering, use Fungal Stund vials to stun or confuse them and fire Explosive Packs at them before closing into melee.

--[X] Golem Killing Strategy:
---[X] If golems need to be pinned for a moment to maneuver around them or to give wounded Praetori a chance to retreat out of melee, use Tanglefoot Bags fired from Launchers.
---[X] After the golem is Slowed by Liquid Ice and preferably already damaged by Explosive Pack or Launcher Bolts, summon a Earth or Air elemental behind it to keep it occupied and to prepare flanking.
---[X] A four person group made up ad-hoc from the more experienced squad leaders will charge the golem:
----[X] A nearby Praetori not participating in the charge uses Encouraging Roar to grant them a +2 Morale Bonus on ATK and DMG.
----[X] As a Swift Action, activate Brave Gambit, gaining a +3 Luck Bonus on the attack roll.
----[X] As a Full-Round Action, activate Panthera on the Hunt for a +2 Circumstance Bonus for the attack and damage roll while ignoring threatened areas.
----[X] Use the Primal Warrior stance to gain +1 Competence Bonus to ATK and DMG, and treat his weapon as 2 size categories larger.
----[X] Use Power Attack and Shock Trooper to take a -6 to AC while boosting damage by +18.
----[X] Due to Distracting Charge, every Praetori who resolves his attack after another charging Praetori has already hit the golem gets a stacking +2 Untyped bonus to his ATK for every Praetori that has already hit.
----[X] Due to the elemental providing flanking, they get a +2 Flanking bonus to ATK.
----[X] ATK: 6 (BAB) + 5 (STR) + 4 (Enhancement - Magic Army) + 2 (Charge) + 2 (Circumstance) + 3 (Luck) + 1 (Competence) + 2 (Morale) + 2 (Flanking) = 27
----[X] DMG: 3d8 (Base with Primal Warrior) + 5 (STR) + 4 (Enhancement) + 18 (Power Attack) + 2 (Morale) + 2 (Circumstance) + 1 (Competence) = 3d8 + 32
---[X] Once they are in melee, assuming the golem was not destroyed by the charge, they use their Dual Boost ability to initiate both Scarlet Eyes Perception and Regal Blade while dumping as much ATK by Power Attack as possible to maximize their damage while resolving their next attack against Touch AC.
 
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Did we ever actually finalize a Praetori build? I made only some dummy ones way back and it was never settled what level our current batch actually is.
 
Honestly, the update was quite vague about what's going on. It sounds like the Praetorians are taking a beating, but that's completely unavoidable when you suddenly find yourself fighting multiple CR 15 foes with magical support and their own prepared ground.
Praetorians have many possible tools which could allow them to slaughter the supporting Golden Shield mages and tarpit or damage the Gold Golems. On the other hand, this isn't a pretty white room scenario with clear sightlines and neutral terrain... Who knows what levels and wands the Golden Shields have? Who knows if columns are collapsing because our guys are throwing all their explosives around to beat the Golems down before the GS can heal them, or if things are collapsing because the GS trapped the place and caught Praetorians in those traps?

Still, the mention of toxic gas suggests that they did manage to kill at least one, which is very impressive!
 
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Builds
Praetorian Warlord, Initiate
Alignment:
Lawful Neutral
Race: Human, Augmented
Class: Warlord 3 (ECL 5)
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave, Praetorian Smash (Bonus Feat), Distracting Charge (Warleader), Monkey Grip (Bonus Feat)
Flaws: Glory-Hound, Implacable
Class features: Warlord's Gambit (Brave Gambit, Unbreakable Gambit), Tactical Presence (Indomitable), Warleader, Force of Personality

HP: 3d10 + 12 (33 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 11 (Armor) + 5 (Shield) = 35; Touch 12; Flat-Footed 33
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +3
Attack: +9 - 2d8 + 7 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 5;
DR: 2/-
SR: 7 + 3 (HD) = 10
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos
Contingency Spells: Renewal Pact; Stalwart Pact

STATS:
19 (+4) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE: 3 + 4 (Con) + 1 (CoR, Resistance) = 8; +1 against Evil
REFLEX: 1 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 6; +1 against Evil
WILL: 1 + 3 (Wis) + 3 (Force of Personality) + 1 (CoR, Resistance) = 8; +4 against Mind-Affecting Effects; +1 against Evil

SKILLS:
Diplomacy
: 6 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 11
Intimidate: 6 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 14
Jump: 1 + 4 (Str) = 5
Ride: 5 + 2 (Dex) = 7
Knowledge (History): 6 + 1 (Int) = 7
Knowledge (War): 6 + 1 (Int) = 7
Sense Motive: 6 + 3 (Wis) = 6
Survival: 6 + 3 (Wis) = 9

Stances Known (Initiator level 3):
Level 1: Circular Stance (Scarlet Throne), Stance of Aggression (Primal Fury)

Maneuvers Known (Initiator level 3):
Level 1: Panthera on the Hunt (R) (Strike, Primal Fury), Crushing Blow (R) (Strike, Primal Fury), Encouraging Roar (Boost, Golden Lion), Hunting Party (R) (Strike, Golden Lion), Scything Strike (R) (Strike, Scarlet Throne), Blade of Breaking (Strike, Scarlet Throne), Prince's Attitude (Boost, Scarlet Throne)
Level 2: Devastating Rush (R) (Strike, Primal Fury)

Hand of Flame (Su)
As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Amulet of the Stalwart Defender:

  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Earring of Vigilance:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Praetorian's Belt:
  • Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Praetorian's Boots:
  • Benefit from a +30ft Enhancement bonus to ground movement speed.
Praetorian's Regalia:
  • Razorsharp Imperial Steel Praetorian Blade(+2): Damage: 2d8 + 1 + 2 [Enhancement] (Piercing), 18-20/x2, Ghost Touch, Weight: 25 pounds
  • Imperial Steel Extreme Shield (+2): Armor Bonus: 3 + 2[Enhancement], AC Penalty: -4, ASF: 10%, Ghost Touch, Weight: 25 pounds
  • Reinforced Segmented Imperial Steel Fullplate (+2): Armor Bonus: 8 + 1[Reinforced] + 2[Enhancement], Maximum Dexterity Bonus: +2, ASF: 30%, Base Speed: 20ft, Ghost Touch, Weight: 55 pounds.

Other Equipment: Ring of Protection from Evil, Ring of Sustenance, Traveler's Any-Tool

Spoiler: Standard Praetorian Alchemical Loadout 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
Praetorian Warlord
Alignment:
Lawful Neutral
Race: Human, Augmented
Class: Warlord 6 (ECL 8)
Feats: Power Attack, Improved Bull Rush, Dreadful Wrath, Combat Reflexes, Cleave, Praetorian Smash (Bonus Feat), Distracting Charge (Warleader), Shock Trooper, Great Cleave, Monkey Grip (Bonus Feat)
Flaws: Glory-Hound, Implacable
Class features: Warlord's Gambit (Brave Gambit, Unbreakable Gambit, Gatecrasher Gambit), Tactical Presence (Indomitable, Rallying), Warleader, Force of Personality, Tactical Flanker, Battle Prowess +1 (Primal Fury), Dual Boost 1/day

HP:
6d10 + 24 (62 HP)
AC: 10 + 2 (DEX) + 7 (Natural Armor) + 11 (Armor) + 5 (Shield) = 35; Touch 12; Flat-Footed 33
Movement: 30ft
Initiative: 2 (DEX) + 2 (Circumstance) = +4
BAB: +6
Attack: +13 / +8 - 2d8 + 8 + 1d6 Fire; 18-20/x2
Special: Darkvision (120 ft.), Light Fortification (25%, if pierced, gain Fast Healing 3 for Con-Mod rounds, duration stacks), +1 Morale bonus to Will-saves to all allies in 30 ft. (self excluded)
Proficiencies: all Simple and Martial weapons, all armors and shields
Immunities: Resistance Fire, Cold, Acid 10;
DR: 2/- ; 5/Chaos
SR: 7 + 6 (HD) = 13
SLAs (CL 3):
1/day Cure Serious Wounds, Remove Disease, Smite Chaos
Contingency Spells: Renewal Pact; Stalwart Pact

STATS:

20 (+5) Strength
14 (+2) Dexterity
18 (+4) Constitution
17 (+3) Charisma
12 (+1) Intelligence
16 (+3) Wisdom
Note: For purposes of stacking, each attribute is considered to already have a +4 Enhancement bonus.

SAVES:
FORTITUDE:
5 + 4 (Con) + 1 (CoR, Resistance) = 10; +1 against Evil
REFLEX: 2 + 2 (Dex) + 2 (Circumstance) + 1 (CoR, Resistance) = 7; +1 against Evil
WILL: 2 + 3 (Wis) + 3 (Force of Personality) + 1 (CoR, Resistance) = 9; +4 against Mind-Affecting Effects; +1 against Evil

SKILLS:
Diplomacy:
9 + 3 (Cha) + 2 (Praetorian Armor, Competence) = 14
Intimidate: 9 + 3 (Cha) + 5 (Praetorian Shield, Enhancement) = 17
Jump: 1 + 4 (Str) = 5
Ride: 7 + 2 (Dex) = 9
Knowledge (History): 8 + 1 (Int) = 9
Knowledge (War): 8 + 1 (Int) = 9
Sense Motive: 9 + 3 (Wis) = 12
Survival: 9 + 3 (Wis) = 12

Stances Known (Initiator level 3):

Level 1: Circular Stance (Scarlet Throne), Stance of Aggression (Primal Fury), Primal Warrior (Primal Fury)

Maneuvers Known (Initiator level 3):

Level 1: Panthera on the Hunt (R) (Strike, Primal Fury), Encouraging Roar (Boost, Golden Lion), Hunting Party (R) (Strike, Golden Lion), Scything Strike (Strike, Scarlet Throne), Blade of Breaking (Strike, Scarlet Throne)
Level 2: Devastating Rush (R) (Strike, Primal Fury), Regal Blade (R) (Boost, Scarlet Throne)
Level 3: Scarlet Eyes Perception (R) (Boost, Scarlet Throne), Disparity Blow (R) (Strike, Primal Fury)

Hand of Flame (Su)

As a swift action that does not provoke, you are able to cause your fist to glow white hot, allowing your natural attacks with that arm, or any metal melee weapon wielded by that arm, to do an additional 1d6 points of fire damage. Anyone or anything struck with either option must also make a Reflex save, DC 10 + 1/2 your Hit Dice + your Constitution modifier, or be set on fire for 1d6 points of damage per round. You can maintain this ability indefinitely, but it requires a swift action every round to do so. Any metal weapon wielded in this fashion starts taking 1d6 points of fire damage, ignoring hardness, after a number of consecutive rounds equal to its hardness.

Scent (Ex)

Equipment:
Amulet of the Stalwart Defender:

  • 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Earring of Vigilance:
  • 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Praetorian's Backpack: This high quality black leather backpack is emblazoned with the Praetorian crest.
  1. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a Bag of Holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
  2. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what the pack contains. Retrieving any specific item from the pack is a Move Action, but it does not provoke the Attacks of Opportunity that retrieving a stored item usually does.
Praetorian's Belt:
  1. 3/Day use Enlarge Person(self only) as a Swift Action for up to 10 rounds per day. The effect can be dismissed as a Free Action.
  2. Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Praetorian's Boots:
  1. Benefit from a +30ft Enhancement bonus to ground movement speed.
  2. 2/Day Instantly teleport as per a short dimensional hop (with no chance of error) up to 10 feet. The new space must be within line of sight and line of effect. One cannot use the anklet to move into a space occupied by another creature, nor can one teleport into a solid object; if such an attempt is made, the anklet's activation is wasted. The Wearer can bring along objects weighing up to your maximum load, but you can't bring another creature with you.
Praetorian's Bracers of Quickstrike:
  1. 1/Day you can make one extra attack with any weapon you are holding if you already made a full attack on this turn. This attack is made at your full base attack bonus, plus any modifiers appropriate to the situation. This effect is not cumulative with any other effect that grants you an extra attack when making a full attack, such as the Rapid Shot feat, a speed weapon, or the haste spell.
Praetorian's Cloak: +1 Resistance bonus to Saving Throws

Praetorian's Regalia:
  • Razorsharp Imperial Steel Praetorian Blade (+2): Damage: 2d8 + 1 + 2 [Enhancement] (Piercing), 18-20/x2, Ghost Touch, Weight: 25 pounds
  • Fearsome Imperial Steel Extreme Shield (+2): Armor Bonus: 3 + 2[Enhancement], AC Penalty: -4, ASF: 10%, Weight: 25 pounds. Fearsome: +5 to Intimidate [Enhancement], can demoralize foe as Move action, Ghost Touch
  • Reinforced Segmented Imperial Steel Fullplate of the Commander (+2): Armor Bonus: 8 + 1[Reinforced] + 2[Enhancement], Maximum Dexterity Bonus: +2, ASF: 30%, Base Speed: 20ft, Weight: 55 pounds. Special: Commander (+2 competence bonus on Diplomacy checks, and each ally within 30 feet of you (not including yourself) gains a +1 morale bonus on Will saves, -5 penalty to Hide checks), Ghost Touch
Spoiler: Standard Praetorian Alchemical Loadout 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
Other Equipment: Ring of Protection from Evil, Ring of Sustenance, Traveler's Any-Tool
Equipment
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@Azel

Here they are.
 
Did we ever actually finalize a Praetori build? I made only some dummy ones way back and it was never settled what level our current batch actually is.
Just what you have in the Praetorians page for the Initiates and Warlords.

I don't think they could actually be using the Warlord PC, though, not yet. Best case in the short time since they were recruited and upgraded, they've all retrained to Fighter. With all of the Legions to recruit from and the experience of many of those Legions, I think it's a fair assumption that every one of the first 1,000 Praetorians is at least 5th level. @DragonParadox?
@Azel Praetorians use Large-sized Launchers, thereby increasing bolt damage?
No, they use regular Launchers. Launchers that aren't on a Wyvern or larger vessel can inflict up to 3d8 damage per bolt.
 
Just what you have in the Praetorians page for the Initiates and Warlords.

I don't think they could actually be using the Warlord PC, though. Best case in the short time since they were recruited and upgraded, they've all retrained to Fighter. With all of the Legions to recruit from and the experience of many of those Legions, I think it's a fair assumption that every one of the first 1,000 Praetorians is at least 5th level. @DragonParadox?
That's why I'm bringing this up. I don't see a problem with them using Warlord in exchange for the rank and file using Initiate and the officers the regular sheet, but I'd need confirmation on that.
No, they use regular Launchers. Launchers that aren't on a Wyvern or larger vessel can inflict up to 3d8 damage per bolt.
No, we had 3 variants.

Handheld Launchers - maximum 2 pounds of alchemicals or a Heavy Crossbow bolt for 1d10
Crew-Manned Launchers - light ballista bolts for 3d6 and 10 pounds, Praetori can use these without the usual tripod due to Monkey Grip
Mounted Launchers - Heavy Ballista bolts for 4d8 and no limits on munitions

At least that's the ruling I remember.
 
At this point I half expect the Eldritch Abomination under the Red Keep will go all "all hail the Imperator" when we get there and wish to join our side after witnessing the bozos squatting there this past decade.
 
Just what you have in the Praetorians page for the Initiates and Warlords.

I don't think they could actually be using the Warlord PC, though, not yet. Best case in the short time since they were recruited and upgraded, they've all retrained to Fighter. With all of the Legions to recruit from and the experience of many of those Legions, I think it's a fair assumption that every one of the first 1,000 Praetorians is at least 5th level. @DragonParadox?
To be clear, as far as I am concerned, a level 5 Fighter retraining makes sense to become a level 3 Warlord. The classes are that different in power.
And I'd rather avoid making an "interim" sheet for the Praetori just for this encounter and Casterly Rock.

It would be different if we can't use Warlord. Period. But not if we expect them to use Warlord in 2-3 months anyway.
 
To be clear, as far as I am concerned, a level 5 Fighter retraining makes sense to become a level 3 Warlord. The classes are that different in power.
And I'd rather avoid making an "interim" sheet for the Praetori just for this encounter and Casterly Rock.

It would be different if we can't use Warlord. Period. But not if we expect them to use Warlord in 2-3 months anyway.
I agree with this. It seems like a lot of work for no real gain.

Richard has been working to adapt his skills to a usable level for years, at any rate, it stands to reason we have enough of a training pipeline put together for literally superhuman soldiers to trade tips and standardize a bit.
 
Handheld Launchers - maximum 2 pounds of alchemicals or a Heavy Crossbow bolt for 1d10
Crew-Manned Launchers - light ballista bolts for 3d6 and 10 pounds, Praetori can use these without the usual tripod due to Monkey Grip
Mounted Launchers - Heavy Ballista bolts for 4d8 and no limits on munitions

At least that's the ruling I remember.
That is some of Snowfire's proposed stuff, IIRC. As far as I know, all basic non-vehicle mounted Launchers inflict 3d8 damage based on the maximum size and weight of the projectile they can shoot. DP confirmed this shortly after I came up with Launchers.
 
To be clear, as far as I am concerned, a level 5 Fighter retraining makes sense to become a level 3 Warlord. The classes are that different in power.
And I'd rather avoid making an "interim" sheet for the Praetori just for this encounter and Casterly Rock.

It would be different if we can't use Warlord. Period. But not if we expect them to use Warlord in 2-3 months anyway.
I certainly won't complain about that if DP is cool with it.
 
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