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."?
The OG squad. Dany, Lya and Richard.
Anti magic field could ruin any trap they have no?
Not necessarily.
We should just vote for this, dude. This is what we made the Praetorians for and spent an obscene amount of money equipping them.-[] 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.
AMF could be part of their trap, since Golems work just fine in those.
@AzelBuilds
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:
Earring of Vigilance:
- 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Praetorian's Belt:
- 3 Charges/Day: 1 Charge (Darkvision 60 ft., 1 hour), 2 Charges (See Invisibility, 10 minutes), 3 Charges (True Seeing, 1 minute)
Praetorian's Boots:
- Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Praetorian's Regalia:
- Benefit from a +30ft Enhancement bonus to ground movement speed.
- 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 kgEquipmentPraetorian 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:
Earring of Vigilance:
- 3 Charges/Day: 1 Charge (12 Temporary Hit Points), 2 Charges (18 Temporary Hit Points), 3 Charges (24 Temporary Hit Points), Duration: 10 minutes
Praetorian's Backpack: This high quality black leather backpack is emblazoned with the Praetorian crest.
- 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:
- 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.
- 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 Boots:
- 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.
- Healing (3 charges/day): 1 charge (Heal 2d8 points of damage), 2 charges (Heal 3d8), or 3 charges(Heal 4d8)
Praetorian's Bracers of Quickstrike:
- Benefit from a +30ft Enhancement bonus to ground movement speed.
- 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 Cloak: +1 Resistance bonus to Saving Throws
- 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 Regalia:
Spoiler: Standard Praetorian Alchemical Loadout Alchemical Substances:
- 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
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
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Just what you have in the Praetorians page for the Initiates and Warlords.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.
No, they use regular Launchers. Launchers that aren't on a Wyvern or larger vessel can inflict up to 3d8 damage per bolt.@Azel Praetorians use Large-sized Launchers, thereby increasing bolt damage?
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.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?
No, we had 3 variants.No, they use regular Launchers. Launchers that aren't on a Wyvern or larger vessel can inflict up to 3d8 damage per bolt.
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.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?
I agree with this. It seems like a lot of work for no real gain.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.
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.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.
I certainly won't complain about that if DP is cool with it.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.