Goldfish
Friendly Spider-Fish Abomination
- Location
- Formerly of the Far Realm
Fungal Stun Vials don't just Stun their victims, they can also Confuse them. The Confuse AoE is actually much larger than the Stun AoE, so far more likely to catch enemies in the effect.--[] Mage Killing Strategy:
---[] 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.
---[] If not or if the protection can be bypassed by maneuvering, use Fungal Stund vials to stun them and if that has no effect, fire Explosive Packs at them before closing into melee.
--[] Golem Killing Strategy:
---[] 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.
---[] A four person group made up ad-hoc from the more experienced squad leaders will charge the golem:
----[] A nearby Praetori not participating in the charge uses Encouraging Roar to grant them a +2 Morale Bonus on ATK and DMG.
----[] As a Swift Action, activate Brave Gambit, gaining a +3 Luck Bonus on the attack roll.
----[] 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.
----[] Use the Primal Warrior stance to gain +1 Competence Bonus to ATK and DMG, and treat his weapon as 2 size categories larger.
----[] Use Power Attack and Shock Trooper to take a -6 to AC while boosting damage by +18.
----[] 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.
----[] Due to the elemental providing flanking, they get a +2 Flanking bonus to ATK.
----[] ATK: 6 (BAB) + 5 (STR) + 4 (Enhancement - Magic Army) + 2 (Charge) + 2 (Circumstance) + 3 (Luck) + 1 (Competence) + 2 (Morale) + 2 (Flanking) = 27
----[] DMG: 3d8 (Base with Primal Warrior) + 5 (STR) + 4 (Enhancement) + 18 (Power Attack) + 2 (Morale) + 2 (Circumstance) + 1 (Competence) = 3d8 + 32
---[] 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.
Golem AC is 30 and they have 156 HP. The charge deals on average 44 HP of damage, so if all of them hit, the golem is toast right then and there.
Numbers are slightly worse for the rank and file, but those should better stick with the Launchers or assault the casters.
A Confused mage with a wand could do anything, up to mistakenly attacking their own allies. They could even order a Golem to do something stupid.Fungal Stun Vial: When broken, a fungal stun vial releases a flash of bright blue light in a 10-foot radius and dim light in a 20-foot radius. All creatures within the flash area must make a Will save (DC 20). Creatures that fail are stunned for 1d2 rounds if they're in the area of bright light, or are confused for 1 round if in the area of dim light.
The Praetorians also have Tanglefoot Bags as part of their regular kit. The Liquid Ice munitions can Entangle the Golems, too, but Tanglefoot Bags can fully immobilize them for a short time.
Even if the Golem is only stuck in place for one round, that's a lot of maneuvering time for the Praetorians.Tanglefoot Bag
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make concentration check with a DC of 15 + the spell's level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
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