mostlyharmless said:
Sooo...pit fiends can't use their hands anymore? Or their teeth? I'd hate to be a pit fiend without a mace then, especially if my tail were cut off.
I imagine a pit fiend could use an unarmed strike just like a human. But I agree, it would be nice to know what damage its claws did if - say - the pit fiend was disarmed or its mace sundered.
Last time I checked it was more than a bit fiery in hell, yes? What is the point of just making it resistant? Especially since it can produce a fiery aura now. o.0
In 3E, the fourth layer of Hell, Phlegethos, does 3d10 points of fire damage each round - which means the pit fiend can never be damaged by the fires of Hell. It seems reasonable that something hotter than Hell - like the interior of a star - could do enough damage to harm a pit fiend.
Why would it bother? Especially in the middle of combat? Doesn't it have more to worry about?
The explosion damages other nearby creatures, so the minions can be used as bombs.
Where are you getting this pet mohrg thing from?
The
create undead spell-like ability. The point I was making is there are more relevant abilities a pit fiend can and should have than create undead.
dante58701 said:
a. YAY!!! MY VERY OWN MACE!!! I'M SO HAPPY!!! ...first off...PIT FIENDS don't need a mace to pulverize their enemies, and certainly not one so pathetically underpowered. Their claws, bite, wings, and constricting tail would have been far more devastating. Appropriately so considering they are LORDS OF HELL!!! Not BOYSCOUTS FROM EARTH!!!
2 claws, a bite, 2 wings and a tail attack meant a lot of dice rolling in one round. Iterative attacks have been removed for characters, so it makes sense that pit fiends should also lose some attacks. I agree a bite or a claw would be a nice addition for an individual pit fiend, but a mace would be at least as devastating.
This wimpy little mace and unintelligently designed tail sting (a rip off of 3.5 imps) is just stupid. The sting might have been ok, if and only if, they had allowed it as an alternative attack instead of a pathetic waste of an attack.
I don't understand what you mean by an "alternative attack", but the sting is not a waste of an attack because you can attack with both mace and sting as a standard action.
b. Overinflated hit points is absolutely pointless. Damage Reduction made it so you couldn't even scratch them. Now any idiot with a weapon can harm them.
Any idiot with a weapon who can a) hit AC 44 with a -2 attack penalty and b) withstand the fire damage. Even then, the damage will be laughable for a creature with 350 hit points.
c. THEY ARE BORN OF THE FIRES OF HELL IN THE PIT OF PHLEGETHOS!!! THEY SHOULD BE IMPERVIOUS TO FIRE. This resistance to fire crap is just that, crap. As for the all around resistance, those are a result of the HARSH nature of HELL. HELL is not just some jaunty little place you can go have a picnic in. IT IS HELL!!! A NIGHTMARE!!! HORROR!!! Not, "Hey Bob, theres a pit tard, lets go get some more experience points.
The Pit of Phlegethos does 3d10 damage per round in 3e, possibly less in 4e. The pit fiend has fire resistance 30, meaning it is impervious to the fires of Hell.
d. Regeneration was a GREAT THING...it means...oh yeah, limbs grow back after being hacked off. Not to mention virtual indestructibility except, to Holy weapons.
There are no rules for limbs being hacked off, so being able to grow them back really doesn't matter. Plus, it doesn't allow for the cool flavour of a pit fiend with a vendetta against the paladin who lopped off his arm or plucked out his eye.
e. Spell Resistance...also a must, I don't think they could survive without it in a highly evolved magic infused dimension with nightmarish horrors.
They have high enough defences and good enough saving throws to be able to resist said "nightmarish horrors".
f. Disease, how can you not realize it's true importance?!?!?! PIT FIENDS SPREAD DISEASES. AS IN PLAGUES!!! TO MAKE PEOPLE SUFFER HORRIBLY!!! Pit Fiends are not just about HACKING AND SLASHING, they are about torture and abuse!!! My mind is boggled when people don't get this.
Devil chills are not a plague. They do not spread from victim to victim. Also, what kind of character CAN survive the "devastating" power of a pit fiend's attacks but not make a DC 14 Fortitude save? Especially since a 20th-level character will have no trouble finding a remove disease spell or just laughing off 1d4 Strength damage.
g. SPELL-LIKE ABILITIES...PIT FIENDS ARE MAGICAL...THEY NEED THESE ABILITIES TO KEEP MINIONS IN LINE AND PLOT HORROR!!! Do they need millions of them, no...but about 10-15 is a better idea than ZERO!!!
A pit fiend is cloaked in flames, commands the legions of Hell, has devastating natural attacks and can poison people, not to mention is nigh impervious to damage. That is surely enough to "keep minions in line". As for "plotting horror", 4E gives the DM the power to cook up whatever rituals allow a pit fiend to plot horror.
h. Fiery Auras are more of a detriment than a boon, "YAY, I BURNED DOWN THE BUILDING AROUND ME WHEN I WAS SUMMONED BY A MORTAL AND NOW THEY ARE DEAD AND I HAVE TO GO BACK TO HELL WITHOUT MAKING MY BARGAIN FOR THEIR SOUL!!!-Retarded Fat Imp"
Summoning a pit fiend should require something more than a straw hut. Also, the aura doesn't affect allies. Also, the aura doesn't affect the terrain.
i. Their minions are NOT far more powerful. They have inflated Hit Points. Inflated Hit Points does not mean more powerful. Anyone with VAMPIRIC TOUCH can inflate their hit points.
Having more hit points does indeed mean you are more powerful than if you have fewer hit points.
j. They summon their minions to their side already, by summoning them in the first place.
I don't understand.
k. Wasting time destroying minions in combat is senseless, they might as well slit their own throats and call it a day.
The minions explode, causing damage to nearby enemies. They can be destroyed when they near death - so it is a benefit.
l. Teleporting as a move action? How about a Free Action instead...Quicken Spell-Like Ability...it's far more effective.
It sure would be, if it were possible to Quicken greater teleport, which it is not.
And the appearance if the new Pit Imp is just pathetic, it looks like a bad drawing of Orcus.
I'm not impressed by it, but it's just a sketch and some bad sketches turn out to be very good pictures.