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4th Edition and the Immortals Handbook
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<blockquote data-quote="Upper_Krust" data-source="post: 4016905" data-attributes="member: 326"><p>Hey all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Just wondering what you guys thought of the 4th Edition Pit Fiend?</p><p></p><p>On the plus side I really like the simplicity of it, no spell-like abilities and only a few iconic special abilities which helps to really define the monster rather than giving it everything plus the kitchen sink like 3E. Also <em>Irresistible Command</em> is pretty cool.</p><p></p><p><strong>Standard Action Options:</strong> Frenzy (Mace + Tail attack), Infernal Summons (1/encounter), Tactical Teleport.</p><p></p><p><strong>Minor Action Options:</strong> Point of Terror, Irresistible Command.</p><p></p><p><strong>Automatic Options:</strong> Aura of Fear, Aura of Fire.</p><p></p><p>It looks like the Pit Fiend will get 1 standard action, 1 move action (which can be swopped for an additional minor action) and 1 minor action each round.</p><p></p><p>On the downside it looks fairly weak for a <strong>Level 26 <u>Elite</u></strong> monster...or at least for what I assumed a Level 26 Elite monster would look like. Taking into account 4E characters and monsters get less physical attacks each round, I thought the damage on individual attacks would give PCs something to worry about. Also its Mace seems to have no enhancement bonus. I was thinking something like 2d10+23 plus 5 ongoing fire would be more apropros.</p><p></p><p>Normal Great Mace 1d10, large Great Mace 2d10 base +11 strength +50% for wielded 2-handed (so +16), +7 for enhancement bonus (Level divided by 4 rounded down then subtracted 1).</p><p></p><p>Also the damage for Irresistible Command seems a bit rubbish. Sacrifice one of your minions for an average 16 (2d10+5) fire damage! What the heck! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Upper_Krust, post: 4016905, member: 326"] Hey all! :) Just wondering what you guys thought of the 4th Edition Pit Fiend? On the plus side I really like the simplicity of it, no spell-like abilities and only a few iconic special abilities which helps to really define the monster rather than giving it everything plus the kitchen sink like 3E. Also [I]Irresistible Command[/I] is pretty cool. [B]Standard Action Options:[/B] Frenzy (Mace + Tail attack), Infernal Summons (1/encounter), Tactical Teleport. [B]Minor Action Options:[/B] Point of Terror, Irresistible Command. [B]Automatic Options:[/B] Aura of Fear, Aura of Fire. It looks like the Pit Fiend will get 1 standard action, 1 move action (which can be swopped for an additional minor action) and 1 minor action each round. On the downside it looks fairly weak for a [B]Level 26 [U]Elite[/U][/B] monster...or at least for what I assumed a Level 26 Elite monster would look like. Taking into account 4E characters and monsters get less physical attacks each round, I thought the damage on individual attacks would give PCs something to worry about. Also its Mace seems to have no enhancement bonus. I was thinking something like 2d10+23 plus 5 ongoing fire would be more apropros. Normal Great Mace 1d10, large Great Mace 2d10 base +11 strength +50% for wielded 2-handed (so +16), +7 for enhancement bonus (Level divided by 4 rounded down then subtracted 1). Also the damage for Irresistible Command seems a bit rubbish. Sacrifice one of your minions for an average 16 (2d10+5) fire damage! What the heck! :eek: [/QUOTE]
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