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General Tabletop Discussion
*Pathfinder & Starfinder
best way for melee to fight devils/demons
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<blockquote data-quote="hong" data-source="post: 762066" data-attributes="member: 537"><p>Eh. The poison is easy-peasy. It's a DC 21 Fort save to negate, which means he only needs a 4 as it is. Add an endurance spell, and it gets even easier.</p><p></p><p>No, the one to watch out for is the fear aura, which is a DC 19 Will save. With a mere +9 Will, that's a significant chance of being turned into a quivering lump of jelly in the first round.</p><p></p><p>Assuming he can deal with this, the best tactic is to close in ASAP, and try to get off a full attack on the thing. Hasted, </p><p>he gets 4 attacks per round, with the last one a 50-50 chance to beat the pit fiend's AC of 30. If he can keep the fiend from running away, two rounds of this and it's toast. (Get the party cleric to cast magic weapon on the sword beforehand, so that it's blessed and negates the fiend's DR -- although personally I'd treat a sun blade as blessed already.)</p></blockquote><p></p>
[QUOTE="hong, post: 762066, member: 537"] Eh. The poison is easy-peasy. It's a DC 21 Fort save to negate, which means he only needs a 4 as it is. Add an endurance spell, and it gets even easier. No, the one to watch out for is the fear aura, which is a DC 19 Will save. With a mere +9 Will, that's a significant chance of being turned into a quivering lump of jelly in the first round. Assuming he can deal with this, the best tactic is to close in ASAP, and try to get off a full attack on the thing. Hasted, he gets 4 attacks per round, with the last one a 50-50 chance to beat the pit fiend's AC of 30. If he can keep the fiend from running away, two rounds of this and it's toast. (Get the party cleric to cast magic weapon on the sword beforehand, so that it's blessed and negates the fiend's DR -- although personally I'd treat a sun blade as blessed already.) [/QUOTE]
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best way for melee to fight devils/demons
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