[D&D 3.5e] That New Pit Fiend

"Ive seen 16th level transmuters that can still try and polymorph him (a quickened Poly Other followed by a Poly Object, thats a 25% chance (random guess, not stat analysis) the fight is over before it started."

Only if someone is around to kill whatever he turns into in the remainder of the round. This guy has innate polymorph self, and even if you where to argue that the spell-like ability requires a vocal component to cast, you can't reasonably argue that the Fiend hasn't used it once in the last 15 hours just to keep his defences going. It doesn't cost the Fiend a dang thing to do so. But, yes, in general there is a chance of a instant death spell like Disentigrate getting through the Fiend's defenses, and that might be the easiest way to dispose of this monster. Also, clerical spells give a variaty of potent attacks against outsiders.

I think you are underestimating his array of spell powers. In particular, just because he doesn't have Greater Dispelling, doesn't mean that Dispel Magic is a waste (assuming the foes aren't 20th level or better), particularly because he can choose one spell-like ability to quicken per round. Also, again remember that he can tie Dispel Magic to his Unhallow ability. If each only brings down 25% of the parties defences, you are still ahead of the game - in large part because you have so many angles of attack. The thief and the fighter are helpless against your Will save attacks without a buff. The cleric without fire resistance is defenseless against your flame attacks. If you dispel a flight ability, maybe you can gain an absolute advantage on that character at a latter point. (If it was Greater Dispelling instead of dispel magic, it would just be sick.) As far as the fiend is concerned, anything that can't kill him in the course of two rounds, or can't teleport at will, or can't prevent him from teleporting is NOT A THREAT AT ALL.

The Fiend has nothing to lose by fighting a PC party on 20 separate occasions over the course of an hour or a day to wear off the PC's defences, potions, spells, and so forth. The Fiend has nothing to lose by leaving if the PC's are more prepared than he is at the moment. I'd play this fiend with the initial goal of conquering one party members defences, and in some fashion dispose of that party member. Who has the weak will save. Exploit it. Who doesn't have fire resistance. Exploit it. Who has a poor Fort save. Exploit it. It wouldn't have to be in combat. I'd be prefectly happy to charm person a character at a latter point (DC 19 or so, see ya rogue), then make reasonable suggestion that the charmed character leave with his new friend, and then leave the character somewhere out of the way while I dealt with the rest. I'd be perfectly happy to get the party to go all out, and if I survived one round retire for a little while to regenerate. Poison a party member, then flee. Wear them down. 20% of the party resources spent, 0% of the Fiends (provided I've held off on my once per day powers). Repeat. Keep in mind. You are immortal. You don't tire. You don't have to sleep. You don't get sick; mortals do. Your power is native to you. You aren't afraid; you make mortals afraid. You can wait until the mortals show their weakness. They can't stay awake forever. They can't fight forever. They can't cast spells forever. You heal in moments; they heal (sans spells) in days. Every round is just that, a round; not the whole war.
 
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More than the Numbers

Your analysis is correct, but in my experience flawed. First of all, if this fight is taking place in the fiend's territory, most of what you said is true. However, most fiends as part of a module/story/what-have-you are transient characters. IE- they just got there and theyre trying to seize power, they got summoned and are trying to break away. In any case, they dont have the time to just be harrying potential adventurers, they are looking out for their arch-nemesis, the clerics with the banishment spells ready. Dont forget something like Protection from Evil can keep the dark forces at bay.

These guys are tough on their turf, but on the material plane they are in constant trouble (and perhaps fear) of getting banished back to the planes they rule with such an iron fist.

Just remember, we havent seen the revised Banishment, Dismissal, or any of the "of evil" spells...

Technik
 

Nice try but not even close. Assuming an absolute best case scenario:
Transmuter 16, Int 30, Dex 24, greater spell penetration, greater spell focus Transmutation, improved initiative, point blank shot, precise shot, Heighten Spell and weapon focus: ray.

Round 1 Heightened Disintegrate (attack bonus +17 w/in 30' (DC 32)) followed by Quickened polymorph other DC 28.

Step 1: Hit with the Disintegrate (95% chance)

Step 2: beat SR. The character has only a 45% chance of defeating SR with each spell.
Step 2: get him to fail his save. The pit fiend needs to roll a 13 to make the first save (40% chance) and a 9 to make the second save (60% chance).

So the odds of the pit fiend succumbing to the disintegrate is 26%. The odds of him succumbing to the polymorph other is 18%. The odds of getting him with one or the other is 39%. (Although maybe we shouldn't count the polymorph other because even as a newt, the pit fiend can still summon Baatezu, Mass Hold Monster, and Meteor Swarm the party).

However, by this point we're discussing a character with godly stats (natural int 18 and dex 18 with +6 enhancement items for both, 4 stat increases in int and a +2 inherent bonus to int). We're also looking at a character who's specifically designed to disintegrate outsiders. And who burns through at least half of his highest level spells. If we drop him back just a little (assume that he has item creation feats instead of Greater spell penetration and greater spell focus) the chance of taking out the pit fiend in round 1 goes down to 17.5% and we're still talking about a highly optimized character--optimized for this specific scenario.

Take a character who started out with a 16 int and a 14 dex (pretty reasonable stats for most campaigns) and didn't get an inherent bonus. Now there's only a 12% chance of the pit fiend going down to a round 1 instant death spell. If PCs are taking odds like that (or even like the hyper-optimized wizard's 26% chance) they're pretty desperate.

Take a creature with AC 25, 2 attacks per round at +15/+10 for 1d12+8 damage, 2 HD and 30 hit points, and saves of +10/+10/+10. Using the logic you're using on this pit fiend, I could call it CR 1 because it's got a 30% chance of going down to a 1st level wizard's (int 18, with spell focus) sleep or color spray in round 1. As Porgy and Bess sing, "It ain't necessarily so."

Technik4 said:
Is he tough? Hell yeah. Is he undefeatable? Nah. Ive seen 16th level transmuters that can still try and polymorph him (a quickened Poly Other followed by a Poly Object, thats a 25% chance (random guess, not stat analysis) the fight is over before it started.
 
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Ok, ignore the feats concerning getting the disintegrate to hit (since it aint hard) and we'll assume that he had either an 18 or a 16 and took spell prodigy. Hes a highly optimized transmuter, its just as effective against everything with armor that can be disintegrated.

So, the important thing is Int 30, focus and greater focus, penetration and greater penetration. We'll throw the same spells, the disintegrate will still probably hit (maybe only 90% chance now). So, going by your percentages, with a heightened disintegrate and a quickened poly other on the first round we have almost a 40% chance of the encounter being over.

Next round how about a Poly any object (same DC as disintegrate) and a quickened bestow curse (going for the 50% chance to act). Now we've spent all of our highest level spells. Lets move to the cleric.

Ok, simply put the cleric can end this fight "at will" if they have holy word memorized. The fiend has no way to stop this, and he wont be coming back for a day. Thats 24 hours the party has spent making sure it has the "right" stuff memorized (and prebuffed) for round 2 the next day. And guess what? If day 2 is going bad, I bet the cleric memorized holy word again just in case. There is also harm (however its reworded, it will still be powerful). The cleric can whip up an area of Forbiddance so the party needn't worry about fiend attacks day and night, and he can also summon his own allies that should be able to last a few rounds toe-to-toe.

As far as knowing about the fiend, perhaps in a shadowrun game the PCs have no idea they are actually dealing with a dragon, but in d&d there are divinations, detection spells, informants, deities, and any number of other ways to discern the truth about things. If all else fails, a 5th level True Seeing can get the job done.

I wont even go into the fighter or rogue scenario since it really isnt my forte (also, nor would they likely be able to produce the immediate end of the fiend on round 1 like wizard and cleric).

Suffice to say, a 16th level party can still deal with this fiend, they just have to have some wiff of foul "fiendish" play.

Technik
 

Technik4 said:
Ok, ignore the feats concerning getting the disintegrate to hit (since it aint hard) and we'll assume that he had either an 18 or a 16 and took spell prodigy. Hes a highly optimized transmuter, its just as effective against everything with armor that can be disintegrated.

Technik

Rule 1. Core Book only. Balance issues deal with Core book feats/items/spells/PrCs/monsters/material only.

If it ain't in the Core Book, you shouldn't be counting on it as a measure of "balance." Even it if comes from a WotC product. Perhaps especially because it comes from a WotC splat or campaign book. :)

Anything outside of the Core books is pretty much guaranted to be something that raises power level.


joe b.
 

Well, if the revised Pit Fiend is still CR 16 or 17, then I'd say the game is demanding unbalanced, rather twinkish characters. Not that that is inherently bad. However, I'd prefer kind of easy monsters that are good opponents for unoptimized characters, and then twink out monsters with higher starting stats, etc for especially skilled parties.
 

I'm assuming that WotC will change Quicken-Spell-like Ability til it's more reasonable, as in the version in the BoVD and the MMII (Each of a creatures spell-like abilities can be quickened once per day. The feat can be taken multiple times and it stacks). It's a lot less broken than the one currently in the MM.
 


I've got plenty of experience of DMing high-level D&D. Most of the evil outsiders in 3.0 are a joke. It would've been simpler to change the CR, I guess, but these dudes should be the high-end monsters, to be fought when the prime material plane has few challenges to offer.

My players are pretty competent powergamers though, and didn't have much trouble putting out 200+ points of damage / character at non-epic levels.
 

j browning: Care to take bets that PHB wont have some new feats, especially some with "Greater" in them ;)

If you only use the core books then Id say nearly everyone ends up taking the same feats, doesnt sound like too many options. I fully expect the revised phb to have many new feats, probably a scattering from "splat books" which incidentally are set in the assumed campaign world, greyhawk, and are therefore not anymore under or overpowered than said assumed world.

After all, the monsters got quicken spell-like ability. If characters can get spell focus and greater spell focus whos not to say the monsters cant get ability focus and greater ability focus? Or should those only be in a "higher" magic campaign?

Technik
 

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