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[D&D 3.5e] That New Pit Fiend
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<blockquote data-quote="Celebrim" data-source="post: 659192" data-attributes="member: 4937"><p>ashhokney: Well, to be honest, I think your suggested character is meat to this pit fiend, but I'm not going to get into a "Well, he would do this, but then the character would do this arguement with you." </p><p></p><p>But I do think it is entirely unreasonable to think that a Int 25+ creature is going to stay toe to toe with a melee combat expert. Instead, at Int 25+ he has practically prescient judgement. He often knows what the players are going to do before they do it. Play him smarter than you are yourself by a degree that you can't even comprehend. Comparitively he is as much more intelligent than the average human, then the average human is more intelligent than plankton. Several things you haven't taken into account.</p><p></p><p>1) Mr. Fiend can fly and cast fireball at will. Your falchion is virtually useless. Hope you have alot of holy silvered arrows.</p><p>2) Mr. Fiend can teleport at will. Add this to your algorithm. If Fiend drops below 50% h.p., teleport away and return when regeneration restores h.p. 3 minutes later. Repeat ad infinitum.</p><p>3) Mr. Fiend can dispel magic at will - which will serious impare your Freedom of Action, Haste, and other protections. If you come in buffed up, smart Mr. Fiend (look at that intelligence) casts a dispel and teleports away. Regenerates, cast improved invisibility, teleports back in, casts dispel and rinces and repeats until your spells become depleted. Mr. Fiend isn't going to run out. Party spell casters will.</p><p>4) Mr. Fiend can suggestion and charm person at will - your Freedom of Action won't help much against that.</p><p>5) Mr. Fiend can use Improved Invisibility at will. Check out that move silently score. Who is going to catch who flat footed?</p><p>6) There is a reasonable chance that your rogue/fighter fled the pit fiends fear aura right off the bat.</p><p>7) Mr. Fiend can Blasphemy at will. There is no saving throw. Look it up. Quickened Blasphemies would be ugly.</p><p>8) Mr. Fiend has improved grab, constrict, and +36 grapple checks. Hope you have been buying escape artist. If you are grabbed, Mr. Fiend can power attack you into mush, fly away with you, or teleport to great height and drop you, or teleport into a dungeon or hostile environment (Hell?) drop you, and teleport out again.</p><p>9) Mr. Fiend can summon two Gelugon allies, who are together probably as dangerous as the Pit Fiend is. Many of your tactics require flanking and so forth. Why is a 25 int creature going to let himself be flanked given his allies and manueverablity? Caught in a position where he might be flanked next round, he blasphemes and moves away. Or he simply blasphemes every round and lets the Gelugon's chew you up.</p><p>10) Being a godlike smart fiend, Mr. Fiend undoubtably took the chance to Unhallow his location long before the party got there. He probably tied something nasty like Dispel Magic on it, so that any enemy that approaches him suffers a Dispel Magic before combat even really begins.</p><p></p><p>And all this assumes that Mr. Fiend looks like Mr. Fiend and is bothering with combat at all, given that Bluff, Disguise, Intimidate, Diplomacy, etc.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 659192, member: 4937"] ashhokney: Well, to be honest, I think your suggested character is meat to this pit fiend, but I'm not going to get into a "Well, he would do this, but then the character would do this arguement with you." But I do think it is entirely unreasonable to think that a Int 25+ creature is going to stay toe to toe with a melee combat expert. Instead, at Int 25+ he has practically prescient judgement. He often knows what the players are going to do before they do it. Play him smarter than you are yourself by a degree that you can't even comprehend. Comparitively he is as much more intelligent than the average human, then the average human is more intelligent than plankton. Several things you haven't taken into account. 1) Mr. Fiend can fly and cast fireball at will. Your falchion is virtually useless. Hope you have alot of holy silvered arrows. 2) Mr. Fiend can teleport at will. Add this to your algorithm. If Fiend drops below 50% h.p., teleport away and return when regeneration restores h.p. 3 minutes later. Repeat ad infinitum. 3) Mr. Fiend can dispel magic at will - which will serious impare your Freedom of Action, Haste, and other protections. If you come in buffed up, smart Mr. Fiend (look at that intelligence) casts a dispel and teleports away. Regenerates, cast improved invisibility, teleports back in, casts dispel and rinces and repeats until your spells become depleted. Mr. Fiend isn't going to run out. Party spell casters will. 4) Mr. Fiend can suggestion and charm person at will - your Freedom of Action won't help much against that. 5) Mr. Fiend can use Improved Invisibility at will. Check out that move silently score. Who is going to catch who flat footed? 6) There is a reasonable chance that your rogue/fighter fled the pit fiends fear aura right off the bat. 7) Mr. Fiend can Blasphemy at will. There is no saving throw. Look it up. Quickened Blasphemies would be ugly. 8) Mr. Fiend has improved grab, constrict, and +36 grapple checks. Hope you have been buying escape artist. If you are grabbed, Mr. Fiend can power attack you into mush, fly away with you, or teleport to great height and drop you, or teleport into a dungeon or hostile environment (Hell?) drop you, and teleport out again. 9) Mr. Fiend can summon two Gelugon allies, who are together probably as dangerous as the Pit Fiend is. Many of your tactics require flanking and so forth. Why is a 25 int creature going to let himself be flanked given his allies and manueverablity? Caught in a position where he might be flanked next round, he blasphemes and moves away. Or he simply blasphemes every round and lets the Gelugon's chew you up. 10) Being a godlike smart fiend, Mr. Fiend undoubtably took the chance to Unhallow his location long before the party got there. He probably tied something nasty like Dispel Magic on it, so that any enemy that approaches him suffers a Dispel Magic before combat even really begins. And all this assumes that Mr. Fiend looks like Mr. Fiend and is bothering with combat at all, given that Bluff, Disguise, Intimidate, Diplomacy, etc. [/QUOTE]
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