DM depressed about Shapechange

Pitfiends are 18 hit dice, so perfectly legal (as well as familar).
HD is a bit of a blunt tool in that respect. Especially with demons and devils, which have been flagged specifically as having a lot of their CR tied up in their special abilities...

...and special abilities have been flagged as being a lot more powerful in PC hands. (i.e. An NPC pit fiend might be lucky to use half of his abilities once before he gets clobbered. Not so a PC-as-pit fiend, who can use them over many, many encounters, which is why ECL isn't CR. But we know that...)
But, more importantly, the fear aura isn't discriminating. It works on ANY creature within 20ft. Allies included.
Having him "scout ahead" by 20ft is an option. Only problems are that (in a typical cramped dungeon) the other PCs can't come to his aid without risking the fear aura, nor can he retreat past them without exposing them to it...unless he spends the time to change into something less scary, of course. Having the sorceror doing the kicking-in-doors on his own is a bit fraught, even whilst shapechanged.

It's beginning to look a bit more like a two-edged sword.
 
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Eremite said:
In one of the FAQs or errata issued for this spell, it clearly stipulates that hit points do not change (*).

I'm afraid that if this existed it has been superceded by the most recent pronouncements on the subject.


FWIW I think that the biggest reason for him not using the fear aura is that as Belxiror points out, the feat aura will affect his mates too.

Something that you could consider (although it might be considered DMing cheese, so it is only an "out there" suggestion) is that celestials and fiends tend to monitor the prime material for incursions by the opposite side. The sudden appearance of a pit fiend in an area of powerful magic that is likely to under observation might draw the attention of a solar who gates himself in and challenges the pit fiend. The sorcerer might tough it out and get to fight a solar (bad idea!) or agree to not risk the celestials ire by taking that form...

(after all, there must be some reason why the most powerful of the fiends aren't just gating and plane shifting to the prime material whenever they want to find an artifact or something - maybe this could be a 'behind the scenes' reason that the PCs were never aware of before).

(you could use Balors instead of Solars if that would fit better, but Solars would be particularly neat)

Cheers
 

Random thoughts on someone who just became a Pit Fiend (but is not actually evil himself):

1) Is he turning into a Pit Fiend or a Native Pit Fiend? If the former, that means that, if killed while in Pit Fiend form, his soul, which forms one unit with his body (SRD), immediately departs, and can't be restored except by a Limited Wish, Miracle, Wish, or True Resurrection.

2) He's affected by stuff as though he has the Lawful and Evil subtypes. The Lawful can be just as important. A good ol' demon is going to be slinging some chaos magic his way, most likely. A Holy Word by his buddy the Good Cleric is gonna be unpleasant for him.

3) That SR is a double-edged sword. As a bad guy, my biggest priority is to do something nasty and spell-like to this pit fiend sorcerer, because as soon as I've got something nasty going on with him, he's got SR32 against his buddies' attempts to undo it -- ie, I'll be casting a lot of slow spells, because hasting him back to normal requires beating SR32. The only time SR doesn't apply is when I'm casting spells on myself or when I voluntarily take a standard action (if those still exist in 3.5) to do so, meaning that my SR is then down until the beginning of the following round.

I'm not sure from the reading whether you'd need to lower SR to benefit from a friend's attempt to teleport you to safety, but it's worth looking into. In my high-level games, everybody needed to be targetted by spells by friends sometimes -- a Heal spell, for instance

So basically, as a bad guy, my defense against this guy would be to get out of harm's way and fire off a boatload of low-level attack spells -- little stuff that only requires a touch attack to hit, or that simply goes to SR and saves. If I'm a high-level bad guy fighting this person, I've got a lot of Slow, Polymorph, Enervation, Blindness, Touch of Idiocy, and so forth. Going toe to toe with this guy is a horrible idea (although it does turn him into a less-than-totally-effective tank instead of a massively buffed 18th-level spellcaster, so maybe I have a golem minion go grapple him or something) -- instead, I harry him, fire off Dispels along with those nasty debilitating spells that, at this level, I have in bunches. Most bad guys don't get to use these spells, because the DM goes for the big money spell right off the bat. In this case, the big money spell isn't likely to work on this guy. You need to break him down first, frustrate him.

But as other folks said -- this is the most powerful spell he'll ever know (or one of the few of this level that he'll get). He deserves to shine with it for awhile. Just make sure that your module doesn't give him enough rest opportunities that there's no reason for him to not be fiended out every time a fight rolls around. And have him show you on his character sheet how many extremely expensive jade circlets he's got with him before he sets out on the adventure.

Oh, and jade... that's a gemstone, right? Gemstones are crystal, right? So if somebody cast Shatter or Shout on you early in the combat, before you went all Fiendish... that would be bad?

Beyond that, look at the environment. There are a lot of environments where being 12 feet tall and weighing 800 pounds is not a great plan. A dwarven stronghold might have, you know, 7 foot ceilings -- the humans can handle things, although any overhand swings are likely to scrape the ceiling (-1 on attacks), but our buddy the Pit Fiend is in a bit of a predicament.
 

I like Plane Sailing's suggestions, but I think it would be devils that would come after him. Maybe it's the Infernal Revenue Service, and Hell wants a cut of any treasure earned while in the form of a devil. Or maybe they want to inform him that the form of the Pit Fiend is copyrighted, and he needs to have a license to use it. The conditions of the license are, let us say, onerous. :]

The trick is to not to nerf the sorcerer's new trick; find a compromise that makes Shapechange a useful 9th level spell, but not one that ruins the game. If the player understands where you are coming from, and if there is an in-game mechanic to support this metagame thinking, then you will be fine.
 

In an adventure made to challenge 18th level characters, in a world where magic is as prevalent as in baseline D&D (i.e., the characters are 100% likely to have magic items and buffs), any defenders worth their salt will have access to:

1 - True Seeing -> Clearly detects that the pit fiend is a shapechanged/polymorphed human;

2 - Greater Dispel Magic (caster level 16-20) -> In fact, since Dispel Magic is the best defense against spellcasters, an enemy will have a couple of scrolls tucked in his sleeve.
 

I tried the shapechange(demon) tactic on my DM a while back, the rat bastard hit me with a Blasphemy spell and I ended up in the fricken Abyss! Then things got complicated :mad:





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Did you know? A person will die from total lack of sleep sooner than from starvation. Death will occur about 10 days without sleep, while starvation takes a few weeks.
 

Hanuman said:
I tried the shapechange(demon) tactic on my DM a while back, the rat bastard hit me with a Blasphemy spell and I ended up in the fricken Abyss! Then things got complicated :mad:

What a fabulous suggestion. I can't tell you how much this made my day.

BTW, I appreciate all the mails about Fear, but with a 3 hour duration on Shapechange, I know how my party will play it.

First the Sorcerer will shapechange into a pitfiend somewhere where a Fear failure won't matter. Those that fail the throw will be brought back for a second try a few rounds after the effect ends. Eventually, all of the party will be immune for the day.

Of course if he changes back to something else and then bsck to a Pitfiend during a combat then the party will be making saves as well.
 

Campbell said:
Perhaps assuming the [Evil] subtype could have an effect on the caster's psychological perspective. I'd also keep in mind that using poison and disease as weapons are evil acts, and good dieties might not be very happy with a spell caster who causes havok and destruction on the prime through the guise of a demon.

Well, first, he causing havoc and destruction on evil. (hopefully.)

Second, using poison as a weapon is evil? Disease, maybe objectionable because of it's universal transmission and lifetime but poison?

And this is a being of ultimate evil. Second only to the demon lords and archdevils. Not something most rational people would want too be familiar with, IMO.
 
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VirgilCaine said:
Second, using poison as a weapon is evil? Disease, maybe objectionable because of it's universal transmission and lifetime but poison?
According to RAW poison use is an evil act.
 

Wormwood House Rule #8:
Add the following text to Polymorph and Shapechange: "The assumed form cannot have a Challenge Rating higher than your caster level."
 

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