Pit fiend wielding a weapon

Chorn said:
The illogic of the situation could be attributed to the D&D weights incorporating an encumbrance factor. How else would you have the superheavy weapons that are listed in the PHB? So you would have a 10 pound weapon which only really weighs 5 pounds with another 5 fake pounds as encumbrance. The simple formula for scaling the wights could be explained as the two weights scaling in non-one to one ratio.

Why would the 12' sword be less encumbring to the 12' tall pitfiend, though? I'd think encumbrance would scale in proportion likewise.
 

log in or register to remove this ad

coyote6 said:
If Large weapons (& armor) weighed x8, Large creatures would be more encumbered than Medium characters by equivalent loads (even assuming a +8 Str for going up a size category, a Large creature only gets about x6 carrying capacity). That's not something that makes for playable giants, so you either have to further increase the Str (which causes them to be even stronger in melee, probably stronger than desired), increase the carrying capacity of Large creatures (fine -- but now you've made horses stronger, too; too strong), or monkey with the weight of equipment.

Of course IRL this is exactly what happens - an ant can carry far more proportionally than an elephant. The D&D Giants seem plenty strong enough to me as-is, Upper_Krust worked out that by their stats they're about twice as powerful as they would be if they were humans scaled to the increased size, in fact they're out of line with pretty much every other creature in the book.
 

BTW horses are a poor base to work from since they're barely Large at all. Large is 8'-16', the average Large creature is 12' tall or long, just as the average Medium (4'-8') is 6' tall or long. Horses are not 12' long.
 


Concerning giving a pit fiend equipment (magical or otherwise)
IMO, there is no reason not to equip a Pit Fiend (or any other intelligent creature), but something to remember is that this does make them more dangerous. If you are using the CR system, you should advance them with PC classes sufficiently to "pay for" the equipment you give them. In the example of the Pit Fiend, give him a level of fighter if you are going to equip him with a sword, and multiple levels if it is going to be a magical sword (or other magical items)

If you aren't using the cr system, then you're on your own, but you know that already :)
 

azmodean said:
Concerning giving a pit fiend equipment (magical or otherwise)
IMO, there is no reason not to equip a Pit Fiend (or any other intelligent creature), but something to remember is that this does make them more dangerous. If you are using the CR system, you should advance them with PC classes sufficiently to "pay for" the equipment you give them.
I disagree. It specifically points out, "Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home." If a pit fiend owned a magical greatsword as part of its treasure, then it would certainly use it, not only from a logical standpoint, but from the RAW standpoint, which includes the CR calculation for each creature.
 

Infiniti2000 said:
It specifically points out, "Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home." If a pit fiend owned a magical greatsword as part of its treasure, then it would certainly use it, not only from a logical standpoint, but from the RAW standpoint, which includes the CR calculation for each creature.
Exactly.

In fact, perhaps it would be fun to stat up a pit fiend with the treasure value it's supposed to have. It's treasure line says: "Treasure: Standard coins; double goods; standard items".

Just for the record, "Standard" and "Double" means:
SRD said:
Standard: Refer to the treasure tables and roll d% once for each type of treasure (Coins, Goods, Items) on the Level section of the table that corresponds to the creature’s Challenge Rating ...(snip).... Some creatures have double, triple, or even quadruple standard treasure; in these cases, roll for each type of treasure two, three, or four times.

So for a single Pit Fiend, CR 20, that means on average, using the treasure tables in the DMG:
  • 19,040 gp in coin
  • 37,774 gp in goods
  • 31,000 gp in magic items
....for a total wealth of 87,814 gp. For giggles, contrast that with the EL tables value of 80,000gp. (BTW....who really uses those percentile tables anyway? I always look at the "TREASURE VALUES PER ENCOUNTER" instead. Much easier.)

Anyway......if we assume the Pit Fiend isn't allowed to spend those coin and goods (gems and art) total, that means he's got only the 31,000gp to equip himself with magic items. Sorry, no Unholy Flaming Human-bane Greatsword +1 (50,350gp) for you!

And further, if we follow RAW, it appears he can only have 1d4 medium magic items and 1d3 major magic items. Who knew being a Pit Fiend was so restrictive! :)

With only 31,000 in magic items, I'd suggest:
  • Cold Iron Greatsword +1, Evil-outsider Bane (10,400gp) <-Come on...who's he really gonna be fighting all the time? :)
  • Cloak of Resistance +2 (4,000gp)
  • Bracers of Armor +2 (4,000gp)
  • Boots of Speed (12,000gp)
  • ...and a few potions that add up to 600 gp.

Given that, and using the Boots of Speed, his Changed stats are:
AC: 43
Saves: Fort +21, Ref +22, Will +23
Full Attack: Greatsword +32/ +32/ +27 / +22 / +17 melee (3d6+20, 19-20/x2), 2 wings +29 melee (2d6+6), bite +29 melee (4d6+6 plus poison plus disease), tail slap +29 melee (2d8+6)

....which means he's doing 171 hp/rd to AC 30 and 86 hp/rd to AC 40.
Compare to 105 and 54 without the treasure. Big difference!!!
 
Last edited:

Why Bracers of Armour ? Why not say, a +2 chain shirt (well thats a bit over 4k when you consider cost adjustments for larger size etc... maybe a +1 chain shirt, but thats still 3 ac better and doesn't reduce his movement)
 

A Pit Fiend is not proficient (baring him taking the feat, obviously). Nice try though.

SRD said:
Outsider:......Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
 


Pets & Sidekicks

Remove ads

Top