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The Devil's in the Details: Slavicsek reveals the Pit Fiend in all its glory

All ablility modifiers are consistent with 3.x modifier + 1/2 Level. We already knew this, but here's more confermation.

??? Do we know how the skills are being done?
 

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I suppose the pit fiend may have a lawful component, just not strong enough to be considered an Alignment. I imagine if the modrons make a return to the game, they would indeed have an Alignment of Lawful.
 



maggot said:
But the damage does seem a bit low in all areas. 26rd level characters are going to have like 200+ hit points and not care about 2d6+5 damage here or d12+11 there.
It adds up, and;

He is only an Elite, NOT a solo: That means he only counts for 2 of the five foes the level 26 encounter assumes.
He summons 8 mooks, clogging the battlemat something fierce.
His debuff attack can drop some poor shmuck's defenses 5 points. I bet that will matter surrounded by those 8 mooks
The battlemat is only clogged for the pit fiends foes since he can pop his own troops where needed.
 
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What is keeping him from picking up a *real* (high plus) weapon (or any other source for a numerical increase for that matter... armor?) and breaking the math?
 

D_E said:
??? Do we know how the skills are being done?

Presuming that Religion ~ Knowledge (Religion), the Pit Fiend has 4 trained skills at +5 over the base attribute check: Bluff (Cha), Intimidate (Cha), Perception (Wis), & Religion (Int). Using SWSE terminology, that is. No immediately visible reason why 4 trained skills, though (base Int = +6).
 

Belphanior said:
If he's disarmed somehow, the mace attack is lost and there's no more use for demonic frenzy really. In addition, certain pesky wizard spells might be able to temporarily disable powers such as demonic frenzy. Sounds like the perfect job for a Controller type character. Finally, unique individual Pit Fiends should be based on this vanilla template. A less martial type might still have the mace and tail but not the frenzy.

All this pure speculation of course (except the first, I'm sure disarming him will deprive him of the mace attack :) ).
Good point.
 

Yeah, I think you're right. I tried the same thing, but I tried to use Wis for Religion. But Religion was a Knowledge, so it should be Int, and 19+5=24.

In Saga, skills were 1/2 level + ability mod, +5 for training +5 for focus. So this looks to be the same system. Only the skills with bonuses above level+score are listed.

EDIT: Gah! Uberninja'd
 

Kraydak said:
What is keeping him from picking up a *real* (high plus) weapon (or any other source for a numerical increase for that matter... armor?) and breaking the math?
Probably the same thing that was keeping the 3e Balor from wielding his whip and sword.

Nothing, but he just "comes with it".
 

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