D_E said: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?
By Jove, that's it. Just like trained skills in Star Wars Saga.SeRiAlExPeRiMeNtS said:Ability mod +1/2 level +5?
It adds up, and;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.
D_E said:??? Do we know how the skills are being done?
Good point.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).
Probably the same thing that was keeping the 3e Balor from wielding his whip and sword.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?