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What can Next do to pull in 4e campaigns?
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<blockquote data-quote="Jester David" data-source="post: 6256572" data-attributes="member: 37579"><p><span style="font-family: 'Tahoma'">I’m going to do some monster review, and think about the design.</span></p><p><span style="font-family: 'Tahoma'">I’m using the pit fiend for this, because it’s a complicated monster with a stack of spell-like abilities. And it was also released as a 4e preview back in ‘08, so I can just copy the stats into the post.</span></p><p></p><p><span style="font-family: 'Tahoma'"><strong>4e Pit Fiend Abilities: </strong></span></p><p><span style="font-family: 'Tahoma'">Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.</span></p><p><span style="font-family: 'Tahoma'">Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.</span></p><p><span style="font-family: 'Tahoma'"><strong>Melee </strong>Flametouched Mace (standard; at-will) • Fire, Weapon</span></p><p><span style="font-family: 'Tahoma'">Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).</span></p><p><span style="font-family: 'Tahoma'"><strong>Melee </strong>Tail Sting (standard; at-will) • Poison</span></p><p><span style="font-family: 'Tahoma'">+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).</span></p><p><span style="font-family: 'Tahoma'"><strong>Melee </strong>Pit Fiend Frenzy (standard; at-will)</span></p><p><span style="font-family: 'Tahoma'">The pit fiend makes a flametouched mace attack and a tail sting attack.</span></p><p><span style="font-family: 'Tahoma'"><strong>Ranged </strong>Point of Terror (minor; at-will) • Fear</span></p><p><span style="font-family: 'Tahoma'">Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend’s next turn.</span></p><p><span style="font-family: 'Tahoma'"><strong>Ranged </strong>Irresistible Command (minor 1/round; at-will) • Charm, Fire</span></p><p><span style="font-family: 'Tahoma'">Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.</span></p><p><span style="font-family: 'Tahoma'"><strong>Infernal Summons </strong>(standard; encounter) • Conjuration</span></p><p><span style="font-family: 'Tahoma'">The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:</span></p><p></p><p><span style="font-family: 'Tahoma'"><strong>3e Pit Fiend Abilities:</strong></span></p><p><span style="font-family: 'Tahoma'"><strong>Full Attack:</strong> 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)</span></p><p><span style="font-family: 'Tahoma'"><strong>Special Attacks:</strong> Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil</span></p><p><span style="font-family: 'Tahoma'"><strong>Disease (Su) </strong>A creature struck by a pit fiend’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.</span></p><p><span style="font-family: 'Tahoma'"><strong>Fear Aura (Su) </strong>A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.</span></p><p><span style="font-family: 'Tahoma'"><strong>Poison (Ex) I</strong>njury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.</span></p><p><span style="font-family: 'Tahoma'"><strong>Spell-Like Abilities </strong>At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.</span></p><p><span style="font-family: 'Tahoma'">Once per year a pit fiend can use wish as the spell (caster level 20th).</span></p><p><span style="font-family: 'Tahoma'"><strong>Summon Devil (Sp) </strong>Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.</span></p><p></p><p><span style="font-family: 'Tahoma'"><strong>2e Pit Fiend Abilities:</strong></span></p><p><span style="font-family: 'Tahoma'">In 2e they had similar attacks to 3e (claws, bite, tail, wings) and had their fear aura and regeneration. And the “standard baatezu powers”, whatever those are.</span></p><p><span style="font-family: 'Tahoma'">They could cast <em>detect magic</em>, <em>detect invisible</em>, <em>fireball</em>, <em>hold person</em>, <em>improved invisibility</em>, <em>polymorph self</em>, <em>produce flame</em>, <em>pyrotechnics</em>, and <em>wall of fire</em>. Plus, on a more limited basis, they can cast <em>wish </em>and <em>symbol of pain</em>. </span></p><p></p><p><span style="font-family: 'Tahoma'"><strong>1e Pit Fiend Abilities: </strong></span></p><p><span style="font-family: 'Tahoma'">Limited to just two attacks and their tail, they can still cast <em>produce flame</em>, <em>pyrotechnics</em>, <em>wall of fire</em>, <em>detect magic</em>, <em>detect invisible</em>, <em>polymorph self</em>, <em>hold person</em>, and <em>symbol of pain</em>. </span></p><p></p><p><span style="font-family: 'Tahoma'">In combat, all pit fiends are pretty similar: they walk up and thump people with claws and slap with the tail. All radiate fear via their aura. All seem to summon summon devils, which is a common devlish ability.</span></p><p><span style="font-family: 'Tahoma'">So, really, despite their plethora of spells, pit fiends in most editions ran fairly similar in actual combat. Only one spell (<em>symbol of pain</em>) had a lot of reliable combat utility at the level you face a pit fiend; I’m surprised that wasn’t folded into the 4e p-fiend, but I imagine that was the source of its <em>point of terror</em> ability. Other spells are less useful; <em>wall of fire</em> would be interesting for some control, but flying would negate much of its oomf. The 3e p-fiend certainly has a lot of needless spell powers that don’t do much but clutter the monster. And it had a crapton more abilities I edited out for clarity (ones that became Universal Monster Rules in Pathfinder).</span></p><p></p><p><span style="font-family: 'Tahoma'">Thinking about D&D Next now (and purposely avoiding looking at the p-fiend in the Bestiary). </span></p><p><span style="font-family: 'Tahoma'">They’d have their claw attacks, a bite that poisons, and tail with a special grapple ability. (I’m not sure why they gained scorpion tails in 4e.) They’d also need the ability to summon other devils. All that is pretty standard. They’d likely need the usual ability to make two claw attacks or a claw and bite or something. </span></p><p><span style="font-family: 'Tahoma'">A good pit fiend would likely have a fear aura that does rely on knowing the <em>fear</em> spell; that is needless. Just give the penalty in the aura. </span></p><p><span style="font-family: 'Tahoma'">For spells, they’ve had many of same spells for most editions, so changing them feels unneeded. But as only a few have combat use I wouldn’t detail all of them in the statblock. I’d describe what <em>symbol of pain</em> does and - if there was enough room- maybe <em>hold person</em> or <em>wall of fire</em>. A ranged offensive spell might also be nice so they could have <em>fireball</em>. These aren’t signature abilities of the pit fiend, so they work as standard spells. They don’t need to stand out. The rest of the spells (<em>detect magic</em>, <em>detect invisible</em>, <em>polymorph self</em>, <em>produce flame</em>, <em>pyrotechnics</em> and the annual <em>wish</em>) can just be listed and left undetailed. </span></p><p></p><p><span style="font-family: 'Tahoma'">The side spells are bits of flavour. Being able to <em>produce flame</em> isn’t needed in the statblock but it’s nice to know a pit fiend can just emit fire whenever it wants. A pit fiend isn’t going to <em>detect invisible</em> in most fights, but it’s a handy spell for it to have in its arsenal. Ditto <em>detect magic</em>. It’s not likely that a party will invisibly sneak past a pit fiend, but if that situation occurs it’s not going to derail the game while the DM spends 2 minutes checking the details of that spell (if, by 15-20th level they don’t know). A quick spell check is painful in combat when everyone is waiting for the action, but is more forgivable outside of rounds. </span></p><p></p><p><span style="font-family: 'Tahoma'">I had an entire campaign that revolved around a pit fiend manipulating the party while polymorphed, acting as their patron. So the ability to <em>polymorph self</em> was important to my game. I likely would not have even considered the pit fiend as that kind of evil mastermind had the monster entry not included that spell-like ability. The Big Bad of that campaign would have otherwise ended up being an evil wizard or something otherwise. Or, more likely, I wouldn’t have even had that idea if I had not been reading that monster entry and had inspiration strike.</span></p><p><span style="font-family: 'Tahoma'">Ditto the <em>wish</em>. That’s a pretty darn big story hook right there, and a mechanical justification for deals with the devil. Although a limit should be tacked on so it’s not used on combat, such as being a ritual only.</span></p></blockquote><p></p>
[QUOTE="Jester David, post: 6256572, member: 37579"] [FONT=Tahoma]I’m going to do some monster review, and think about the design.[/FONT] [FONT=Tahoma]I’m using the pit fiend for this, because it’s a complicated monster with a stack of spell-like abilities. And it was also released as a 4e preview back in ‘08, so I can just copy the stats into the post.[/FONT] [FONT=Tahoma][B]4e Pit Fiend Abilities: [/B][/FONT] [FONT=Tahoma]Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.[/FONT] [FONT=Tahoma]Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.[/FONT] [FONT=Tahoma][B]Melee [/B]Flametouched Mace (standard; at-will) • Fire, Weapon[/FONT] [FONT=Tahoma]Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).[/FONT] [FONT=Tahoma][B]Melee [/B]Tail Sting (standard; at-will) • Poison[/FONT] [FONT=Tahoma]+31 vs. AC; 1d6+11 damage, and the pit fiend may make a free followup attack. Followup: +29 vs. Fortitude; ongoing 15 poison damage, and the target is weakened (save ends both effects).[/FONT] [FONT=Tahoma][B]Melee [/B]Pit Fiend Frenzy (standard; at-will)[/FONT] [FONT=Tahoma]The pit fiend makes a flametouched mace attack and a tail sting attack.[/FONT] [FONT=Tahoma][B]Ranged [/B]Point of Terror (minor; at-will) • Fear[/FONT] [FONT=Tahoma]Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend’s next turn.[/FONT] [FONT=Tahoma][B]Ranged [/B]Irresistible Command (minor 1/round; at-will) • Charm, Fire[/FONT] [FONT=Tahoma]Range 10; affects one allied devil of lower level than the pit fiend; the target immediately slides up to 5 squares and explodes, dealing 2d10+5 fire damage to all creatures in a close burst 2. The exploding devil is destroyed.[/FONT] [FONT=Tahoma][B]Infernal Summons [/B](standard; encounter) • Conjuration[/FONT] [FONT=Tahoma]The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:[/FONT] [FONT=Tahoma][B]3e Pit Fiend Abilities:[/B][/FONT] [FONT=Tahoma][B]Full Attack:[/B] 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)[/FONT] [FONT=Tahoma][B]Special Attacks:[/B] Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil[/FONT] [FONT=Tahoma][B]Disease (Su) [/B]A creature struck by a pit fiend’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.[/FONT] [FONT=Tahoma][B]Fear Aura (Su) [/B]A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.[/FONT] [FONT=Tahoma][B]Poison (Ex) I[/B]njury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.[/FONT] [FONT=Tahoma][B]Spell-Like Abilities [/B]At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.[/FONT] [FONT=Tahoma]Once per year a pit fiend can use wish as the spell (caster level 20th).[/FONT] [FONT=Tahoma][B]Summon Devil (Sp) [/B]Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.[/FONT] [FONT=Tahoma][B]2e Pit Fiend Abilities:[/B][/FONT] [FONT=Tahoma]In 2e they had similar attacks to 3e (claws, bite, tail, wings) and had their fear aura and regeneration. And the “standard baatezu powers”, whatever those are.[/FONT] [FONT=Tahoma]They could cast [I]detect magic[/I], [I]detect invisible[/I], [I]fireball[/I], [I]hold person[/I], [I]improved invisibility[/I], [I]polymorph self[/I], [I]produce flame[/I], [I]pyrotechnics[/I], and [I]wall of fire[/I]. Plus, on a more limited basis, they can cast [I]wish [/I]and [I]symbol of pain[/I]. [/FONT] [FONT=Tahoma][B]1e Pit Fiend Abilities: [/B][/FONT] [FONT=Tahoma]Limited to just two attacks and their tail, they can still cast [I]produce flame[/I], [I]pyrotechnics[/I], [I]wall of fire[/I], [I]detect magic[/I], [I]detect invisible[/I], [I]polymorph self[/I], [I]hold person[/I], and [I]symbol of pain[/I]. [/FONT] [FONT=Tahoma]In combat, all pit fiends are pretty similar: they walk up and thump people with claws and slap with the tail. All radiate fear via their aura. All seem to summon summon devils, which is a common devlish ability.[/FONT] [FONT=Tahoma]So, really, despite their plethora of spells, pit fiends in most editions ran fairly similar in actual combat. Only one spell ([I]symbol of pain[/I]) had a lot of reliable combat utility at the level you face a pit fiend; I’m surprised that wasn’t folded into the 4e p-fiend, but I imagine that was the source of its [I]point of terror[/I] ability. Other spells are less useful; [I]wall of fire[/I] would be interesting for some control, but flying would negate much of its oomf. The 3e p-fiend certainly has a lot of needless spell powers that don’t do much but clutter the monster. And it had a crapton more abilities I edited out for clarity (ones that became Universal Monster Rules in Pathfinder).[/FONT] [FONT=Tahoma]Thinking about D&D Next now (and purposely avoiding looking at the p-fiend in the Bestiary). [/FONT] [FONT=Tahoma]They’d have their claw attacks, a bite that poisons, and tail with a special grapple ability. (I’m not sure why they gained scorpion tails in 4e.) They’d also need the ability to summon other devils. All that is pretty standard. They’d likely need the usual ability to make two claw attacks or a claw and bite or something. [/FONT] [FONT=Tahoma]A good pit fiend would likely have a fear aura that does rely on knowing the [I]fear[/I] spell; that is needless. Just give the penalty in the aura. [/FONT] [FONT=Tahoma]For spells, they’ve had many of same spells for most editions, so changing them feels unneeded. But as only a few have combat use I wouldn’t detail all of them in the statblock. I’d describe what [I]symbol of pain[/I] does and - if there was enough room- maybe [I]hold person[/I] or [I]wall of fire[/I]. A ranged offensive spell might also be nice so they could have [I]fireball[/I]. These aren’t signature abilities of the pit fiend, so they work as standard spells. They don’t need to stand out. The rest of the spells ([I]detect magic[/I], [I]detect invisible[/I], [I]polymorph self[/I], [I]produce flame[/I], [I]pyrotechnics[/I] and the annual [I]wish[/I]) can just be listed and left undetailed. [/FONT] [FONT=Tahoma]The side spells are bits of flavour. Being able to [I]produce flame[/I] isn’t needed in the statblock but it’s nice to know a pit fiend can just emit fire whenever it wants. A pit fiend isn’t going to [I]detect invisible[/I] in most fights, but it’s a handy spell for it to have in its arsenal. Ditto [I]detect magic[/I]. It’s not likely that a party will invisibly sneak past a pit fiend, but if that situation occurs it’s not going to derail the game while the DM spends 2 minutes checking the details of that spell (if, by 15-20th level they don’t know). A quick spell check is painful in combat when everyone is waiting for the action, but is more forgivable outside of rounds. [/FONT] [FONT=Tahoma]I had an entire campaign that revolved around a pit fiend manipulating the party while polymorphed, acting as their patron. So the ability to [I]polymorph self[/I] was important to my game. I likely would not have even considered the pit fiend as that kind of evil mastermind had the monster entry not included that spell-like ability. The Big Bad of that campaign would have otherwise ended up being an evil wizard or something otherwise. Or, more likely, I wouldn’t have even had that idea if I had not been reading that monster entry and had inspiration strike.[/FONT] [FONT=Tahoma]Ditto the [I]wish[/I]. That’s a pretty darn big story hook right there, and a mechanical justification for deals with the devil. Although a limit should be tacked on so it’s not used on combat, such as being a ritual only.[/FONT] [/QUOTE]
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