Wednesday, January 30, 2008
4th Edition Pit Fiend Stats
The following stats give some of the best clues to how the game mechanic might change.
Pit Fiend Level 26 Elite Soldier (Leader)
Large immortal humanoid (devil) XP 18,000
Initiative +22 Senses Perception +23; darkvision
Aura of Fear (Fear) aura 5; enemies in the aura take a –2 penalty on attack rolls.
Aura of Fire (Fire) aura 5; enemies that enter or start their turns in the aura take 15 fire damage.
HP 350; Bloodied 175
AC 44; Fortitude 42, Reflex 38, Will 40
Resist 30 fire, 15 poison
Saving Throws +2
Speed 12, fly 12 (clumsy), teleport 10
Action Points 1
Melee Flametouched Mace (standard; at-will) • Fire, Weapon
Reach 2; +31 vs. AC; 1d12+11 fire damage plus ongoing 5 fire damage (save ends).
Melee Tail Sting (standard; at-will) • Poison
+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).
Melee Pit Fiend Frenzy (standard; at-will)
The pit fiend makes a flametouched mace attack and a tail sting attack.
Ranged Point of Terror (minor; at-will) • Fear
Range 5; +30 vs. Will; the target takes a –5 penalty to all defenses until the end of the pit fiend's next turn.
Ranged Irresistible Command (minor 1/round; at-will) • Charm, Fire
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.
Infernal Summons (standard; encounter) • Conjuration
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:
- 8 legion devil legionnaires (level 21), or
- 2 war devils (level 22), or
- 1 war devil (level 22) and 4 legion devil legionnaires (level 21)
The pit fiend can teleport up to 2 allies within 10 squares of it. The targets appear in any other unoccupied squares within 10 squares of the pit fiend.
Alignment Evil
Languages SupernalSkills Bluff +27, Intimidate +27, Religion +24
Str 32 (+24) Dex 24 (+20) Wis 20 (+18)
Con 27 (+21) Int 22 (+19) Cha 28 (+22)
Equipment flametouched mace, noble signet ring
Pit Fiend Tactics
A pit fiend fights close to its enemies, catching them in its aura of fear and aura of fire. On the first round of combat, it spends an action point to use infernal summons. It then uses point of terror against a tough-looking foe and tactical teleport to place two allies in flanking positions around that foe. With its remaining minor action, the pit fiend uses irresistible command on an ally within range.
A pit fiend alternates between point of terror and irresistible command, sometimes using both if it has a spare move action it can replace with a minor action. Otherwise, the pit fiend uses pit fiend frenzy, teleporting as needed to gain a better position.
A pit fiend does not sacrifice its life needlessly and makes a tactical retreat if death is imminent.
Pit Fiend Lore
A character knows the following information with a successful Religion check:
DC 25: Pit fiends are the nobles of the Nine Hells. Each pit fiend serves as a vassal to one of the nine archdevils and commands a fortress, city, or army in its master's domain.
DC 30: Once every 99 years, a pit fiend can grant a mortal's wish by performing a terrible ritual. Only the most powerful and promising of mortals are offered such a temptation.
DC 35: Well-known pit fiends include Baalzephon, one of the powerful circle of pit fiends known as the Dark Eight; Gazra, who governs the city of Abriymoch in Phlegethos, the Fourth Hell; and Baalberith, the major-domo of the palace of Asmodeus.
To me, the bottom line is the online thing...they have to get that going or else they don't have buy-in from me.
Hero is where it's at. Low investment cost for players, no constant upgrades...plus you can make a character the way you want...w/o as many artificial restrictions and goofy power gaming stuff. Plus you can loot all the old D&D stuff for ideas...and you don't have to keep buying and rebuying the same old shit.
I like the hero system, but I am admittadly turned on by the attempts to make the game more fun that the D&D people are making. We will no doubt be abe to view the material online easy enough to decide if it is worth our time and $.
The online play is, "I believe" the central selling point of the 4ed. If it just an attempt to get the buzz level up, and not a playable system, then i will not buy into it out of spite.
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