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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
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Post Posted: Tue Nov 27, 2007 5:11 pm    Post subject: 4.0 FEATS! Reply with quote
Andy Collins wrote:

Here are four examples of feats taken from the latest draft of the 4th Edition Player’s Handbook. The first two demonstrate the minor evolution of familiar favorites from 3rd Edition, while the other two show off some new tricks. As always, nothing’s final until you read it in the printed book, so take these with a grain of salt.

Toughness
Tier: Heroic
Benefit: When you take this feat, you gain additional hit points equal to your level + 3. You also gain 1 additional hit point every time you gain a level.

Alertness
Tier: Heroic
Benefit: You don’t grant enemies combat advantage in surprise rounds.
You also gain a +2 feat bonus to Perception checks.

First Reaction
Tier: Paragon
Benefit: If you are surprised, you may spend an action point to act during the surprise round.

Golden Wyvern Adept
Tier: Paragon
Benefit: You can omit a number of squares from the effects of any of your area or close wizard powers. This number can’t exceed your Wisdom modifier.


This spoiler tells us a lot:
*Tier seems to imply that certain feats are available when you get to a certain level. Like, an epic feat has tier epic. iirc;
Heroic=1-10
Paragon=11-20
Epic=21-30
*Toughness is now very useful. Very Happy
*Action Points are core.
*They're forcing us to count in squares rather than feet.
*Wasn't Golden Fire Adept an Archmage high Arcana?
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erwin
Master of None

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Post Posted: Tue Nov 27, 2007 7:11 pm    Post subject: Reply with quote
Quote:
*Toughness is now very useful.

lol, finally. No need to wait Fort +2 for Imp Toughness Razz

Quote:
*Action Points are core.

ahaha, pretty interesting..

Quote:
*They're forcing us to count in squares rather than feet.

Promotion of miniatures?

Quote:
*Wasn't Golden Fire Adept an Archmage high Arcana?

lol, now it can be anybody Laughing
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BJ
He Who Founds Wyrmlings

Joined: 04 Dec 2006
Posts: 3997
Location: Sa sikmura ng Bakunawa
Post Posted: Fri Nov 30, 2007 5:21 pm    Post subject: Reply with quote
Smiteage!

Wizards of the Coast wrote:
Safeguard Smite
Paladin 1
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha.
Hit or Miss: An ally within 5 squares gains a bonus to AC equal to your Wisdom modifier until the end of your next turn.

This basic, entry-level smite has all the things a growing paladin needs to fulfill its role and lay down some hurt. A Charisma attack against the target's Armor Class, safeguard smite deals double her base weapon's damage plus her Charisma modifier in damage (paladins are a force of personality, after all), and grants a quick boost to an ally in trouble (including, in a pinch, the paladin herself). And there you have it. Your first smite -- simple, serviceable, and fun.

As your paladin progresses as a defender of the faith, smites, like all of your abilities, grow in power and utility. But unlike its defender cousin, the fighter, a paladin is more than just the guy who kicks butt and makes sure enemies focus (or want to focus) on him. Paladins have always been able to heal in some way and the 4th Edition variety is no different. Though this splash of leader flavor into the paladin's defender role comes in many forms, one of the more active and interesting ways that your paladin can come to the aid of a companion while fighting is our second example of a smite:

Renewing Smite
Paladin 13
Encounter • Healing, Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. AC
Hit: 2x[W] + Cha damage and ally within 5 heals 10 + your Wisdom modifier damage.

You'll no doubt see the pattern between these two smites. They mix a fair portion of damage (scaled up by level, but not necessarily the amount of dice) while giving an ally a much needed boost of hit points at the most opportune moments. Selfish paladins (typically those who serve more self-centered gods or just the occasional egoist who venerates Pelor) can even heal themselves with the strike, as you're considered your own ally unless the effect of a power states otherwise.

Let's move on to smites that inhabit the levels over 20. Binding smite is another flavor of defender smite -- and as its high level demands, does the defender job more effectively, and thus more powerfully than the simple safeguard smite does.

Binding Smite
Paladin 27
Encounter • Weapon
Standard Action
Melee weapon
Target: One creature
Attack: Charisma vs. Will
Hit: 2x[W] + Wis damage and target cannot gain line of effect to anyone but you until the end of your next turn.

In binding smite you can see an example of how the effect of a smite goes up with level, while the numbers in their base form seem similar when not taking into account the accuracy and damage boosts that merely gaining levels (and having better weapons) affords. It just gets … well, better. Heck, it's epic, after all, so it has to be good, and you don't have to have 4th Edition books in front of you to realize line of effect denial is good. When you're fighting balor, ancient blue dragons, and sorrowsworn, it had better be good -- those critters don't fool around!

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erwin
Master of None

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Post Posted: Fri Nov 30, 2007 10:51 pm    Post subject: Reply with quote
Ahmm, I don't get it..
Encounter Weapon??
Hit?!?
2x[W]+C?? Is this Wisdom & Charisma?

And what's with AC? I thought it was Fort/Rflx/Will Defence?
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BJ
He Who Founds Wyrmlings

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Post Posted: Sat Dec 01, 2007 5:56 pm    Post subject: Reply with quote
2x[W] means roll for weapon damage and multiply result [plus numerical mods] by 2. +Cha means add cha modifier afterwards.
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Xtian
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Post Posted: Sun Dec 23, 2007 12:54 am    Post subject: Reply with quote
An article on 4ed elf.

A Fractured Family
Elvish Strife, Separation, and Rebirth
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erwin
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Post Posted: Sun Dec 23, 2007 9:52 am    Post subject: Reply with quote
You got to be a WotC member to view that.
Good thing I'm one. Very Happy
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Pitz-Ikko
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Post Posted: Sun Dec 23, 2007 1:20 pm    Post subject: Reply with quote
What in the 9 Hells does "Attack: Charisma vs AC" mean? For that matter, what is a "Charisma attack"? Does that mean your Charisma is just too much that it's starting to hurt, akin to a "Heart attack"? :p
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Xtian
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Post Posted: Sun Dec 23, 2007 3:06 pm    Post subject: Reply with quote
I think it's like 3.5 smite which adds your cha mod as bonus to attack roll. And there's no longer need to roll for saves. Fort, ref, and will are all like AC now.
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erwin
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Post Posted: Thu Dec 27, 2007 8:30 pm    Post subject: Reply with quote
lol Elves have +2 Dex +2 Wis Very Happy

http://www.wizards.com/default.asp?x=dnd/dramp/20071221
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the-bumper-car
Old Dragon

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Post Posted: Thu Jan 03, 2008 5:57 pm    Post subject: Reply with quote
Yet another article about the Internet functions of the D&D 4.0

Why do they keep reusing the words kitchen table? I haven't gamed at anyone's kitchen table, ever.
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D&D Home Page - What Class Are You? - Build A Character - D&D Compendium

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erwin
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Post Posted: Tue Jan 08, 2008 8:56 am    Post subject: Reply with quote
Try to beat Fighter X!
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BJ
He Who Founds Wyrmlings

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Post Posted: Tue Jan 08, 2008 3:51 pm    Post subject: On Prestige Classes Reply with quote
EnWorld wrote:
Heroic, paragon, epic tiers are "not hard-edged boundaries", so a 9th-level character isn't all that different from a 11th-level character, but there are some mechanical differences. "The mechanics are informed by what tier you're in, but it's not a major change by any means." Different "tiers" do have different rules; not terribly different, but not exactly the same.

The paragon path and epic destiny thing - PrC's are gone completely. You pick up your paragon path at 11th level, and your epic destiny at 21st level. You get those abilities as you level up in addition to your main class stuff, not instead of. Some look like old PrCs, and weapon master, prince of knaves and cavalier mentioned. There are currently 12 PPs and "fewer" EDs. The EDs give big benefits and are things like being the right hand man to a god, undying warrior or calling dragons with a wave of your hand.


Farewell PrC's... We will miss you... Crying or Very sad Laughing
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erwin
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Post Posted: Tue Jan 08, 2008 5:20 pm    Post subject: Reply with quote
Noooooooooooooooooooooooooooooo!!!!
Sad(
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Pitz-Ikko
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Post Posted: Tue Jan 08, 2008 10:23 pm    Post subject: Reply with quote
Yep. G'bye, PrC. Hello, PP. ( Pun-pun? )

So, that means Cleric 10/Paragon Cleric Thingy 10/Epic Cleric Thingy 10/Right-Hand-Guy-To-A-God Cleric Thingy 10? Sounds good, doesn't it? Twisted EvilTwisted EvilTwisted EvilTwisted Evil
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BJ
He Who Founds Wyrmlings

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Post Posted: Wed Jan 09, 2008 1:12 am    Post subject: Reply with quote
From what i can tell, 30 is an actual cap... They won't allow players to go beyond that, methinks.
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boy_bakal
Lord of Pwnage

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Post Posted: Wed Jan 09, 2008 8:36 am    Post subject: Reply with quote
I think Epic Cleric Thingy is the same as Right-Hand-Guy-To-A-God Cleric Thingy
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Xtian
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Post Posted: Wed Jan 09, 2008 1:18 pm    Post subject: Reply with quote
4e will be available through SRD. However, as expected, SRD will lack the flavor of the books.

So it is a status quo from 3.0/3.5E.
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BJ
He Who Founds Wyrmlings

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Post Posted: Mon Jan 14, 2008 2:01 am    Post subject: Monsters and Classes Reply with quote
EnWorld wrote:
Logan Bonner (WotC designer): "Nobody has said which 8 classes are in or out of the PH1. We've talked about classes in seminars and on the boards, and we've mentioned way more than eight classes in them. All the classes in the 3.5 PH will appear at some point in the game's lifespan, but the only ones you can call "confirmed" in the PH1 are fighter, rogue, cleric, and wizard."


EnWorld's best bet on the 8 classes appearing in PHB:
*Fighter
*Ranger
*Paladin
*Cleric
*Wizard
*Warlock
*Rogue
*Warlord

Not only is the Bard absent, but the Sorcerer is, as well. Crying or Very sad
But they promised that all 3.5 classes will be published within the 1st year of 4.0. keep my hopes up?

Now as for the PP and ED, my 1st concern with these as compared to the PrC is that we may have problems with our much-loved dual class builds (mystic theurges, gishes etc).

Well, for one thing, there's an evidence regarding some sort of swordmage class. maybe that's it.

But here's more, for the people who don't frequent EnWorld that often.

David Noonan on Multiclassing wrote:
Gish lovers (and those who are, um, gish-curious), I've got your back. Terminology Note: When I say "gish," I'm not referring specifically to githyanki fighter/wizards. Nor am I talking about a really good Smashing Pumpkins album, Gish. I'm talking more generally about characters who are capable melee combatants and reasonably good arcane spellcasters, too.

One of the things I'm working on is some character-building pieces to support the archetype. And as I write, I wonder, "I'm not sure the gish needs the help. He might be OK with just our crazy new multiclassing rules."

Multiclassing: New multiclassing rules, you ask. Yep, we've got 'em. Multiclass characters are running at a couple of our internal playtest tables right now. Early results are promising, but we're talking about only a couple of characters, so we haven't seen broad proof of concept yet.

It's easy to critique 3e multiclassing, but it's also important to remember that they represent a massive, double-quantum leap from multiclass/dual-class rules in 1e/2e. We really like the configurability and freedom of 3e multiclassing, the way it's extensible even when you add new classes to the mix, and how it respects (to a degree, anyway) the changing whimsy of players as their characters evolve.

But it's got some problems--and in particular, it doesn't tackle the gish very well. There's the arcane spell failure problem, which takes some levels of the spellsword PrC, a little mithral, and some twilight enhancement to take care of. But beyond that, the low caster level can be just crippling for the fighter/wizard who wants to blast the bad guys into oblivion, rather than use his spellbook as a really good utility belt.

So that's one big problem--the caster level situation. In 3e, we've cemented over that with some prestige classes and feats. But there's another problem: Your journey through the "Valley of Multi-Ineffectiveness." For the gish, it's hard to truly be, well, gishy at low levels before you've figured out a reasonable answer to the armor problem. You can't really wade into melee like a fighter, because you're gonna get creamed. So you have to take an "I'm basically a wizard for now" or "I'm basically a fighter for now." That works, but you're just biding your time until you get to play the character you want to play.

And for the gish's cousin, the wizard/cleric, his "Valley of Multi-Ineffectiveness" isn't quite as deep, but it lasts a little longer--until he qualifies for mystic theurge, anyway.

So the improvement we're seeking from the multiclass system is something that solves some specific math problems (the caster level thing) and some specific career-path problems (letting you feel like a blend of classes from the get-go).

The Gish, Today: So what does this mean for our gish PCs at the playtest tables? Well, from very early levels, he's weariing armor, stabbing dudes, and casting spells. He's not as good at stabbing as the fighter, nor as good at casting as the wizard. But he's viable at both. In theory.

In theory? Well, like I said, the gish characters don't have a lot of mileage on them yet. And creating hybrid characters involves a careful balancing act. Multiclass characters can't be optimal at a focused task (because that horns in the turf for the single-class character) and they can't be weaksauce (because then you've sold the multiclass character a false bill of goods and he doesn't actually get to use the breadth of his abilities). There's a middle ground between "optimal" and "weaksauce" that I'll call "viable." But it's not exactly a wide spot of ground.

Finding that viable middle ground isn't a problem unique to 4e. The 3e designers (myself included) took lots of shots at it; the bard, the mystic theurge, and the eldritch knight are all somewhere on the optimal-viable-weaksauce continuum. And any WoW shaman, druid, or paladin knows firsthand the sorts of continual rebalancing they've undergone as Blizzard tries to keep their hybrid classes in the middle of that continuum."


**********

Monsters are more of a concern for me. As a DM, I really liked creating my own monsters based on MM rules. There have been no mention of this so far. I'm pessimistically assuming that while monsters from 4.0 MM are easy to run, homebrew monsters will be a lot more difficult.

And oh, bronze and brass dragons are not in MM. They will appear in a later supplement. instead we get an Iron Dragon and an Adamantine Dragon. And i don't think they'll (all) cast as an arcanist anymore.

What else?
*"What are these hit dice you speak of?" -James Wyatt
*Of course, you all know CR is gone.

More updates to follow.
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Xtian
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Post Posted: Mon Jan 14, 2008 10:58 am    Post subject: Reply with quote
Weh. SOrcerer is not core omgwtfbbq! If it's not core is baroken! Naah.. kidding. I though warlock is replacing the sorcerer class but I'm wrong.
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Xtian
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Post Posted: Wed Jan 16, 2008 1:56 am    Post subject: Reply with quote
Mystra is dead. Wtf?
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"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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Pitz-Ikko
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Post Posted: Wed Jan 16, 2008 12:34 pm    Post subject: Reply with quote
Xtian wrote:
Mystra is dead. Wtf?


That shouldn't be too surprising. The mantle of the God of Magic is much coveted in the FR pantheon. There's been too many individual deities taking on that role that it shouldn't come as a surprise that Mystra is dead. Same goes for the God of Death, ironically enough.

I wonder what will happen to Mystra's Chosen (The wizard Lady Alustriel, the ranger Dove Falconhand, and the sorceress Simbul) with their patron deity dead...I've always wanted a shot at Elminster's girlfriend...Twisted Evil
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erwin
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Post Posted: Fri Jan 25, 2008 9:05 am    Post subject: Reply with quote
Selah of Dicefreaks wrote:
http://www.wizards.com/default.asp?x=dnd/drdd/20080123

Quote:
One of our goals in 4th Edition was to reduce characters’ reliance on magic items. The most important portion of this goal involved removing a lot of the magic items that were essential just so your character could feel effective, like stat-boosting items, amulets of natural armor, and the like. We also felt like these items weren't as exciting as magic items should be, yet characters depended on them heavily to feel adequate in proportion to their level. We felt that the cool stuff a character can do should come from that character’s abilities, not his gear.


*applause*

Item slots available have been reduced. *more applause*

Here are the new slots:
Primary Slots
  • Weapon/implement (includes rods/wands/staves)
  • Armor. Includes cloth armor (for magic bonuses to for the wizard).
  • Neck


Secondary Slots Everything is these slots doesn't grant enhancement bonuses, which, the article says, makes these items completely optional - if you don't have secondary items, your power level is not really affected.
  • Arms. Includes shields, which don't enhance AC, but grant other defensive benefits.
  • Feet.
  • Hands.
  • Head.
  • Rings. You can't unleash the power of a ring before 11th level, and you need to be 21st level to unleash the power of 2 rings.
  • Waist.


Here is the magic equipment list of the author's 11th level gnome warlock (Weren't gnomes being relegated to monster status?):

Implement: +3 rod of dark reward
Armor: +3 leather armor
Neck: +2 cloak of survival
Arms: Bracers of the perfect shot
Feet: Wavestrider boots
Hands: Shadowfell gloves
Head: Diadem of acuity
Rings: None right now, sadly
Waist: Belt of battle
Wondrous Items: Bag of holding

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Last edited by erwin on Sat Jan 26, 2008 10:05 am; edited 1 time in total
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BJ
He Who Founds Wyrmlings

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Post Posted: Fri Jan 25, 2008 12:16 pm    Post subject: Reply with quote
So far, I'm really liking 4.0 mechanically, but am skeptical about it's flavor.

With regard to this, thank Wee Jas I don't have to be a Xmas tree anymore.

Oh, wait, this is 4.0. No Jasians. Crying or Very sad Maybe I should try out this Raven Queen person as my new patron...
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Xtian
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Post Posted: Fri Jan 25, 2008 12:40 pm    Post subject: Reply with quote
I really like it too. No more Xmas tree characters hooray! Thank Mordenkainen's Disjunction for this!




@erwin: If you're going to copy&paste a post put it in quote tags plus the quotee (?) or put "written by ___" at the beginning of the post if you don't want it in tags. Adding a statement claiming it was from some poster is usually not enough.
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solbergb on sorcerers:
"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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BJ
He Who Founds Wyrmlings

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Post Posted: Fri Jan 25, 2008 12:43 pm    Post subject: Reply with quote
Concur with Xtian. Currently, it really looks like you posted a freak's post and you're claiming it as your own tsk, tsk.
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erwin
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Post Posted: Fri Jan 25, 2008 5:04 pm    Post subject: Reply with quote
No I wasn't!
It was never my intention. I just want everybody else to know. Crying or Very sad
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BJ
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Post Posted: Sat Jan 26, 2008 12:06 am    Post subject: Reply with quote
Then fix it. quote it as Xtian suggests. Wala lang, I just don't think you should cross Yoda Laughing
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Xtian
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Post Posted: Sat Jan 26, 2008 1:00 pm    Post subject: Reply with quote
@erwin:
Better.
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"Whether it is true or not, all sorcerers seem to act as if their power is inexhaustible. It really annoys the prepared casters."
A druid on rogue:
"Foolish girl! I am a Druid, I have special abilities more powerful than your entire class!"
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BJ
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Post Posted: Mon Jan 28, 2008 1:13 am    Post subject: Reply with quote
The Pit Fiend!!

Bill Slavicsek from Ampersand wrote:
PIT FIEND
Nobles of the Nine Hells, pit fiends form an elite ruling class that oversees vast numbers of lesser devils. Only the archdevils known as the Lords of the Nine stand higher than the pit fiends.

Each pit fiend is lord of a large domain within one of the layers of the Nine Hells and is vassal to the archdevil who rules that layer. A pit fiend might govern a city, command a fortress, lead a great legion, or serve as a seneschal or counselor for an archdevil. With the exception of Asmodeus, each Lord of the Nine commands no more than a dozen or so pit fiends.

As the lords, barons, viziers, and generals of the Nine Hells, pit fiends rarely confront adventurers in person. They are the progenitors of devilish schemes, and they step in only when important plans go awry or when great plots reach fruition. In the Nine Hells proper, pit fiends command vast numbers of lesser devils. Penetrating the defenses of a pit fiend's castle and destroying the mighty devil in its own demesne is a deed of truly epic proportions.

Description
This hulking devil stands 12 feet tall and has red scales, leathery wings, and a long whiplike tail. It carries a massive mace and wears an ornate breastplate decorated with evil runes and symbols.

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)
Tactical Teleport (standard; recharge 4 5 6) • Teleportation
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 Supernal
Skills 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.



Lots of things to pick again. I'm not sure if this is already complete, though; for one thing, where are the feats?

Okay, for comparison, let me post Pit Fiend 3.5:

d20 SRD wrote:
Pit Fiend
Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: 18d8+144 (225 hp)
Initiative: +12
Speed: 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: 40 (-1 size, +8 Dex, +23 natural), touch 17, flat-footed 32
Base Attack/Grapple: +18/+35
Attack: Claw +30 melee (2d8+13)
Full Attack: 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)
Space/Reach: 10 ft./10 ft.
Special Attacks: Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil
Special Qualities: Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: Fort +19, Ref +19, Will +21
Abilities: Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31
Feats: Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Environment: A lawful evil-aligned plane
Organization: Solitary, pair, team (3-4), or troupe (1-2 pit fiends, 2-5 horned devils, and 2-5 barbed devils)
Challenge Rating: 20
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 19-36 HD (Large); 37-54 HD (Huge)
Level Adjustment:

A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.

A pit fiend is 12 feet tall and weighs 800 pounds.

Combat
Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.

A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Constrict (Ex)
A pit fiend deals 2d8+26 points of damage with a successful grapple check.

Disease (Su)
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.

Fear Aura (Su)
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.

Improved Grab (Ex)
To use this ability, a pit fiend must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

If it wins the grapple check, it establishes a hold and can constrict.

Poison (Ex)
Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.

Spell-Like Abilities
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.

Once per year a pit fiend can use wish as the spell (caster level 20th).

Summon Devil (Sp)
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.

Regeneration (Ex)
A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

Tactics Round-By-Round
A pit fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.

Prior to combat: Unholy aura; activate fear aura, summon devil.
Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster).
Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.
Round 3: Full attack against injured enemy.
Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.
Round 5: Repeat from round 1, or greater teleport to safety if endangered.

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