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Thread: Pit fiend

  1. #1
    Community Member Erekose's Avatar
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    Default Pit fiend

    Reference: Monster Manual - Core rulebook III v3.5 pg 57-58

    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 baatezu (another devil)

    Round 1.
    Quickened fireball and mass hold monster if facing three or more visible, active opponents, otherwise power word stun against unarmed opponent (preferably 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.

    So how does the PnP recommendation of how a Pit fiend should conduct itself in battle stack up against what we have in the game.
    All welcome to add your comments.

  2. #2
    Community Member Brandall's Avatar
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    I think i remember the shroud quest giver saying something about the pit fiend being developmentally disabled...

  3. #3
    Community Member Oran_Lathor's Avatar
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    Doesn't really sound familiar to me. The DDO version goes more like this:

    Prior to combat: activate extra 150,000 hit point aura.

    Rounds 1-1000000: stand there and throw fireballs/meteor swarms at random targets while simultaeneously hitting everyone nearby.

  4. #4
    Community Member Boldrin's Avatar
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    Quote Originally Posted by Oran Lathor View Post
    Doesn't really sound familiar to me. The DDO version goes more like this:

    Prior to combat: activate extra 150,000 hit point aura.

    Rounds 1-1000000: stand there and throw fireballs/meteor swarms at random targets while simultaeneously hitting everyone nearby.
    Sounds about right
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  5. #5

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    Quote Originally Posted by Erekose View Post
    Reference: Monster Manual - Core rulebook III v3.5 pg 57-58

    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 (will a pally override it?) , activate fear aura (useless..... GH ftw!), summon baatezu (another devil) (it does and have gnolls to heal as well :P)

    Round 1.
    Quickened fireball and mass hold monster if facing three or more visible, active opponents, otherwise power word stun against unarmed opponent (preferably spellcaster). (fireball? thats like so 1950..... its using dbfb here! mass hold is useless once we have fom, who is actually unarmed? a monk?)

    Round 2.
    Meteor swarm against as many foes as possible, approach worst-injured enemy. (no comment here)

    Round 3.
    Full attack against injured enemy. (its more like full attack against all surrounding him)

    Round 4.
    Continue melee against injured enemy, or power word stun against annoying spellcaster. (which spellcaster actually damages the pit fiend before the last 5% hp?)

    Round 5.
    Repeat from round 1 or greater teleport to safety if endangered. (if the pit fiend is under orders, being lawful, i doubt it'll let us through so easy)

    So how does the PnP recommendation of how a Pit fiend should conduct itself in battle stack up against what we have in the game.
    All welcome to add your comments.
    not to mention our fiend is like a tank.....
    If you want to know why...

  6. #6
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    It would be a lot cooler if the pit fiend actually used his teleporting ability.

    It would also be a lot cooler if we had the BLINK spell...but I guess that's too much to ask.

  7. #7
    Community Member Yaga_Nub's Avatar
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    Quote Originally Posted by Aspenor View Post
    It would be a lot cooler if the pit fiend actually used his teleporting ability.

    It would also be a lot cooler if we had the BLINK spell...but I guess that's too much to ask.
    You can just blink your eyes really fast and get the same visual effect if not the spells benefits.
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  8. #8
    Community Member Nirvana's Avatar
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    Quote Originally Posted by Yaga Nub View Post
    You can just blink your eyes really fast and get the same visual effect if not the spells benefits.
    Or just get a in your computer room.
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  9. #9
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Nirvana View Post
    Or just get a in your computer room.
    You probably mean a strobelight. Discoball without spotlights on it does nothing
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  10. #10
    Community Member Talon_Moonshadow's Avatar
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    Give the guy a break.

    Have you ever tried to take a picture of a strobelight?
    I gave up a life of farming to become an Adventurer.

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    ..., but I honestly think the solution is to group with less whiny people.

  11. #11
    Uber Completionist Lithic's Avatar
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    Quote Originally Posted by Talon Moonshadow View Post
    Give the guy a break.

    Have you ever tried to take a picture of a strobelight?

    Not I. But I found one



    Edit: Bah first picture had an inappropriate caption on the picture. This ones not as good hehe

    Apologies for being nitpicky, its what happens when too-much-time meets no-good-LFMs-in-game meets feeling-too-lazy-to-make-my-own-party
    Last edited by Lithic; 04-23-2008 at 04:55 PM.
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  12. #12
    Community Member Aeneas's Avatar
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    pffffffff, you clearly just went to the first bookmark on your list and stole that picture.
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  13. #13
    Founder Beerthirty's Avatar
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    Quote Originally Posted by Erekose View Post
    Reference: Monster Manual - Core rulebook III v3.5 pg 57-58

    Round 5.
    Repeat from round 1 or greater teleport to safety if endangered.
    That would be pretty funny if he just upped an disappeared. People getting ready to be DQ might be a bit surprised.
    Last edited by BeerThirty; 04-23-2008 at 06:26 PM.
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