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  1. #1
    Community Member Durack's Avatar
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    Default Pit Fiend Ponderance



    Hmmm why is his fear aura from the Pit Fiend in the shroud not working in our online game..was it over looked ?
    Per the monster manual :
    Look here :
    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


    It is my thought's that adventurer's in part IV /V of the Shroud would need fear immunity,greater heroism, and remove fear spells cast upon them when entering the fight with the mighty general. However there seems to be no fear aura being emmitted from the fiend..
    Does anyone remember having to make a save vs. fear when fighting our large red friend..? I don't recall EVER seeing any of my character's having to make a save so it leaves me to believe that his aura is missing... Even on elite difficulty...
    Last edited by Durack; 05-13-2008 at 11:34 AM.
    Durrack, Durracka,Verminnard

  2. #2
    Community Member Strumpoo's Avatar
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    I think most people have greater heroism on them when entering the fight, so it is moot.
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  3. #3
    Community Member Durack's Avatar
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    moot point...or absent effect .. wasn't a post about a buff, it was to see if the monster is even emitting the aura..... and yes I agree his other abilities are missing.... **Cries** (probally at everyone's objection) make him summon mass baddies ... bring them on.. waves & waves.... of extraplanar vile creatures....who's with me... gimme his aura, gimme his minions...
    Last edited by Durack; 05-13-2008 at 11:49 AM.
    Durrack, Durracka,Verminnard

  4. #4
    Community Member Altarboy's Avatar
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    Quote Originally Posted by Durack View Post
    moot point...or absent effect .. wasn't a post about a buff, it was to see if the monster is even emitting the aura..... and yes I agree his other abilities are missing.... **Cries** (probally at everyone's objection) make him summon mass baddies ... bring them on.. waves & waves.... of extraplanar vile creatures....who's with me... gimme his aura, gimme his minions...
    Ummmm..not to be a smart*** but, if he summoned stuff would he bug himself?????

    P.S.
    Sorry....I should read the whole thread before I post!
    Last edited by Altarboy; 05-13-2008 at 02:30 PM.
    Chaotic Evil:-Baptismoffire-Tantholos-AltarboyBaptism- Sabott -Caneye-DunkachinoThingamabob- Dejay-Cubscout
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  5. #5
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by Altarboy View Post
    Ummmm..not to be a smart*** but, if he summoned stuff would he bug himself?????

    P.S.
    Sorry....I should read the whole thread before I post!
    Nah, it's Arraetrikos' new exploit - he bugs us out.
    I don't have a zerging problem.

    I'm zerging. That's YOUR problem.

  6. #6
    Community Member Altarboy's Avatar
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    Quote Originally Posted by sirgog View Post
    Nah, it's Arraetrikos' new exploit - he bugs us out.
    Ahhhh....

    so it's not really lag then?....

    Clever...

    very clever Arraetrikos....

    but next round goes to me!
    Chaotic Evil:-Baptismoffire-Tantholos-AltarboyBaptism- Sabott -Caneye-DunkachinoThingamabob- Dejay-Cubscout
    “Ah, this is obviously some strange usage of the word"safe" that I was previously unaware of"; -Douglas Adams

  7. #7
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    Quote Originally Posted by Durack View Post
    Hmmm why is his fear aura from the Pit Fiend in the shroud not working in our online game..was it over looked ?
    It was probably ignored for being irrelevant, but also notice he's missing several other abilities. He can't summon devils to help him fight, but most importantly of all he's missing Blasphemy.

    Blasphemy is by far the most dangerous thing about a pit fiend in the D&D rules. It stuns you for 1 round with no save, and he can do it every round, all day long. That means if the pit fiend has even one other monster with him, you will stay stunned and it will kill you.
    Last edited by Angelus_dead; 05-13-2008 at 11:40 AM.

  8. #8
    Community Member Strumpoo's Avatar
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    I always considered the Bearded Devils and Orthons to be the Pit Fiend's "Summons".

    I know it isn't technically correct, but that's how I interpreted it.
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  9. #9
    Community Member Davinna's Avatar
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    Quote Originally Posted by Strumpoo View Post
    I always considered the Bearded Devils and Orthons to be the Pit Fiend's "Summons".

    I know it isn't technically correct, but that's how I interpreted it.

    Me too.
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  10. #10
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    Quote Originally Posted by Strumpoo View Post
    I always considered the Bearded Devils and Orthons to be the Pit Fiend's "Summons".
    Yes, it's fine to look at them that way...

    It's just that a generic D&D pit fiend has 26 intelligence. Arraetrikos probably has higher. For someone that smart to not summon something at the same time he's fighting just makes no sense. It's as if he wants the clerics to be totally safe while they pump heals into whoever's beating on him.

  11. #11
    Community Member gpk's Avatar
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    Well thats the thing, the fight could be made a lot more fun with some changes to make the fight more dynamic and still remain just as challenging even while reducing Harry's HP.; there have been a couple of threads on the subject.
    Smarter summons, more ability usage etc, right now it's kind of a boring slug fest.
    Oh well...

    P.S. I'd love to see Harry bathed in a cool flame effect like in NWN2, like a fire shield.
    Last edited by gpk; 05-13-2008 at 11:54 AM.

  12. #12

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    Quote Originally Posted by Angelus_dead View Post
    Yes, it's fine to look at them that way...

    It's just that a generic D&D pit fiend has 26 intelligence. Arraetrikos probably has higher. For someone that smart to not summon something at the same time he's fighting just makes no sense. It's as if he wants the clerics to be totally safe while they pump heals into whoever's beating on him.
    While true enough.. I say if we aren't allowed, then neither is he.

  13. #13
    Community Member Strumpoo's Avatar
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    Quote Originally Posted by Missing Minds View Post
    While true enough.. I say if we aren't allowed, then neither is he.
    Good point! Release the mummies of hell!
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  14. #14
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    Quote Originally Posted by Missing Minds View Post
    While true enough.. I say if we aren't allowed, then neither is he.
    I would love to summon monsters to really fight Arraetrikos.

    In fact I have a prediction: once the AI bugs are fixed so you can freely cast summons there without breaking anything, it will turn out that attacking him with a huge squad of Earth Elementals is overpowered, and the devs will try to find a way to nerf it.

  15. #15
    Community Member Lunewann's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    Yes, it's fine to look at them that way...

    It's just that a generic D&D pit fiend has 26 intelligence. Arraetrikos probably has higher. For someone that smart to not summon something at the same time he's fighting just makes no sense. It's as if he wants the clerics to be totally safe while they pump heals into whoever's beating on him.
    Ummmm maybe the Pitfiend doesn't summon mobs onto us because he is scared Turbine might ban him from the game.....

  16. #16
    Community Member Durack's Avatar
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    Quote Originally Posted by Angelus_dead View Post
    It was probably ignored for being irrelevant, but also notice he's missing several other abilities. He can't summon devils to help him fight, but most importantly of all he's missing Blasphemy.

    Blasphemy is by far the most dangerous thing about a pit fiend in the D&D rules. It stuns you for 1 round with no save, and he can do it every round, all day long. That means if the pit fiend has even one other monster with him, you will stay stunned and it will kill you.
    Yes like Mentau in the Littany Pre-raid. Imagine if the Pit Fiend did this while 2 Orthon's beat on you .. Ahhhhh now that's D&D


    Great reply bro... here it is:

    Blasphemy
    Evocation [Evil, Sonic]
    Level: Clr 7, Evil 7
    Components: V
    Casting Time: 1 standard action
    Range: 40 ft.
    Area: Nonevil creatures in a 40-ft.-radius spread centered on you
    Duration: Instantaneous
    Saving Throw: None or Will negates; see text
    Spell Resistance: Yes

    Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.

    HD Effect
    Equal to caster level Dazed
    Up to caster level -1 Weakened, dazed
    Up to caster level -5 Paralyzed, weakened, dazed
    Up to caster level -10 Killed, paralyzed, weakened, dazed

    The effects are cumulative and concurrent.

    No saving throw is allowed against these effects.

    Dazed
    The creature can take no actions for 1 round, though it defends itself normally.

    Weakened
    The creature’s Strength score decreases by 2d6 points for 2d4 rounds.

    Paralyzed
    The creature is paralyzed and helpless for 1d10 minutes.

    Killed
    Living creatures die. Undead creatures are destroyed.

    Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a -4 penalty) to negate.

    Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.


    GIVE US THIS..... Wooot
    Last edited by Durack; 05-13-2008 at 12:11 PM.
    Durrack, Durracka,Verminnard

  17. #17
    Community Member Durack's Avatar
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    hhahahahaha, now that's a good one...
    I wanna be the first person on the server to put a bug report about a mob who summons otherplane creatures to his side for aid and then bugs himself out.... Yes hello your mob boss is trying to exploit himself
    Durrack, Durracka,Verminnard

  18. #18
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    Quote Originally Posted by Angelus_dead View Post
    Blasphemy is by far the most dangerous thing about a pit fiend in the D&D rules. It stuns you for 1 round with no save, and he can do it every round, all day long. That means if the pit fiend has even one other monster with him, you will stay stunned and it will kill you.
    That might be a slight exaggeration. The challenge rating of a pit fiend is 20 and the pit fiend is 18 hit dice. The average party who encounters a pit fiend should be immune to his blasphemy. Furthermore, spell resistance applies to blasphemy and the odds of no one in a party of neigh-epic level adventurers having some kind of spell resistance are slim. It's also a close range ability.

    IMO, it'd be difficult to incorporate this ability in DDO as well.

  19. #19
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    Quote Originally Posted by frugal_gourmet View Post
    That might be a slight exaggeration. The challenge rating of a pit fiend is 20 and the pit fiend is 18 hit dice. The average party who encounters a pit fiend should be immune to his blasphemy.
    That only applies if the pit fiend is only one of your multiple encounters throughout the day.

    But really, Pit Fiends are a boss monster that would be encountered as the climax of a series of missions. By the guidelines for designing D&D adventures, a fight like that can use a CR a few higher than normal.

    Anyway, the Pit Fiend's Blashphemy ability is badly designed. An effect that is unstoppable win against level 18 characters but totally harmless against level 19 just doesn't make sense.

    Quote Originally Posted by frugal_gourmet View Post
    Furthermore, spell resistance applies to blasphemy and the odds of no one in a party of neigh-epic level adventurers having some kind of spell resistance are slim.
    That brings up the Greater Dispel Magic ability which Arraetrikos is also missing. If you've fought the Black Abbot then you know how devastating that can be on a raid boss.

  20. #20
    Community Member Strumpoo's Avatar
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    If he had that ability no one would be able to beat him. You know he is AT LEAST 10 caster levels above us, we would all port into part 4, and instantly die when he cast it. Since he is probably 10-20 caster levels above us.
    How many caster levels and HD does a monster with 1,000,000 hitpoints have?
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