What would the Pit Fiend do?


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Lantern Lodge

So, trying to explain how to beat Beastmass with a Kensai Magus. The Pit Fiend seems to be the most... difficult to predict due to having Wish.

Situation: Kensai is invisable, but the pit fiend knows he's around somewhere. Kensai is currently buffing himself up for a round or two. What would you do as the Pit Fiend?

Kensai Build:

Kikiamori, Kensai Magus (Frostbite Build)
Samsaran
STR: 4 DEX: 10 CON: 6 INT: 22 WIS: 12 CHA: 10

At level 20 (with Greater Age Resistance casted):
STR: 10 DEX: 20 CON: 12 INT: 38 WIS: 19 CHA: 10

Resist Energy (Wizard 2)
Echolocation (Alchemist 4)
Greater Age Resistance (Alchemist 5)
Dance of a Thousand Cuts (Bard 6)
Greater Dispel Magic (Bard 5)
Freedom of Movement (Bard 4)
Dimensional Anchor (Summ 3)

Traits:
Magical Lineage: Frostbite? SG?
Bruising Intellect

Feats:
1. *Weapon Focus
1. Weapon Finesse
3. Enforcer
5. Rime Spell
5. Quickdraw
7. Greater Weapon Focus
9. Critical Focus
11. Elemental Spell
11. Bleeding Critical
13. Dazzling Display
15. Shatter Defenses
17. Staggering Critical
17. Critical Mastery
19. Extra Arcana: Reflection

Arcana:
3 Arcane Accuracy
6 Empowered Magic
12 Accurate Strike
15 Quicken Arcana
18 Bane
20 Reflection

Items:
+1 Agile, Cruel, Merciful, Keen Wakishazi
+1 Greater Dispelling Wakishazi
+1 Impervious Spell Storing Anchoring Adamentium Wakizhasi
=113705 with Dimensional Anchor

Armor:
Greater Energy Resistence Fire,
Determination, Silken Ceremonial Robe
= 121,000

+6 int/wis 90,000
+6 dex/con belt 90,000
Otherworldly Kimono 67,000
Sandals of Quick Reaction 4,000
Crown of Conquests 24,600
Amulet Natural armor +5 50,000
Ring of Protection +5 50,000
Ring of Arcane Mastery 20,000
polymorphic pouch 5,000
Gloves of Storing 5,000
Eyes of the Eagle 2,500
2 Cracked Pale Green Prisms 8000
Lavender and Green Ellipsoid 40,000
8 Traveling Spellbooks 80
Artic Call Spellbook 5,985---
Magus Kit
Bag of Holding 2,500
Bottle of Air 7,250
6 Pearls of Power
=366100

wands rods, and scrolls
Shield 750
Mage Armor 750
2x Wand of Infernal Heal
Extend Metmagic 3,000
= 6000

Used Items:
Tome +5 of Intelligence 137,500
Manual +4 Dexterity 110,000
=247,500

Total = 875, 940
Out of 880,000

Buffs Available:
Dance of 1000 cuts 1rd/lvl
Displacement 1rd/lvl
Mirror Image 1min/lvl
Elemental Body 1min/lvl
*Resist Energy: 10 min/lvl
*Freedom of Movement 10 min/lvl
*Echolocation 10 min/lvl
*Stoneskin 1hour/lvl
*Greater Age Resistence 24 hours

The buffs marked with an * are already casted on the Kensai.


How much HP do you have / what are your saves? As a creature with infinite Power Word Stun I would ready it as soon as you appeared and then alternate between using it on you again and full attacking. Or maybe Wish me some True Sight... but then again that would mean I wouldn't be able to try to Teleport you into the sun with it for the lulz.

Lantern Lodge

Hehe, that definitely would work, though the magus has enough arcane pool for a reflection or two... So perhaps targeted spells might not work the best ( an the fiend would know this)

Lantern Lodge

As for hp, around 140ish?


To be fair, with 350 HP I'd be immune to it for quite some time, but it would force you to chew up a lot of arcane points for each reflect as it's an 8th level spell. The real question is if you will be able to get me down to below 151 HP before you run out of points to turn, especially if I'm moving (even at half speed from entangle) to deny you a full attack.

Lantern Lodge

Anchoring weapon would prevent the movement :p, though cast/move would work if that was taken care of.


Can you get alchemist infusions through Mythic Past Life?

Lantern Lodge

vorpaljesus wrote:
Can you get alchemist infusions through Mythic Past Life?

You know, I'm not entirely sure now that you mention it. When I was looking for spells, I went off the "Spell Lists" sections of each book to find good ones to choose. In those, Alchemist infusions were called spells, so I just assumed so.

As for my original question, here's further detail on what I think the Pit Lord might do versus and how I'd respond. If anyone can find a hole inmy logic somewhere, that'd be great. I'd rather be wrong here than have people claim that the Pit Lord's wish was wasted in the battle.

So, I'm invisible (I'll switch it to Greater Invisability), and starting to buff myself with Dance of 1000 cuts and enchant my weapon. The Pit Fiend can't detect me, and my stealth is high enough not to be seen at all. There are dancing lights floating around the room, providing just enough illumination to tell where the pit fiend is/where he goes so I can get within range of echolocation when it's time to attack. Without the circumstance changing, I'll know what the Pit Lord casts via spell craft.

There's a couple options I can see the Pit Lord doing:
1. Casts Truesight. If he does this, then victory is assured, as I pull out my Greater Dispelling weapon, charge, and dispel his now wasted wish. I am now completely undetectable and am going to win the battle easily.

2. Ready an action to cast a spell directly on me. This won't work because I'm untargetable (The Pit Lord has to be able to see or touch me, as per the "Aiming" rules in the Magic Chapter).

3. Use greater dispel magic on me, but I have the reflection arcana for exactly this situation. Using Greater Dispel Magic on an area that include me, however, could be potentially fatal. But, he would need to roll a 13 to land that, which is not with-in the rules of beastmass (every d20 roll results in a 10, 9 or 11). If he could target specifically Greater Invisibility, make a check against it's DC, he'd dispel it, but once again that's what the reflection arcana is for.

4. Move/cast area of effect spells. This would give me grief, but I could overcome it one of two tactics. The first would be to use my anchoring weapon, but he could dispel that allowing him to go free. The second is to simply take the hits and plow away. Though, I'm sure that there's some crowd control that would put me out of the fight that's AOE. This is where I'd need help, since I can't think of too many AOE spells that'd end me...

Just as much as it is a risk for me to die or lose the fight in one round, the same goes for him. He isn't immune to being frightened, so with one full attack (According to beastmass rules I get a crit every 2 attacks) I can make him frightened, which means GG for him, especially if he's anchored (both with the weapon property and the Dimensional Anchor spell).

The following round, he'd probably cast Greater Dispel Magic to rid himself of the anchor, and then the next round teleport away, but that means I've had 2 full attacks on him. I haven't done the math yet... but he should be unconscious by that point.

So, can I claim victory on this? I'd rather have someone point out something that I've missed here in this thread than after I've claimed the title of "better than than "One"". :P


Question 1: How high IS your stealth?

Question 2: Are your spells silenced?

With a standard pit fiend's Perception of +33, if your spells aren't silenced he cannot fail to both perceive your presence AND pinpoint your location unless you are a considerable distance away.

If they are silenced then a lot depends on how good your Stealth is and how much you move around.

Lantern Lodge

With invisibility, his stealth goes up to 40 when moving (full move, meaning -5 for movement, +20 form invisibility, +25 stealth skill), without adding the stealth roll. (Base stealth at 25).

Silenced spells not too bad, since he casts a spell then moves, so pinpointing won't help there. And this is only for 1 round, the next round he will probably jump and wreck face.

Lantern Lodge

But, he does know I'm around, he just doesn't know where :P


How about Wishing an Anti-Magic Field on himself? That screws you way harder than it does him, it can't be dispelled, and it would last 200 minutes. He could outlast your Invisibility spells, you would be unable to approach to engage without losing your magical buffs/weapons, and then once your durations end he could run you down for a melee fight.


He could just wish that everything in a certain distance radius of him except himself be teleported into the sun.


What's your planned defense against his Unholy Aura?


Ipslore the Red wrote:
He could just wish that everything in a certain distance radius of him except himself be teleported into the sun.

DC 27 Will negates it unfortunately.


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chaoseffect wrote:
Ipslore the Red wrote:
He could just wish that everything in a certain distance radius of him except himself be teleported into the sun.
DC 27 Will negates it unfortunately.

Okay. I checked, and according to Distant Worlds, immunity to fire is the only thing that protects you from the sun. The pit fiend has immunity to fire.

The pit fiend wishes for the sun to be teleported where he is. Or at least a very large chunk of it.


That would be be beyond the effects of Wish without GM fiat though.


Wish is explicitly GM fiat. Teleport object, spread a 54-cubic-foot layer of instadeath plasma across however large a distance is required. The only problem is the range of touch, and I'd say that using a wish to duplicate a 7th-level spell lets you muck with the range.

Using a wish for teleportation allows any creature from any plane, and the text of wish states it can be used for more than the listed suggestions. I don't see how what I suggested is outside the purview of a carefully-worded wish, such as a Pit Fiend with 26 Intelligence would make.

Dark Archive

Oh I like..... the power of the sun in his hand.


No, Wish has a large set list of things it can do RAW with a note at the bottom saying you can try to get more but its GM discretion to allow more.


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Wish is incredibly powerful, but it is NOT "rocks fall--everybody dies" powerful.

Lantern Lodge

Zog of Deadwood wrote:
What's your planned defense against his Unholy Aura?

Planned defense is to be Neutral, and not Good :P

As for GM Fiat with Wish, I'm going to say no GM Fiat with this, simply because it's Beastmass and requires some sort of standard. So, emulating any spell is fine, and if it fits under the spell level any meta magic feat can be added, but beyond that nothing. It might also be best to say that the Pit Fiend is unwilling to take a chance on a really powerful wish.

As for the Anti Magic Field, I hadn't thought of that.. Hmm, thanks for that, I'll have to come up with something to overcome it.


chaoseffect wrote:
No, Wish has a large set list of things it can do RAW with a note at the bottom saying you can try to get more but its GM discretion to allow more.

That's true. My point is that this note: "You may try to use a wish to produce greater effects than these, but doing so is dangerous." is also RAW. It's right there in the spell's description.

Zog of Deadwood wrote:
Wish is incredibly powerful, but it is NOT "rocks fall--everybody dies" powerful.

It most certainly is, if worded correctly or incorrectly.

Even so, I'll admit that it's clearly debatable and we want something airproof. Hmm.

Wish can be used to cure disease and does not allow a save when used in this manner. In theory, could the pit fiend define life as a terminal disease with no other cure and use the wish to cure it in the OP's character, effectively killing him? I realize it's a bit of a long shot, but it's something.


Ipslore the Red wrote:
chaoseffect wrote:
No, Wish has a large set list of things it can do RAW with a note at the bottom saying you can try to get more but its GM discretion to allow more.
That's true. My point is that this note: "You may try to use a wish to produce greater effects than these, but doing so is dangerous." is also RAW. It's right there in the spell's description.

I understand what you are saying but you are ignoring what comes immediately afterward that calls out such a use as GM fiat: "The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion." So you can try to do whatever you want with a Wish spell, but anything beyond what is clearly listed is up to the DM's mercy.


chaoseffect wrote:
Ipslore the Red wrote:
chaoseffect wrote:
No, Wish has a large set list of things it can do RAW with a note at the bottom saying you can try to get more but its GM discretion to allow more.
That's true. My point is that this note: "You may try to use a wish to produce greater effects than these, but doing so is dangerous." is also RAW. It's right there in the spell's description.
I understand what you are saying but you are ignoring what comes immediately afterward that calls out such a use as GM fiat: "The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment, at the GM's discretion."

I am arguing that the action itself is not GM fiat. The results are, but the results of more or less every action are GM fiat, meaning the GM decides what happens. That's not unique to Wish. Still, I admit that it's reasonable to read it in a different way, so I'll drop the argument.

Lantern Lodge

Ah, maybe prepare a casting of Invisibility, which has a mins/level duration and out wait the Pit Fiend (who has CL 18).

EDIT: To deal with AMF


FrodoOf9Fingers wrote:
Ah, maybe prepare a casting of Invisibility, which has a mins/level duration and out wait the Pit Fiend (who has CL 18).

I don't see how that helps. You're already invisible, correct? If Antimagic Field is close enough to nullify that, casting it again won't have any effect. If it's not, it still won't have any effect.


FrodoOf9Fingers wrote:

Ah, maybe prepare a casting of Invisibility, which has a mins/level duration and out wait the Pit Fiend (who has CL 18).

EDIT: To deal with AMF

I don't see how that helps unless you mean you prepare a s&#@ ton. AMF has a 10 minute per level duration and Invisibility is one minutes per level. Depending on big the arena is with him randomly moving about he may get close enough to find you with the field too.

Lantern Lodge

As for the full stats of the character, you'll have to bear with me, doing this all on paper...

stats:

(All this is with Greater Age Resistance on, if that ever gets dispelled then it's already GG for this character. No other buffs included.)

HP: 203
AC: 48 (6 armor, 8 dex, 14 int, 5 NA, 5 deflection)
Saves: Fort 21, Reflex 19, Will 21 (all these go up by 2 for this fight, I'll have a sheep wandering around inside my Kimono for the extra omph)
CMB: 15 CMD: 47
Fire resist 30

Buffs active at the start of the fight:
Greater Age Resistence (+6 str, con, dex)
Extended Stoneskin
Echolocation (blindsight 40ft)
Freedom of movement
Resist Energy (Cold, Corrosive and Acid)
Greater Invisability
Overland Flight

Activated in fight:
Dance of 1000 cuts (adds haste, +5 dmg, +5 atk, +5 AC +5 acrobatics checks)

Lantern Lodge

Oh, ha... thought for some odd reason AMF was 1min/level... Back to the drawing board I guess.

The arena is 60x60x60.


FrodoOf9Fingers wrote:

Oh, ha... thought for some odd reason AMF was 1min/level... Back to the drawing board I guess.

The arena is 60x60x60.

Fairly large so at least the odds are with you concerning him blundering within 10 feet of you with his standard action remaining for a tail slap + grab.

Lantern Lodge

Yeah... There's three options I can think of for this case:

First, instead of buffing myself, prepare to counter his spell via dispel magic and hope he tries anti-magic field, or some other use of wish.

Second, use Elemental Body, go earthy, then form a hole somewhere that he can get to. Wait a couple hours, then come back. But waiting does kinda take out the fun of Beastmass.

Third, instead of buffing up, just go in and attack, and never give him the chance of using wish. One critical hit, and he's frightened, meaning that he has to do anything he can to escape. And because of beastmass rules, that should be pretty darn easy to get.

So, hmmm...


1. If he tries to cast Wish and you counter it, you do pretty much got him but that leaves a lot to chance it seems. Then again I don't know your success chance so maybe it isn't as risky as I think.

2. Concerning Earth Glide, it only lets you move through the ground, not actually form an opening for you to hide in. Even if it does give you a small space where you can barely move, you now have to deal with suffocation rules. Plus you're a coward for fleeing ;p. If you flee the field is the enemy with Greater Teleport obligated to stay? Because I'm sure a Pit Fiend could be up to all sorts of stuff that's not good for your cause while you're away if he's able to go anywhere.

3. I'm assuming you're thinking Force Hook Charge here so that you can get a full attack correct? Because if you're moving in and only getting one attack, you're leaving a lot to chance again as if you don't make it he's going to Antimagic Field and then wreck you. Regardless, if he's frightened and can't escape (I'd say being in a 60x60x60 box and Dimensional Anchored would fulfill that criteria), he would still stand and fight the best he could. If he flees the battlefield from fright does that count as your victory?

Lantern Lodge

Here's what I'm working with:

The Art of Monk Maintence wrote:
Fight Rules : no one flees for good - the pride of monkdom and the Bestiary are at stake. Single d20s always result in 10, multiple d20s (like full attacks) go 10-11-9, 10-9-11, and repeat. Threats kick in when the percentages from hits (not misses) build up to 60% within or over rounds (eg. 12 basic /20x2 hits would offer one threat and confirmation). Strictly mathematically speaking, multiple 20x2 threats don’t produce exact 5% threat chances, apparently, but for a game guide I reckon a flat 5% per pip will do. If there’s a decisive close call I’ll flag it. Rough but simple...

So, target dispels for me are cake (I got 2 CL lead on him, plus another +6 from my Kimono). As for earth Glide, I was somehow thinking of moving earth around, but your right, it is running away and dishonorable.

For number three, I would actually use Quick Runner's Shirt as a shift action. So that'd get me 3 attacks, if he's within 40 feet (which he's not :(, he's 50 ft away ). Bladed dash (inner sea magic) would work with Quick Runner's though. Move 40 ft, then spell combat bladed dash. I think that's what I'd have to do.

Lantern Lodge

My first attack would be with an anchoring spell storing weapon, with dimensional anchor inside. So he can't run, but he can cast greater dispel magic on himself, and then teleport, which is what I'm assuming the Pit Fiend would actually do.

Lantern Lodge

Ah, force hook charge would work too, granting all of my attacks due to spell combat. That works.

Dark Archive

Wish, really? You'd think he'd waste a Wish on such an insignificant gnat? He'd just spam Greater Dispel Magic all over the place.


FrodoOf9Fingers wrote:
My first attack would be with an anchoring spell storing weapon, with dimensional anchor inside. So he can't run, but he can cast greater dispel magic on himself, and then teleport, which is what I'm assuming the Pit Fiend would actually do.

So what are you going to do if he does Greater Dispel Magic to break his bindings and then temporarily flees? At that point once he'd calmed down he'd probably Scry you to see what you're doing (and see where exactly in the arena you are) and then he could Teleport in at the furthest away point. If you can make it to him and get him frightened again you're looking all right, but if not then he can Wish... and if he sees you preparing a Dispel he may decide to just ready to cast once you stop. Stand off?

Also look into a Phase Locking weapon: That seems like it would be much better for than a Spell Storing with Dimensional Anchor as with Phase Locking you could reapply the effect with each hit, though it would only last a round. If you can get him to Dispel the effect, move, and then reapply it again you essentially wasted one of his turns.


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the David wrote:
Wish, really? You'd think he'd waste a Wish on such an insignificant gnat? He'd just spam Greater Dispel Magic all over the place.

To be fair he's fighting a level 20 "epic" hero; if there was ever a time to use a 1/year that would be it and with his intelligence and wisdom he'd probably know it :p


Is there any particular variable to stop the Pit Fiend from summoning in perhaps a Gylou Devil, who has constant true sight to handle the nasty business of locating you, perhaps grappling you, and presenting you a pretty difficult choice about which Devil has to go?

Edit: On second thought why not a Puragaus (Immolation Devil) who again, has a constant true sight? If you're taking a couple of rounds to buff is there anything to summoning in the Immolation Devil on round one, and on round two the Immolation Devil subsequently summoning in 2d4 oh I dunno, Erinyes who likewise, have constant true sight in effect?

Edit #2: I'm a fool. I forgot the Immolation Devil wouldn't have access to it's own summon for an hour. The rest pretty much still remains.


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Yep, summon something that he see you. An Immolation devil for example who will target you and then they will bomb you to nirvana in no time.


Pit fiends are cunning and patient, he will probably do something to stay out of reach till your spell durations run out, then summon stuff, rinse and repeat...

Lantern Lodge

I can down him in two rounds. If I get him with my anchoring weapon, he has to spend the round casting Greater Dispel Magic before he can teleport away. If he spends the move action to run, I can still catch up via force hook charge and get my full round of attacks, though I'm not entirely sure that would down him.

With the summoning, it takes one round to summon anything, so I can easily get in his face and disrupt the summon. If he used wish to get off a quickened summon, the incoming summon would be weak (It'd be on par with a summon monster 4), and I could take it down in one round. So, I always figured the summoning route wasn't the best for the pit fiend in a one on one fight.

So, here's what I have down for the how fight will go:

One's (A Zen Archer) Original encounter with the Pit Fiend:
Quote:

Again One passes out, but doesn’t wake to find himself free - he’s still in the cavern, though the candles have gone out and it appears altered when he explores, 60’ by 60’ by 60’. Maybe this is a different hellhole?

Anyway, bummer. He could turn ethereal or (possibly) shadow walk his way out of here, but instead he waits for his next Beastmass beast, meditating on his ioun torches . Suddenly a gate opens, its hinges weeping blood, and the indomitable force that is the pit fiend steps into the darkness. The combatants are 50’ apart, One has darkvision, but the devil wins initiative for real.

Round One: the fiend may be the smartest beast in the Bestiary, so we’ll give it advanced knowledge.

Like the balor, the pit fiend is a SMACC. Its combat chassis is less offensive but better defensively, and its spellcasting is superior - it has wish . It can also summon a CR16 horned devil, but it has no silver bullets that’ll shoot down zen archers. For starters, the fiend is (surprisingly) only Caster Level 18, and so needs a 12 to overcome One’s Spell Resistance. It’ll fail that check under fight rules, but then One will make all his saves on 2s anyway. The horned devil won’t hit and will go down in a round (Perfect Strike gives seven hits, with one crit, for 408 nonlethal). The fiend has some touch spells ( scorching ray and the initial portion of meteor swarm ) but the ranged touch attacks fail against both SR and AC; and like the balor, the fiend needs natural 20s to hit One with melee attacks or maneuvers. Its poison, disease and constrict are useless. So what can it do?

Plan A: targetted dispels. It’s heard its demonic opposite tried this and failed, though. Damn those slightly cheesy rings! It could cast invisibility and a persistant image of itself to gain time, but the monk’s range mean the illusion will only buy off one bowshot, and the invisibility will fail as soon as the devil targets One’s attended items with a dispel.

Plan B: wish for the worst.

The fiend likes the second option. It wishes .

Our zen archer plays by the book (rings aside), so ditto the beasts (initiative aside): the devil can do anything on the normal wish list. Destruction will do 35 damage on a save, the humble true strike more next round if the fiend survives that long, since it could then Vital bite for 57 (after One’s DR is applied) - but a chunk of damage is no good if the devil can’t follow up. Summon monster viii is nothing but a round of unhelpful flanking. Waves of exhaustion? The monk’s SR will nerf it, and anyway, the fiend happens to know One has restoration ; besides, he’d still be able to use his bow at a flat -2 penalty. Wind wall? The monk will just run into it, or fly into it, or shoot up the apertures at the top or bottom of the cylinder...

(Point of law for zen archers to remember and mention in a non-confrontational manner if and when necessary: a wind wall has to be vertical. Not horizonal, not diagonal. The fiend could make it a cylinder or square, but not a cube or a cone. This means it can’t close off the top or bottom with arrow-negating wind. In the cave the bottom might be closed by rock, but there is likely a 10’ wide aperture at the top: were One up there, he’d be looking down a 90’ wind tunnel at the devil. For a 3rd level spell this is still a formidable obstacle to archers...but it’s not the 100% arrow-negator it’s sometimes presented as being.)

...But wait! The diabolical genius has a better plan - deeper darkness . As a devil it has See in Darkness. The monk may have darkvision, but he can only overcome supernatural darkness if he has daylight or the like - which he lacks - and despite appearances the pit fiend is horribly quiet (Stealth+28) and its spell-likes are silent. In deeper darkness it can throw quickened fireballs and get dispels off unseen while flying around. It can nerf One’s belt and for two rounds and he’ll be at -6 on all physical stats, which means -60 hp, -3 AC, saves and CMD, -2 bow attack and -3 damage; then it can take out his headband, for another -3 bow attack, Will, Perception and AC, and then ...

Muahaha. The ioun torches wink out: the entire cavern goes utterly black. The devil flies up 30’, using Stealth, and ends its surprise round with a quickened fireball for the hell of it, but One evades (on a 2). One gets a reactive Perception check as the devil moves, or perhaps as the fireball pellet whirrs towards him; either way, his result (51) beats the fiend’s Stealth result (46 with distance): he has pinpointed its squares.

Still Round One: One’s first turn. The fiend is 50’ away laterally and 30’ up. One can’t see it, but he knows the squares it occupies.

He flurries. He spends 2 ki to ignore the total concealment miss chance for one round (swift action) and hits five times (because of Perfect Strike), critting once, for 254 nonlethal damage - a reduced figure, because he lacks the swift action to gain unarmed arrow damage and is also beyond Point Blank Shot range. (Note that there’s no rule to stop him using ki twice a round - what he lacks here are two swift actions).

The fiend is down to 96 virtual hp, but it’s irrelevant, because One has Stunning Fist on the first arrow and the pit fiend needs a 16 to save. (It would need a 14 to beat Quivering Palm, were it available, though it wouldn’t die because its regeneration is still functioning this round). It’s stunned, with or without One’s Ability Focus or Mantis Style. He flurries again next round without hasting , rendering the fiend unconscious, then kills it with some hasteless, ki-less flurries, because his +5 bow overcomes Good DR. If you rule that he needs an actual Good weapon or spell to stop the regeneration, then he repeatedly coup-de-graces the unconscious form to a mulch of minus-whatever-you-like with his hundreds of arrows, eventually realises the regenerating gobbets need something more, pours holy water on the sizzling goujons, then flurries again. He’s used the boots of speed 4 out of 10 times, has used 5 of 20 Perfect Strikes, 5 of 21 Stunning Fists, and has expended 11 of 33 ki points.

END

How I'm thinking it will go in my fight:

The Kensai teleports to the known location to fight a Pit Fiend. Just like One, he has to wait a little while, so he takes his stance and readies an action to cast Greater Invisibility the moment anything significant happens. Gate opens, Kensai goes invisable, Pit Fiend steps through. No surprise round, Kensai goes first 50ft away.

Using spell combat, he uses force hook charge to get to the Pit Fiend, casts a quickened Rimed Frostbite, and hits the Pit Fiend with 3/4 attacks, the first of which is with his Anchoring Spellstoring Weapon. The attacks deal: 1d6+5 (Anchoring weapon) + 4d6+27 (critical, plus 2d6 bleed) + 2d6+23 (normal hit against a now flat footed opponet). Frostbite adds an addition 4d6+80 non-lethal damage, and force hook charge deals another 20. After resistances and damage reduction, the Pit Fiend takes an average of 140.5 damage.

The Pit Fiend is now: Fatigued, Flatfooted, Frightened, Sickened, Entangled, Anchored to Weapon, Unable to Teleport, and staggered. He has a couple options left for himself. He can try to run, but that'd take two rounds to move 15 (With a 30 str check), provoking AoO along the way. He can sunder the weapon, but that's hopeless (The weapon has 80 hardness). His best bet is to dispel dimensional anchor and then teleport out, which would take two rounds to do. He could also dispel this via Anti-Magic field, but that'd prevent him from teleporting out of a room with no other exit, and because he's frightened and intelligent, he wouldn't do that. So, he casts Greater Dispel Magic on himself for his turn.

The Kensai then gets to go. He knows he needs to take down the Pit Fiend now, so whenever he gets a critical hit, he spends 2 arcane pool points to increase the multiplier from a x3 to a x4. He spends 2 arcane pool points to enchant his weapon with bane Devil, speed, and shock. He then proceeds to use spell combat to cast Frostbite, and full attacks. He lands 4 out of 5 attacks, with two critical hits, dealing: 2(3d6+23) + 2(6d6+2d10+92) + 6d6+120. After resistances and damage reduction, the Pit Fiend takes an average of 356 non-lethal damage, totaling for 496.5 nonlethal damage.

The Pit Fiend falls unconscious, and the Kensai finishes the fight by using coup de grace.
END

So, the only point of question here is on the Pit Fiend's choice of escape. Am I right to assume that an intelligent frightened creature in a room with no non-magical means of escape would use greater dispel magic instead of anti-magic field? Are there any other methods of escape that I need to consider?


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FrodoOf9Fingers wrote:
So, target dispels for me are cake (I got 2 CL lead on him, plus another +6 from my Kimono). As for earth Glide, I was somehow thinking of moving earth around, but your right, it is running away and dishonorable.

The Kimono does not add to your caster level for dispel checks, it only applies to help you beat SR. Also you definately cannot plunder the alchemist list with Samsaran, they are not spells. On the summon side of things there is a lot of disagreement about whether or not summon SLA's take a standard action to cast or are 1 round actions.


So I'm probably missing something here, but why are you buffing yourself with Dance of A Thousand Cuts if you are planning to make full attacks vs the Pit Fiend?


FrodoOf9Fingers wrote:
With the summoning, it takes one round to summon anything, so I can easily get in his face and disrupt the summon. If he used wish to get off a quickened summon, the incoming summon would be weak (It'd be on par with a summon monster 4), and I could take it down in one round. So, I always figured the summoning route wasn't the best for the pit fiend in a one on one fight.

It takes him one standard action yeah. Not a full round action, if that's what your talking about. How do you get in his face and disrupt it exactly? Pit Fiends SLA summon is a mental/thought action that summons 1 Devil (any type) up to CR 19, 100% of the time.

Lantern Lodge

Aazhog wrote:
FrodoOf9Fingers wrote:
With the summoning, it takes one round to summon anything, so I can easily get in his face and disrupt the summon. If he used wish to get off a quickened summon, the incoming summon would be weak (It'd be on par with a summon monster 4), and I could take it down in one round. So, I always figured the summoning route wasn't the best for the pit fiend in a one on one fight.
It takes him one standard action yeah. Not a full round action, if that's what your talking about. How do you get in his face and disrupt it exactly? Pit Fiends SLA summon is a mental/thought action that summons 1 Devil (any type) up to CR 19, 100% of the time.
Magic, CRB wrote:
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description.
Summon wrote:
A creature with the summon ability can summon other specific creatures of its kind much as though casting a summon monster spell,
Summon Monster wrote:
Casting Time: 1 Round

Also note that the Summon ability is listed under the spell like ability section of the pit fiend.

In order to summon, the Pit Fiend needs to use a whole round, which means he's still casting on my turn, allowing me to cast force hook charge and attack him, disrupting the spell (EDIT: I believe SLA still need concentration checks for damage, the core rules don't say otherwise and they act like spells in all ways other than whats listed).

andreww wrote:
FrodoOf9Fingers wrote:
So, target dispels for me are cake (I got 2 CL lead on him, plus another +6 from my Kimono). As for earth Glide, I was somehow thinking of moving earth around, but your right, it is running away and dishonorable.
The Kimono does not add to your caster level for dispel checks, it only applies to help you beat SR.
Otherworldly Kimono wrote:
...+4 bonus on all caster level checks.

As for the Alchmist spells, I'll change the character accordingly, thanks for pointing that out. I can still get Echolocation as a 5th level spell, but Greater Age Resistance is out (it being a 7th level wizard spell). Though I can still grab Regular Age resistance...

I'm using Dance of 1000 cuts with this character because it acts as both haste and dance of 100 cuts (which adds a lot of great morale bonuses). However, in my revised fight just a few posts up, I never end up casting it, due to needing to take down the Pit Fiend ASAP.

Lantern Lodge

Digged a little deeper into the Summon's casting time, and all I can find is that summoners specifically can use Summon Monster as a standard action.

Lantern Lodge

Zog of Deadwood wrote:
So I'm probably missing something here, but why are you buffing yourself with Dance of A Thousand Cuts if you are planning to make full attacks vs the Pit Fiend?

Are you thinking that Dance of 100 cuts requires movement? It gives you the option to either move, or make a melee attack, to keep the spell going.

Dance of 100 Cuts wrote:
If in any round you do not either move at least 10 feet or make a melee attack, the spell's duration ends.

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