Alternate Smackdown - Psychic Warrior v. Fighter

Patlin

Explorer
Hopefully if you're tired of this topic by now, you'll just skip this thread. I think it would be interesting to come at this from a different angle. Thanee and others have indicated that the results are skewed in the Psychic Warrior's favor at high level, and it takes an awful lot of work to participate fully with all that equipment to buy. How about the following:

You've just escaped from being captured. You've recovered your choice of either a two handed weapon, a weapon and shield combo, or a dual wield combo. If you use ammunition, you have 20 arrows, bolts, or whatever. You have no other equipment whatsoever. You are either a fighter 6 or a psychic warrior 6, your choice. Use 30 point buy, max hp at level one and enhanced average every level thereafter (5hp + con for d8, 6 + con for d10)None of the equipment recovered is enchanted or even masterwork, it's just normal stuff.

While trying to escape, you encounter several monsters. After each encounter, 5 minutes pass before you are attacked again. The encounters are as follows:

1: 2 Bugbears
2: 1 Minotaur
3: 1 Ghast
4: 1 Troll

All monsters exactly as they appear in the SRD. If you are victorious in all 4 encounters, start over from encounter 1. All monsters are immediately hostile, retreat is utterly impossible by DM fiat. How many do you kill before the infinite stream of monsters brings you down?

Use random numbers as normal, on the honor system, and post how you did and as what class, along with any details on your build you wish to share.

What I would predict is that the psychic warrior will start off strong, but that the fighter will show more endurance. Let's see...
 

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No body armor of any kind?

Is that 20 arrows per encounter or 20 arrows total? It would seem to me you would always run out of arrows otherwise.

How far apart do the encounters begin? It is very important depending on the type of combat speciality.
 

Human Psychic Warrior 6

45 HP
17 PP

16 Str
14 Dex
14 Con
14 Wis
10 Int
8 Cha

Feats
1 Combat Reflexes
1* Over Channel
1 Multi Attack
2* Talented
3 Hold the Line
5* Weapon Focus Claw
6 Improved Natural Attack: Claw

Long lasting Powers:
7 PP – Claw (3d6+3 Damage, or 4d6+4 with expansion)


Powers: Claws of Beast, Expansion, Vigor, Body Adjustment, Bite of the Wolf, Wall walker



First Battle: (Assuming Claws of Beast Active – 7 hour duration)
1: Psy War – Expansion, move back 20 feet
1: Bugbears Charge,
AOO’s
2 hit, (21), (25).
2: Psy War – Manifest Bite of Wolf

5 Minutes Pass


Second Battle: (Expansion Still running)
1: Minotaur – Powerful Charge
Hit - gore dealing 22 damage
AOO from hold the line
Claw hit, 19 damage

1: Psy War – Full Attack, Claw, Claw, Bite
Miss, Hit, Hit
Claw 19, Bite 14
2: Psy War – Manifest Bite of Wolf

5 Minutes Pass

Third Battle
1: Psy War – Manifest Vigor 3 PP
1: Ghast – Charge
Hit – 6 dmg
Fort Save vs Stench: Fail
Fort Save vs Paralysis Pass
2: Psy War – Full Attack, Claw, Claw, Bite
Hit, Miss, Hit (16) (10)
2: Ghast - Full Attack, Bite, Claw, Claw
Miss, Hit, Hit (5) (3)
Fort Save (2) – Pass, Fail

That’s game over right there. Get ate by a ghast – still have 4 power points remaning.
 

Shadeus said:
No body armor of any kind?

Is that 20 arrows per encounter or 20 arrows total? It would seem to me you would always run out of arrows otherwise.

How far apart do the encounters begin? It is very important depending on the type of combat speciality.

No body armor... until or unless you loot some off a monster.
20 arrows total, and I'm not sure any of the listed monsters carry amunition. Yes, the situation is sub-optimal for a ranged combat specialist.

Let's say encounter distance is 40 feet, and if it's important to you quarters are tight.
 

Psychic Warrior

2 bugbears: I spend 3 pp, take 9 damage.
Bdy Adjustment to heal 7 for 2 pp.
Minotaur: Critical hits me with powerfull charge for 33 damage (ouch!) I return the favor with a critical hit for 25. Unfortunately, he easilly finishes me in the next round, leaving my score at just the two bugbears.
 

Patlin said:
You are either a fighter 6 or a psychic warrior 6, your choice. Use 30 point buy, max hp at level one and enhanced average every level thereafter (5hp + con for d8, 6 + con for d10)

Human ? Or other PHB races do apply ?
 


OK Let's rock

Dwarf 6th level fighter
Str 18 (17+1, 4th level)
Dex 14
Con 16 (14+2, dwarf)
Int 13
Wis 8
Cha 6 (8-2, dwarf)
HP : 58
Fort +8, Ref +4, Will +1
Init +2 : Full attack : +11/+6 melee, 2d4+8 (guisarme, crit 20/x2)
Feats : Combat Expertise, Combat Reflexes, Improved Trip, Hold the Line, Weapon Focus (guisarme), Weapon Specialization (guisarme)
Skills : non relevant
AC 12, TAC 12, FF 10

1st combat :
B1 : charge, opportunity trip hits, bugbear prone, follow through hits 15 hp
B2 : charge, OT hits, bugbear prone, follow through hits 11 hp
D : full attack, hit prone bugbear 1, kill, hit prone bugbear 2, kill

5 minutes :
loot and don medium size leather armor, AC 14, TAC 12, FF 12
loot morning star
loot light shield

2nd combat :
D : ready attack
M : powerful charge, ready attack miss (1), opportunity trip hits, minotaur prone, follow through hits 16 hp
D : full attack, 2 hits (13, 13 hp), kill

5 minutes :
loot large great axe

3rd combat :
D : ready attack (lucky init on this one)
G : charge, ready attack hits 10 hp, stench save 15 (close !), opportunity trip hits, ghast prone, follow through hits 14 hp
D : first attack hits 13 hp, kill

5 minutes :
walk for fresh air

4th combat :
T : charge, opportunity hits (natural 20 then 6, critical confirmed), 29 hp; then troll claw hits, D reduced to 49 hp
D : full expertise (AC 23, troll's a giant), full attack 2 hits (lucky again) 10, 12 hp;
T : full attack miss, hit, miss, D reduced to 42 hp
D : no expertise, first attack hits 14 hp, troll down, hit again to prevent regeneration

5 minutes : strangulate helpless troll with leather strap from 2nd bugbear armor to prevent regeneration

End first round, more to come
 

Dwarf's second round

1st combat :
D : ready attack
B1 : charge, ready attack hits 15 hp, opportunity attack hits, kill
B2 : charge, opportunity trip hits, B prone (thanks IT's +4 !), follow through hits 14 hp
D : finish bugbear

5 minutes :
get leather strand for next troll

2nd combat :
D : ready attack
M : powerful charge, ready attack hits 12 hp, opportunity trip hits, minotaur prone, follow through hits 12 hp
D : full attack, hit 15 hp, minotaur staggered and prone, hit, kill

3rd combat
D : ready attack
G : charge, ready attack hits 12 hp, stench save passed (12+8), opportunity trip, ghast prone
D : full attack, hit 13 hp, hit 13 hp, kill

4th combat :
D : ready attack
T : charge, ready attack hits 14 hp, opportunity attack hits 15 hp, troll attack reduces D to 35 hp
D : full expertise, full attack miss (1), trip attempt hit, troll prone (24/22, close !), follow through hits 16 hp
T : regenerates 5 hp, attacks prone, miss, miss, miss (27 AC !)
D : no expertise, full attack miss, hit 15 hp
T : regenerates 5 hp, stands up, pissed of being prone, opportunity hits 15, troll down, strangulate, etc…

End second round, still more to come !
 

Could be boring on the long term, biggest problems are ghast stench (which can affect troll combat !), paralysis, if unlucky tripping; then troll since highest possible AC is 24 using bugbear's morningstar, armor and shield with combat expertise and dwarf vs. giant.
+1 hit vs. goblins helps the odds to.
 

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