Alternate Smackdown - Psychic Warrior v. Fighter

Paul Hamm (continued)
Troll appears - looses initative,
paul takes 5' step foward, casts augmented Charm -
Troll Fails! dc 14 will save
he is now charmed for the next 6 hours -
the troll is slow on the uptake and usually ignores the enemy the first round
Paul takes up full defense actions and moving to the far side of the troll. The next four fights are just slight variations of this, never giving an opponent a full round of attacks, or a charge. Paul takes 5 dmg from a bugbear, and is sickened by the ghast's stench but his mighty troll protector cleans up the enemies - paul takes a psionic strike to finish off the minotaur, one bugbear and the next troll, then uses a dissapating touch (disingration damage) as a coup de gras for the other troll.
At the end of the 2nd cycle he is at 48 hp and 3 psp
He might last the next 3 cycles, but he will eventually fall. He takes hits more often than the dwarven fighter but his flexiblity with charm and levitate make a good bet to take home the gold.
 

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psychic warrior 6
human
BAB +4
F +5 R +2 W +2
Human feat 1: psionic body
Levels 3: overchannel, talented, point blank shot
Bonus 3 psionic shot, psicrystal affinity, psicrystal containment
= 7
Str 14 Dex 14 Con 14 Int 14 Wis 14 Cha 8
PP 11 + 6 = 17
Powers:
1st (3): Call weaponry, inertial armor, skate
2nd (3): Hustle, levitate, body adjustment

Skills: 5*9 = 45
Autohypnosis (9)
Concentration (9)
Knowledge (psionics) (5)
Search (9)
Spot (4 cc)
Tumble (2.5 cc)

HP: 57 (8+2+ 5*[5+2]+12)
Attack with ranged weapon: +6 (+1 w/in 30'), weapon damage + possible psionic shot (+1 w/in 30')
Speed: 40 (55 with skate) or levitate

----

As per the rules of the game, the psychic warrior appears. He sees that he is nearly naked and only a few choices of things sitting around. Uh oh.

Picking up a bow (mighty +2) and his 20 rounds he gets his two focuses up, dumps one into an overchanneled inertial armor expending 7 pp and getting his virtual armor (lasts 7 hours) then refreshes his focus. (10 pp remaining)

First encounter 2 bugbears appear, that isnt good.

Win initiative vs one bugbear, fail vs the other. It charges and misses (avg damage about 3 however).

Step back 5', manifest levitate, use move action to move up 20' into the air.

Other bugbear throws his javalin (avg damage .875).

First bugbear again, throws javalin (avg damage .875).

My turn, shot an arrow with psionic shot (avg damage 7.25).

Bugbears drool.

Shoot arrow at bugbear (avg damage 7.25) dead bugbear.

Bugbear drools.

Refocus. Shoot arrow with psionic shot. Refocus. Shoot arrow. Dead bugbear.

Used 4 arrows, 1 pp, and 4.75 hp.

Next battle.

Minotaur appears.

Levitate up into air. Poke it full of holes. Avg damage on each arrow is 9.425. Takes 5 arrows.

Next battle.

Ghast appears. Fly up into the air and plug it full of holes.

Next battle.

Troll appears. Fly up into the air and plug it full of holes.

Everytime I run low on arrows manifest call weaponry and get 3d6 arrows. I can keep this up for about 12 rounds really. I am not sure when it will wear off, but at some point I'll have to dump some pp into life and go toe to toe.

Not sure how long it will work on average, and I am tired, but not sure if the fighter can outdo this. ;)
 

Hmm... I suppose tactics would make big differences. Usually if a PC archer is levitating or flying, I'd let the monsters use full defense and look for cover ;)

And this charging vs polearms... It's bad enough if they try to close without a charge.
 

Scion said:
Also, those bad guys are apparently useing no tactics at all (keep on charging into a threat zone over and over)

Medium creatures are going to leave an opportunity attack or risk a full attack even if they don't charge, plus they have no clue the dwarf has either combat reflexes, nor hold the line.

Any way, charging monsters and touch attacks for tripping (then attacking a prone opponent) did help hitting almost every time.

My opinion is the dwarf will almost always survive the first two encounters, needs luck around the ghast but will kill it 8 times in 10 (maybe without even being hit) and then deals with the troll, which is the biggest unknown issue, since the dwarf needs at least 6 hits to fell the giant.

During my simulation, I was lucky twice on the troll (a critical hit on combat 1 and a desperate but successful trip attempt in combat 2).

On the average, I think the dwarf will is worth a full rotation of encounters (plus a couple more bugbears).
 
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I have to say, I'm impressed. I didn't think either class would beat so many monsters so underequipped so easily.

Edit: Especially not after I saw a level 7 groups once who got killed by one minotaur. Reach weapons and knowing about these opponents here help a lot.
 
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And an incredible lack of thought on the behalf of the opponents:

B1: What is that human/dwarf doing here dressed in underpants? Has he seen us yet?
B2: Goodness knows. I think we should kill it, cause we are mindless monsters like that.
B1: What about informing the bossman Mr Troll?
B2: Hey, he's shooting at us!
B1: Ah shut up would you? Just hurry up and die! Stop hogging the scene! I wanna charge! (Charges into wall, knocking 'self senseless)
 


green slime said:
And an incredible lack of thought on the behalf of the opponents

If we want actual thought, I think we need an actual game. Unfortunately, my group has cancelled for like 8 weeks in a row... illness, family stuff, people out of town....

Unless you're prepared to start yet another thread on "My group has played 6 sessions with a psychic warrior and a fighter playing side by side, and my experience is..." I think we're stuck with less than perfect sims.
 

Or someone could organise a "Gorgoldands gauntlet here on the board for 5 psywars and 5 fighters of level 6 or so and send them all through.

Without knowing what to expect, they will surely be less successful.
 


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