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*Pathfinder & Starfinder
Heavy Artillery: Psion vs. Wizard
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<blockquote data-quote="Sorren" data-source="post: 1751275" data-attributes="member: 20920"><p>Look back a few pages, I detailed 35 rounds of combat.</p><p></p><p>I'll post a bit here to save you the effort though.</p><p></p><p><strong>10th level Kineticist, Int 16</strong></p><p></p><p>Round 1: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20</p><p>Round 2: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20</p><p>Round 3: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20</p><p></p><p>Total Damage: 135</p><p></p><p><strong>10th level Sorcerer, Cha 16</strong></p><p>Round 1: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16</p><p>Round 2: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16</p><p>Round 3: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16</p><p></p><p>Total Damage: 156</p><p></p><p>The Sorcerer does more damage on average (21 pts.), but is required to take the Empower Spell feat, and his save DCs are lower. </p><p></p><p>I'd say this puts the psion in the lead. The damage is lower, but he is probably going to hit more effectivly with it because of the better DCs and the ability to swap up energy types. (But remember, if he goes to anything but cold or fire, his total damage drops by another 30 points.)</p><p></p><p>This can go on for 11 rounds, at which time the psions is done. The sorcerer still has roughly 18-24 more rounds of spells, all of which scale freely.</p></blockquote><p></p>
[QUOTE="Sorren, post: 1751275, member: 20920"] Look back a few pages, I detailed 35 rounds of combat. I'll post a bit here to save you the effort though. [b]10th level Kineticist, Int 16[/b] Round 1: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20 Round 2: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20 Round 3: Energy Ball (7+3=10pps); 7d6+7+3d6+3 = 45 points of Fire Damage, Reflex save DC:20 Total Damage: 135 [b]10th level Sorcerer, Cha 16[/b] Round 1: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16 Round 2: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16 Round 3: Empowered Fire Ball (5th level Slot); 10d6 x 150% = 52 points of Fire Damage, Reflex save DC:16 Total Damage: 156 The Sorcerer does more damage on average (21 pts.), but is required to take the Empower Spell feat, and his save DCs are lower. I'd say this puts the psion in the lead. The damage is lower, but he is probably going to hit more effectivly with it because of the better DCs and the ability to swap up energy types. (But remember, if he goes to anything but cold or fire, his total damage drops by another 30 points.) This can go on for 11 rounds, at which time the psions is done. The sorcerer still has roughly 18-24 more rounds of spells, all of which scale freely. [/QUOTE]
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