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Melee Smackdown - Who kicks more butt, PsyWar or Ftr? Prove it!
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<blockquote data-quote="Scion" data-source="post: 1723563" data-attributes="member: 5777"><p>While dumping stats early for later plans is definately not an incredible way to go (in fact, in general terms without another plan in mind it is dumb) it really only works in comparisons like this. In a real game it wouldnt be an issue.</p><p></p><p>Although, the psychic warrior I made had low str and dex to begin with he would work fine from the ground up, even low levels. His main abilities would be to pop up the claws and swing away with them. They have low damage, but being able to swing twice in a round from early on would make him pretty viable. (psionic body + overchannel + talented would net an extra 6hp at first level and allow for his abilities to work longer.. 2 hours of claws at first level is good, plus an extra level of duration for whatever other powers might need put up)</p><p></p><p>Even with your build, who is incredibly min/maxed for just this sort of eventuality, isnt all that bad. He is rough and tumble and good at fighting, just like a fighter should be. If he was slightly less min/maxed (as in, you actually wanted to survive your first couple of levels and so put a few extra points into str and/or dex) then he drops down a bit into reasonable character territory.</p><p></p><p>He has a high ac, but not that much higher than your other guy already had. He is good at grappling and can take out melee brutes better than your other guy (but then your other guy relied on not getting into grapples and spent a feat to help with that anyway so a bit of a wash).</p><p></p><p></p><p></p><p>I do. With this change they have been relegated to combat use only. I would have much prefered a reduction in choices and a longer duration (or the same old duration).</p><p></p><p>1 minute/level they have to be very good for what it does, but for normal characters it is just a general buff.</p><p></p><p>The skin itself costs 80k gp. Not exactly shabby, although it can be very good to certain builds (and worthless for others). How exactly does one price an item that is incredible for some builds and useless for others? Costing more than +9 armor (and taking up a slot) doesnt seem like a horrible place to start.</p><p></p><p>Your guy really has to worry about it being dispelled (even if that sort of thing doesnt happen very easily) because your armor and weapon are both sized for large creatures. Effectively you would suddenly be much lower in power for d4 rounds + time to activate + time to put armor back on.</p><p></p><p></p><p></p><p>The psychic warrior wouldnt need to keep it up all 24 hours, merely every now and then as needed. I put the other build at 24 hours because it is much more fun that way (and I dislike reconfiguring stats every few minutes).</p><p></p><p>Still though, base time is manifestor level in minutes (overchannel is practically free here as the power heals roughly the same as overchannel hurts), then, if needed, dual extend (as it is allowed by the rules, I have yet to see a reason to disallow it even for magic, if they were that worried about spells lasting more than 24 hours simply putting a hardcap on certain things would've solved the problem.. much like cure light wounds does d8+5 at max) it will last for over an hour and takes a standard action to put into place. But it only takes 11 pp. Which is the same amount that a 36k crystal has.</p><p></p><p></p><p></p><p>So this is saying that psychic warriors are good when they blast out a bunch of pp? ok, yep. I think that has been shown by each of the builds so far <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Mounted combat feats? as a centaur? Well, not in my games, you arent mounted you are 'the mount'. Still, this is no different than simply having a mount and not the skin of the proteus so what is the point exactly?</p><p></p><p>If there is some rule somewhere that says you can use mounted combat feats while not mounted let me know <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> (archers get a penalty while mounted, does this mean that anything that can be mounted gets a penalty? centaurs would hate that extra penalty I am sure)</p><p></p><p></p><p></p><p>Of course the psychic warrior was based after the fighter in a lot of ways. As I said in the other thread, if the two classes come out about equal overall for combat potential then that means the psychic warrior needs some boosting.</p><p></p><p>so it looks like a fighter can be useful in combat when he has enough feat sources and is min/maxed to incredible lengths. Which is basically what I said before, not a good class <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Oh, and how did you like the expert? lol</p></blockquote><p></p>
[QUOTE="Scion, post: 1723563, member: 5777"] While dumping stats early for later plans is definately not an incredible way to go (in fact, in general terms without another plan in mind it is dumb) it really only works in comparisons like this. In a real game it wouldnt be an issue. Although, the psychic warrior I made had low str and dex to begin with he would work fine from the ground up, even low levels. His main abilities would be to pop up the claws and swing away with them. They have low damage, but being able to swing twice in a round from early on would make him pretty viable. (psionic body + overchannel + talented would net an extra 6hp at first level and allow for his abilities to work longer.. 2 hours of claws at first level is good, plus an extra level of duration for whatever other powers might need put up) Even with your build, who is incredibly min/maxed for just this sort of eventuality, isnt all that bad. He is rough and tumble and good at fighting, just like a fighter should be. If he was slightly less min/maxed (as in, you actually wanted to survive your first couple of levels and so put a few extra points into str and/or dex) then he drops down a bit into reasonable character territory. He has a high ac, but not that much higher than your other guy already had. He is good at grappling and can take out melee brutes better than your other guy (but then your other guy relied on not getting into grapples and spent a feat to help with that anyway so a bit of a wash). I do. With this change they have been relegated to combat use only. I would have much prefered a reduction in choices and a longer duration (or the same old duration). 1 minute/level they have to be very good for what it does, but for normal characters it is just a general buff. The skin itself costs 80k gp. Not exactly shabby, although it can be very good to certain builds (and worthless for others). How exactly does one price an item that is incredible for some builds and useless for others? Costing more than +9 armor (and taking up a slot) doesnt seem like a horrible place to start. Your guy really has to worry about it being dispelled (even if that sort of thing doesnt happen very easily) because your armor and weapon are both sized for large creatures. Effectively you would suddenly be much lower in power for d4 rounds + time to activate + time to put armor back on. The psychic warrior wouldnt need to keep it up all 24 hours, merely every now and then as needed. I put the other build at 24 hours because it is much more fun that way (and I dislike reconfiguring stats every few minutes). Still though, base time is manifestor level in minutes (overchannel is practically free here as the power heals roughly the same as overchannel hurts), then, if needed, dual extend (as it is allowed by the rules, I have yet to see a reason to disallow it even for magic, if they were that worried about spells lasting more than 24 hours simply putting a hardcap on certain things would've solved the problem.. much like cure light wounds does d8+5 at max) it will last for over an hour and takes a standard action to put into place. But it only takes 11 pp. Which is the same amount that a 36k crystal has. So this is saying that psychic warriors are good when they blast out a bunch of pp? ok, yep. I think that has been shown by each of the builds so far ;) Mounted combat feats? as a centaur? Well, not in my games, you arent mounted you are 'the mount'. Still, this is no different than simply having a mount and not the skin of the proteus so what is the point exactly? If there is some rule somewhere that says you can use mounted combat feats while not mounted let me know ;) (archers get a penalty while mounted, does this mean that anything that can be mounted gets a penalty? centaurs would hate that extra penalty I am sure) Of course the psychic warrior was based after the fighter in a lot of ways. As I said in the other thread, if the two classes come out about equal overall for combat potential then that means the psychic warrior needs some boosting. so it looks like a fighter can be useful in combat when he has enough feat sources and is min/maxed to incredible lengths. Which is basically what I said before, not a good class ;) Oh, and how did you like the expert? lol [/QUOTE]
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