| Virgil RPG Superstar 2009 Top 32 |
I had considered going alphabetical, but that would mean I playtest the cleric next. The cleric hasn't seen much change in power compared to the original one, and that class is balanced for the most part (if a bit on powerful side). I was thinking of trying to test a TN necromancer, but not until the death domain ability is fixed, there's not much point.
We've already seen how a rogue fares, a touch on the powerful side, but only a touch and after particular maximization. Here's to seeing if the fighter fares as well at level 15.
A couple notes. Cleave is useless once you can attack more than once per round, and Great Cleave is about the same level of use (yes, that's a very backhanded opinion).
Dwarven Fighter Playtest - Level 15
Stats (32 point-buy): Str 24, Dex 18, Con 20, Int 14, Wis 16, Cha 6
Feats: Backswing, Careful Targetting, Combat Expertise, Deadly Aim, Devastating Strike, Exact Targetting, Greater Weapon Focus, Greater Weapon Specialization, Improved Critical, Monkey Grip, Overhand Chop, Pinpoint Targetting, Power Attack, Toughness, Weapon Focus, Weapon Specialization
Skills: Intimidate, Perception (cc), Ride, Survival
Equipment: Belt of Str/Dex/Con +6/+4/+4, +1 ghost touch mithral full plate of moderate fortification, Cloak of Resistance +6, +1 cold iron scythe, composite longbow w/25 +1 arrows & 200 nonmagical arrows, Ring of Protection +2, +1 Heavy Wooden Shield, Potion of Air Walk x3, Potion of Haste x3, Potion of Enlarge Person (CL 10) x3
* Marut: While there are spells that allow you to overcome construct immunity, it's only for sneak attacks, meaning our fighter is going to have to try to barrel through. He can't run away to try ranged (d-door at will), but he'll at least move away to try and quaff a haste potion for the first round. The fast healing and DR make it so he can barely do damage, all the while suffering blindness and being hit by a freight train. Loses all three times.
* Yakfolk Cleric + Dao: Much like the rogue, it's all over if he goes after the dao first with the wall of force closing him off & poison gas killing him off. Unlike the rogue, he can't get out of a wall of stone after killing the cleric; except through violence. He can only bash down 4 inches per round, against the dao's combined 16 inch thick layer every round.
* Warparty of Cloud Giants: First fight, I try melee, and charge with Devastating Strike and Power Attack. While I do well with damage, it's actually not enough to take it down (damn close). They then proceed to rip him limb-from-limb. Other tactics are tried, but they output a combined attack power that is just too much for him to beat. Loses all three times.
* Mature Adult White Dragon: Dragons have what some call the (Awesome) subtype, and are actually tougher than what their CR indicates, which is why he's fighting a CR 12; because it's true power is actually CR 15. The first fight was a censored bar of gore (all hit, two crits) when the dragon witlessly tried to get in melee with the fighter. The second fight involved the dragon going invisible and moving away and doing some buffing, and opens with a full attack while surviving the received full attack and finishing him off the next round. The third fight is the same result. 1 out of 3.
* Death Slaad riding a Titanic Toad: Our poor little fighter is blinded every time for a noticeable amount of time. Every fight, he flails blindly in the air while getting pounded on by the frog and the death slaad laughs out of reach and hurls piddly fireballs, unto death. I discover that Power Attack is a joke in this fight, because I take too big of a hit in attack to even bother. I even assumed the fighter got to start the fight with haste. Three losses.
* Cornugon: Illusions abound at first, giving the cornugon a chance to get within 25' and open up outside of his 5' step reach. He's just barely able killed the first fight, but the second two fights are painful deaths because he failed one of the saves against stun.
* Gelugon and Iron Golem Bodyguard: The first fight is rather pathetic, because he moves to charge the gelugon, does some damage, and then runs in slow motion until killed. The second & third fight is a valiant attempt to stay out of melee, but the gelugon just surrounds himself with ice and gives its side unholy aura, making the terrain such that the fighter goes in melee with a punching golem surrounded by a cone of cold. He fails to overcome this challenge at all.
* Rube Goldberg's Weird & set of Symbols of Pain on the artifact: The pair of symbols of pain fail to do anything, but weird kills him on the first attempt. The second attempt results in him taking sufficient strength damage to stagger beneath the weight of his gear, which he can then just drop the tower shield and walk completely unhindered. The third attempt hurts, but he continues. Two out of three, our best yet.
* Pair of Glabrezu: With chaos hammer and mirror image, he is absolutely unable to do sufficient damage from range to survive, so we have to suck it up and go melee. He gets surrouned by over a dozen glabrezu (of which he misses the real one), gets grappled, and gets pounded to paste; all three times this happened. Never even bother to used power word stun.
* Harem of Succubi: I'm going to assume he has some kind of immunity to charm, because otherwise this fight is over before it begins. It's not so much a harem (16) of succubi, as it is 15 succubi and 4 vrocks (6 on the third fight), because he pretty much kills one succubus while the others attempt to summon help. He ends up having to close his eyes for a real chance to actually hit the vrock, but it's still not enough to survive this abyssal horde. Ultimately loses all three times even after giving the succubi a severe handicap of being unable to use compulsions.
* Twenty Dire Bears: About bloody time he can do something. He has enough arrows for him air walk out of reach and kill them at his leisure. An actual hat trick for the very first time. Just ignore the fact any slob at level 5 and a hippogriff mount can do the very same thing.
* Dozen medusa mounted archers on hellcats: A good idea to get out of reach with his eyes closed until he's 40' or higher in the air (easier to sprint). Fortunately for our fighter friend, his AC is such that they need natural 20s to hit him, and the hellcats can't even reach him. Unfortunately, he can only do this to kill the medusa (invisible hellcats). He attempts to reach the ground using total defense & shield, and dies from the sheer volume of attacks. Triple loss.
* Forest made of lava and infested with hostile fire-element dire badgers: While he can survive for a long period just by drinking his potions of air walk and going over it, the forest needs to be less than 15 miles deep, because otherwise he runs out of potion and dies to the environment. He has Survival maxed out, so we can assume if there is a thin part of the forest that can be trekked through, he finds it. Because this is based on luck and geography on the DM's part, I'll give the fighter a 2 out of 3.
* Pair of Beholders: They both open with fear, slow, & sleep, which takes him out half the time right there, the other half he lives long enough to kill one before being killed by the other. Triple loss.
Notes: The results were pathetic, slightly less than a 20% success rate. His few successes were practically freebies that could be gotten by characters five levels ago (or sooner in the case of the dire bear). This was a build that was heavily focused on making his numbers as big as possible, which not only were insufficient against the opposition, but his versatility was virtually nonexistant and yet wholly reliant upon his gear at the same time. Attempts to spread himself so as to actually have some versatility would make his numbers at any activity too subpar and thus still be unable to overcome enough challenges to make a difference.