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General Tabletop Discussion
*Pathfinder & Starfinder
Advice needed on tactics
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<blockquote data-quote="Amal Shukup" data-source="post: 2126160" data-attributes="member: 6291"><p>No, but Readied Actions work just fine... Also, getting in their face disrupts their activities, limits their ability to move/act, and often provokes errors. Besides, they can't cast when Stunned and the Concentration Check/Component Limitations for being Grappled can ruin a Caster's whole day... Still the best 'Mage Killer' Class on the battlefield: </p><p></p><p>Move, Trip, use the Free Attack to Stun or Grapple (Concentration DC 20+SL+No Somatic or other Components not already in hand) - Sure he can Dimension Door, but that's a round where the Maximized Enervation or the Disintegrate didn't happen. That's a good round in my book <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I've seen a lot of Monk Dissing in this thread, but the Movement (not just quantity, but Tumbling, Jumping, Balancing, Spring Attacking etc.), the Saves, the Special Attacks/Monk Feats (TRIP!), the AC (Wis bonus, Dex bonus, + Items and Buffs) often combine to make exceedingly effective characters in my games. Particularly when working in tandem with Rogues and Fighters. Monks can go to places others can't reach, stay there/move about with impunity, and SERIOUSLY inconvenience just about any opponent. They may not rack up the kills like a Fighter or even a Rogue, but they get a LOT of 'assists' (and it IS a TEAM game)</p><p></p><p>The downside is reliance on three Stats (STR, DEX, WIS) - a dump stat in any one limits a Monk pretty significantly. On the other hand, they get HUGE mileage from each - which make Stat boosting Buffs/Items an excellent strategy/investment... </p><p></p><p>A'Mal</p></blockquote><p></p>
[QUOTE="Amal Shukup, post: 2126160, member: 6291"] No, but Readied Actions work just fine... Also, getting in their face disrupts their activities, limits their ability to move/act, and often provokes errors. Besides, they can't cast when Stunned and the Concentration Check/Component Limitations for being Grappled can ruin a Caster's whole day... Still the best 'Mage Killer' Class on the battlefield: Move, Trip, use the Free Attack to Stun or Grapple (Concentration DC 20+SL+No Somatic or other Components not already in hand) - Sure he can Dimension Door, but that's a round where the Maximized Enervation or the Disintegrate didn't happen. That's a good round in my book :) I've seen a lot of Monk Dissing in this thread, but the Movement (not just quantity, but Tumbling, Jumping, Balancing, Spring Attacking etc.), the Saves, the Special Attacks/Monk Feats (TRIP!), the AC (Wis bonus, Dex bonus, + Items and Buffs) often combine to make exceedingly effective characters in my games. Particularly when working in tandem with Rogues and Fighters. Monks can go to places others can't reach, stay there/move about with impunity, and SERIOUSLY inconvenience just about any opponent. They may not rack up the kills like a Fighter or even a Rogue, but they get a LOT of 'assists' (and it IS a TEAM game) The downside is reliance on three Stats (STR, DEX, WIS) - a dump stat in any one limits a Monk pretty significantly. On the other hand, they get HUGE mileage from each - which make Stat boosting Buffs/Items an excellent strategy/investment... A'Mal [/QUOTE]
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