CPXB said:Paladin by a long margin, across the board.
Try a few other levels, not every class is balanced with every other at every level.
Even with that though, the monk wins out in other ways still.
CPXB said:Paladin by a long margin, across the board.
However, a rogue does them better. Yes, even the dim door thing (items). No, the fact that items can be yoinked is not particularly relevant. If items are a good enough way of balancing spellcasters with non-spellcasters, they're good enough to balance mundanes with monks.jgsugden said:Monk as scout: Yes, locked doors stop him. Of course, if you run into a locked door, that is usually a good time to get the rest of the party (IMHO). Scout /= Thief. A scout finds out what you're facing before the party clambers in so that the PCs can properly prepare. Good scouts can: a.) stay hidden, b.) spot things of interest and c.) get out of a tight spot. Monks do all 3 things exceptionally well.
However, a bard (or a rogue!) does this better. Both classes have more skill points to burn, and a bard has social/mind control abilities out the wazoo.Monk as a diplomat: You don't need a high charisma to be a good diplomat. My epic 1/2 orc rogue/barbarian has a charisma of 8 and a diplomacy in the 20s. All it takes is acess to diplomacy a a class skill and enough skill points that you can afford to grab a few ranks in diplomacy.
I think it's been quite comprehensively proved that a monk is not a combat powerhouse.Monk versus paladin in combat: The monk with flurry of blows does not *always* have more attacks than the 2 handed or sword&board paladin, but he does at levels 1-5 and 8-20. But at levels 5 and 6, the paladin has the same amount. 10% of the time between levels 1 and 20.
How so?Similarly, the saving throw arguments go out the door at higher levels.
Must we?Now, let's look at these characters in combat.
This really is irrelevant. In the typical D&D party, you're constrained not just by your abilities, but also by those of your party members. Whatever class you may be, you cannot solo a dungeon. This is a fundamental part of the core design philosophy of D&D, and has been since the beginning.The monk, like the pure fighter or (to an extent) ranger, deals damage consistently and evenly. The monk technically has a limit on the number of stuns he may perform in a day, but that limit is pretty high. As the day progresses and the paladin's resources diminish, the monk will be relatively more and more powerful.
So could any instakill spell. And besides, hoping for that one-in-twenty chance doesn't really amount to much of a strategy.Plus, the stunning fist of the monk can end a combat in one round.
A lack of resistance against spells that don't call for a Fort save.CPXB said:I'm fully with Hong about the "specialized mage-killer" thing. What's to stop a barbarian from running up and grappling with a wizard?
Not if you have an adamantine weapon, especially a Greatsword or Greataxe with Power Attack.hong said:If your wiz has run out of teleports or dim doors, and you need to get to the other side of a wall, then you're stuck.
CPXB said:Quick comparison time:
Rashad Daktari aka Adamantine Moneybags
Mnk 6th
Medium-sized Humanoid (Human)
Hit Dice: 6d8+12 (54 hp)
Speed: 50 ft
AC: 21 (+4 Dex, +5 Wis, +1 bracers of armor, +1 monk), flat-footed 16, touch 19
Initiative: +4 (Dex)
Abilities: Str 18, Dex 18, Con 15, Int 14, Wis 20, Cha 13
...
Full Attack: Unarmed +10 (1d8+5, crit 19-20) or flurry of blows +9/+9 (1d8+5) or sling +9 (1d4+4) or shuriken +9 (1d2+4) or flurry of blows shuriken +8/+8 (1d2+4)
Feats: Agile Riposte, Deflect Arrows (b), Dodge, Improved Trip (b), Knockdown, Stunning Blow (DC 18, 6/day) (b), Weapon Focus (Unarmed)
---
Pally the Paladin
...
Pal 6th
Medium-sized humanoid (human)
Hit Dice: 6d10 + 18 (68 hp)
Spd: 20 ft
AC: 21 (armor +9, deflection +1), flat-footed 20, touch 12
Init: +1
Abilities: Str 20, Dex 13, Con 16, Int 14, Wis 15, Cha 20
...
Saves: Fort +13, Ref +8, Will +9