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*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="kigmatzomat" data-source="post: 1471206" data-attributes="member: 9254"><p>IMO, 3.5 monks are easier to play than 3.0 just because you get to choose a few more specials to tailor your character. </p><p></p><p>From experience, a low (1-5th) level monk does just fine. At about 6th level they start running into an AC/hp wall where they have to fight using group tactics as compared to the "meat shield" tactic of barbarians and heavy-armor fighters. Monks increase others strength while fighters just chunk into a hole for the most part. </p><p></p><p>By 6th they should generally have decided on a style (grappler, spring-attacker, or meleer) and begun down the path. Grapplers need high strength and feats like Closequarters Fighting and Clever Wrestling. Springattackers are obvious tumble-bums that only get one shot in per round but do it with minimal chance of damage. The Meleer is close to your typical fighter and really should be a dex-junky with weapon finesse (unarmed) to concentrated AC bonuses and attack bonuses in one place. </p><p></p><p>There is a weird period from 6-10th level where the campaign's style can have a big impact on how effective the monk is. Sometimes no big deal, others the monk gets a little weak as his BAB penalties become more evident and opponents BAB skyrocket with the addition of HD.</p><p></p><p>IMC there's a 15th level monk. He's downright impressive. He does a bit less damage than the scimitar-specialized dervish fighter but he can generally get more attacks by reaching a fight first. Spells flicker off of him more than 50% of the time and his saves + evasion mean the ones that get through do little damage. Immunity to poison has let him walk through the innards of a tendriculous while the fighter was sweating bullets and praying his Fort save didn't abandon him. </p><p></p><p>We've learned that you generally take less damage inside a creature than outside so when the monk gets engulfed he gets to take his full attack sequence with fewer consequences. And thanks to CQF and CW he's much harder to grapple than might be anticipated. It still happens regularly, but he gets in a few extra licks in the process. </p><p></p><p>On the flip side of grappling, it's a great maneuver to try on the 3rd and 4th attacks. By dint of being a touch attack its easy to make and the BAB+strength roll doesn't care *what* attack your on. Might as well get in a few solid hits and then try for the grab to make life easier on your friends. </p><p></p><p>The monk does have an issue with having fewer HPs than the fighter and less AC (when the fighter uses expertise) but he can generally get to a safe place to use his self-heal or leap to the cleric easier than the fighter can. There's nothing like using spring-attack to hit some guy 20' infront of you and then run 60' back to get some healin' from the cleric.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 1471206, member: 9254"] IMO, 3.5 monks are easier to play than 3.0 just because you get to choose a few more specials to tailor your character. From experience, a low (1-5th) level monk does just fine. At about 6th level they start running into an AC/hp wall where they have to fight using group tactics as compared to the "meat shield" tactic of barbarians and heavy-armor fighters. Monks increase others strength while fighters just chunk into a hole for the most part. By 6th they should generally have decided on a style (grappler, spring-attacker, or meleer) and begun down the path. Grapplers need high strength and feats like Closequarters Fighting and Clever Wrestling. Springattackers are obvious tumble-bums that only get one shot in per round but do it with minimal chance of damage. The Meleer is close to your typical fighter and really should be a dex-junky with weapon finesse (unarmed) to concentrated AC bonuses and attack bonuses in one place. There is a weird period from 6-10th level where the campaign's style can have a big impact on how effective the monk is. Sometimes no big deal, others the monk gets a little weak as his BAB penalties become more evident and opponents BAB skyrocket with the addition of HD. IMC there's a 15th level monk. He's downright impressive. He does a bit less damage than the scimitar-specialized dervish fighter but he can generally get more attacks by reaching a fight first. Spells flicker off of him more than 50% of the time and his saves + evasion mean the ones that get through do little damage. Immunity to poison has let him walk through the innards of a tendriculous while the fighter was sweating bullets and praying his Fort save didn't abandon him. We've learned that you generally take less damage inside a creature than outside so when the monk gets engulfed he gets to take his full attack sequence with fewer consequences. And thanks to CQF and CW he's much harder to grapple than might be anticipated. It still happens regularly, but he gets in a few extra licks in the process. On the flip side of grappling, it's a great maneuver to try on the 3rd and 4th attacks. By dint of being a touch attack its easy to make and the BAB+strength roll doesn't care *what* attack your on. Might as well get in a few solid hits and then try for the grab to make life easier on your friends. The monk does have an issue with having fewer HPs than the fighter and less AC (when the fighter uses expertise) but he can generally get to a safe place to use his self-heal or leap to the cleric easier than the fighter can. There's nothing like using spring-attack to hit some guy 20' infront of you and then run 60' back to get some healin' from the cleric. [/QUOTE]
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