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*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="CPXB" data-source="post: 1472881" data-attributes="member: 17233"><p>Quick comparison time:</p><p></p><p>Rashad Daktari aka Adamantine Moneybags</p><p>Mnk 6th </p><p>Medium-sized Humanoid (Human)</p><p>Hit Dice: 6d8+12 (54 hp)</p><p>Speed: 50 ft</p><p>AC: 21 (+4 Dex, +5 Wis, +1 bracers of armor, +1 monk), flat-footed 16, touch 19</p><p>Initiative: +4 (Dex)</p><p>Base Attack/Grapple: +4/+8</p><p>Attacks: Unarmed +10 (1d8+5, crit 19-20) or masterwork sling +9 (1d4+4) or masterwork shuriken +9 (1d2+4)</p><p>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)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Flurry of blows, ki strike (magic), unarmed strike 1d8</p><p>Special Qualities: AC bonus, evasion, purity of body, slow fall (30 ft.), still mind</p><p>Saves: Fort +7, Ref +9, Will +10 </p><p>Alignment: Lawful neutral</p><p>Abilities: Str 18, Dex 18, Con 15, Int 14, Wis 20, Cha 13 </p><p>Skills: Balance +9/15, Climb +6/10, Diplomacy +0/3, Escape Artist +6/10, Jump +9/23, Perform +6/7, Sense Motive +9/14, Spot +9/14, Tumble +9/15</p><p>Feats: Agile Riposte, Deflect Arrows (b), Dodge, Improved Trip (b), Knockdown, Stunning Blow (DC 18, 6/day) (b), Weapon Focus (Unarmed)</p><p></p><p>Possessions: (light encumbrance 76 lbs.; current encumbrance 34 lbs.) gauntlets of ogre power, bracers of armor +1, ring of magic fang +1, periapt of wisdom +2, masterwork sling (1 lbs.), 10 sling bullets (10 lbs.), 20 masterwork shuriken, dagger (1 lbs.), monk's outfit (2 lbs.), backpack (2 lbs.), bedroll (5 lbs.), winter blanket (3 lbs.), bullseye lantern with continual flame (3 lbs.), silk rope 50' (1 lbs.), 2 entertainer's outfits (8 lbs.), 4079 gp</p><p></p><p>OR -- </p><p></p><p>Pally the Paladin</p><p>Pal 6th</p><p>Medium-sized humanoid (human)</p><p>Hit Dice: 6d10 + 18 (68 hp)</p><p>Spd: 20 ft</p><p>AC: 21 (armor +9, deflection +1), flat-footed 20, touch 12</p><p>Init: +1</p><p>BAB/Grapple: +6/+11</p><p>Attacks: +1 greatsword +13 melee (1d12+8, crit 19-20) or masterwork composite bow +8 ranged (1d8+5, crit x3)</p><p>Full Attack: +1 greatsword +13/+8 (1d12+8, crit 19-20) or masterwork composite bow +8/+3 (1d8+5, crit x3)</p><p>Space/Reach: 5 ft/5 ft</p><p>Special Attacks: Smite evil 2/day, spells, turn undead</p><p>Special Qualities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (30 hp/day), remove disease 1/week</p><p>Saves: Fort +13, Ref +8, Will +9</p><p>Alignment: Lawful good</p><p>Abilities: Str 20, Dex 13, Con 16, Int 14, Wis 15, Cha 20</p><p>Skills: Diplomacy +9/16, Heal +9/11, Knowledge (religion) +9/11, Ride +9/10, Sense Motive +9/11</p><p>Feats: Cleave, Mounted combat, Power Attack, Weapon Focus (greatsword)</p><p></p><p>Possessions: Gauntlets of ogre power, plate armor +1, +1 greatsword, cloak of charisma +2, ring of protection +1, masterwork composite bow (+5)</p><p></p><p>Spells: 1st -- Divine favor, Protection from Evil; caster level 3rd</p><p></p><p>**</p><p></p><p>Pally has an AC one lower -- which I could have rectified, obviously, by having Pally have a shield, obviously -- but look at the damage! He hits more often and does, per hit, five more points of damage! That's even before the greatsword Power Attack -- -1 to hit for +2 damage.</p><p></p><p>The fabled "multiple strike" ability of the monk is herein revealed for a lie. At this level, Pally has the same "multiple strike" capability as Rashad. No two-weapon fighting, nothing funny, just a straight greatsword.</p><p></p><p>OK. Let's look at special abilities. Oh, no! Pally has more of them! AND he has spells -- sure, not many, but . . . what? He can increase his fighting ability even MORE?! Yep. If he has any time to prepare, +1 hit and damage that stacks with everything he's got. Damage? Not a problem with Pally around! Disease? Check it -- Disease Away! How does this stack up to "slow fall", again?</p><p></p><p>Saves? Pally wins out, overall. Slightly worse at Ref and Will, much, much better at Fort.</p><p></p><p>Skills? Check the diplomacy score! He's one charming mo'fo', is our Pally. Plus good support stuff like Heal. Those two skill points a level the monk gets . . . not feeling the love from them.</p><p></p><p>On his mount, Pally is as fast as the monk! </p><p></p><p>If I was playing this C, in the future he'd be getting a celestial lion as a special mount, BTW. Sure, it'd cost a feat -- WORTH IT.</p><p></p><p>Seriously, I don't think anyone is going to be looking between these two characters, same level, same ability scores, same amount of money spent on loot, and seriously tell me that the monk stacks up against the paladin in either a fight or in terms of general usefulness. If I had to decide which of these two characters I'd have in my part, it's be blindingly obvious which one I chose.</p><p></p><p>"Hmm, the paladin does more damage, can heal and remove disease, detects evil, has more hit points . . . not to mention a great paladin mount. The monk brings to us . . . well, he's got a good Tumble score."</p><p></p><p>Paladin by a long margin, across the board.</p></blockquote><p></p>
[QUOTE="CPXB, post: 1472881, member: 17233"] 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) Base Attack/Grapple: +4/+8 Attacks: Unarmed +10 (1d8+5, crit 19-20) or masterwork sling +9 (1d4+4) or masterwork shuriken +9 (1d2+4) 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) Space/Reach: 5 ft/5 ft Special Attacks: Flurry of blows, ki strike (magic), unarmed strike 1d8 Special Qualities: AC bonus, evasion, purity of body, slow fall (30 ft.), still mind Saves: Fort +7, Ref +9, Will +10 Alignment: Lawful neutral Abilities: Str 18, Dex 18, Con 15, Int 14, Wis 20, Cha 13 Skills: Balance +9/15, Climb +6/10, Diplomacy +0/3, Escape Artist +6/10, Jump +9/23, Perform +6/7, Sense Motive +9/14, Spot +9/14, Tumble +9/15 Feats: Agile Riposte, Deflect Arrows (b), Dodge, Improved Trip (b), Knockdown, Stunning Blow (DC 18, 6/day) (b), Weapon Focus (Unarmed) Possessions: (light encumbrance 76 lbs.; current encumbrance 34 lbs.) gauntlets of ogre power, bracers of armor +1, ring of magic fang +1, periapt of wisdom +2, masterwork sling (1 lbs.), 10 sling bullets (10 lbs.), 20 masterwork shuriken, dagger (1 lbs.), monk's outfit (2 lbs.), backpack (2 lbs.), bedroll (5 lbs.), winter blanket (3 lbs.), bullseye lantern with continual flame (3 lbs.), silk rope 50' (1 lbs.), 2 entertainer's outfits (8 lbs.), 4079 gp OR -- 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 BAB/Grapple: +6/+11 Attacks: +1 greatsword +13 melee (1d12+8, crit 19-20) or masterwork composite bow +8 ranged (1d8+5, crit x3) Full Attack: +1 greatsword +13/+8 (1d12+8, crit 19-20) or masterwork composite bow +8/+3 (1d8+5, crit x3) Space/Reach: 5 ft/5 ft Special Attacks: Smite evil 2/day, spells, turn undead Special Qualities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (30 hp/day), remove disease 1/week Saves: Fort +13, Ref +8, Will +9 Alignment: Lawful good Abilities: Str 20, Dex 13, Con 16, Int 14, Wis 15, Cha 20 Skills: Diplomacy +9/16, Heal +9/11, Knowledge (religion) +9/11, Ride +9/10, Sense Motive +9/11 Feats: Cleave, Mounted combat, Power Attack, Weapon Focus (greatsword) Possessions: Gauntlets of ogre power, plate armor +1, +1 greatsword, cloak of charisma +2, ring of protection +1, masterwork composite bow (+5) Spells: 1st -- Divine favor, Protection from Evil; caster level 3rd ** Pally has an AC one lower -- which I could have rectified, obviously, by having Pally have a shield, obviously -- but look at the damage! He hits more often and does, per hit, five more points of damage! That's even before the greatsword Power Attack -- -1 to hit for +2 damage. The fabled "multiple strike" ability of the monk is herein revealed for a lie. At this level, Pally has the same "multiple strike" capability as Rashad. No two-weapon fighting, nothing funny, just a straight greatsword. OK. Let's look at special abilities. Oh, no! Pally has more of them! AND he has spells -- sure, not many, but . . . what? He can increase his fighting ability even MORE?! Yep. If he has any time to prepare, +1 hit and damage that stacks with everything he's got. Damage? Not a problem with Pally around! Disease? Check it -- Disease Away! How does this stack up to "slow fall", again? Saves? Pally wins out, overall. Slightly worse at Ref and Will, much, much better at Fort. Skills? Check the diplomacy score! He's one charming mo'fo', is our Pally. Plus good support stuff like Heal. Those two skill points a level the monk gets . . . not feeling the love from them. On his mount, Pally is as fast as the monk! If I was playing this C, in the future he'd be getting a celestial lion as a special mount, BTW. Sure, it'd cost a feat -- WORTH IT. Seriously, I don't think anyone is going to be looking between these two characters, same level, same ability scores, same amount of money spent on loot, and seriously tell me that the monk stacks up against the paladin in either a fight or in terms of general usefulness. If I had to decide which of these two characters I'd have in my part, it's be blindingly obvious which one I chose. "Hmm, the paladin does more damage, can heal and remove disease, detects evil, has more hit points . . . not to mention a great paladin mount. The monk brings to us . . . well, he's got a good Tumble score." Paladin by a long margin, across the board. [/QUOTE]
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