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*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="Gort" data-source="post: 1473985" data-attributes="member: 11239"><p>I'm currently going through a phase of playing the more esoteric character classes. (I usually pick something very central to a party, like a fighter or a cleric or a paladin) I'd like to play a monk sometime, but up till now I've never gotten around to it. But here's a few things people haven't mentioned yet - things that my fighter experience tell me I'll love about the monk...</p><p></p><p>Touch AC! The monk has the same touch AC as his normal AC. I have a 16th level fighter with an AC of 40. His touch AC? 16. If something huge tries to grapple you, you're out of options. His grapple check will be twenty above yours, he's never gonna miss his touch attack, and even if he rolls a 1, he's got other attacks ready. Ditto tripping. Ray spells! Ray of enfeeblement and enervation don't even have saves, and both will severely neuter any fighter. I would love to have a touch AC of 40 to go with my normal AC of 40. It's hard to over-emphasise just how great having a big touch AC is.</p><p></p><p>Balance checks, moving silently, hiding, spotting stuff so you don't get stabbed in the back, all stuff a 1st level monk does better than my 16th level fighter. Even if he didn't bother to put skill ranks in it. What are my skills? Uh, climbing, jumping and swimming. All things I wouldn't need to put ranks in if it wasn't for my armour penalties. Hell, people can just blatantly lie to me and I'll believe every word they say!</p><p></p><p>Spell resistance is awesome. Especially monk spell resistance. Have you seen the pricetag on spell resistance items lately? Bloody hell!</p><p></p><p>Having a natural weapon for your main attack is great. You can be grappled and still fight. Heck, quite often you'd RATHER be grappled, so you can immobilise your foe! Oh, a rust monster! Oh wait, no metal gear to rust. Ah, a Bebilith - nope, no armour to rip open. Sunder? Not on me, mate.</p><p></p><p>Having lots of attacks is nice. Especially early on, where what you rolled is more important than what your actual bonus is. Later, when the bard is giving you +5 to hit and damage, you'll like getting it on each of your umpteen attacks, rather than four times.</p><p></p><p>I think there're better ways to look at a monk than to compare it in a damage dealing capacity to a druid, which is a very powerful damage dealer, especially in the situation you were given. I'd be in the boat with the people who say it was a very lucky druid that did all that damage with summoned animals - in my experience summoning's been pretty useless.</p><p></p><p>I would recommend to you the Defender class from Midnight if you want a Bruce Lee style monk - Full base attack bonus, and less mystic stuff, rather kung-fu stuff like disarming people when they hit you, grabbing their arm and breaking it when they miss you, all that kind of stuff. More of a front line fighter - exactly what you're looking for, in fact!</p></blockquote><p></p>
[QUOTE="Gort, post: 1473985, member: 11239"] I'm currently going through a phase of playing the more esoteric character classes. (I usually pick something very central to a party, like a fighter or a cleric or a paladin) I'd like to play a monk sometime, but up till now I've never gotten around to it. But here's a few things people haven't mentioned yet - things that my fighter experience tell me I'll love about the monk... Touch AC! The monk has the same touch AC as his normal AC. I have a 16th level fighter with an AC of 40. His touch AC? 16. If something huge tries to grapple you, you're out of options. His grapple check will be twenty above yours, he's never gonna miss his touch attack, and even if he rolls a 1, he's got other attacks ready. Ditto tripping. Ray spells! Ray of enfeeblement and enervation don't even have saves, and both will severely neuter any fighter. I would love to have a touch AC of 40 to go with my normal AC of 40. It's hard to over-emphasise just how great having a big touch AC is. Balance checks, moving silently, hiding, spotting stuff so you don't get stabbed in the back, all stuff a 1st level monk does better than my 16th level fighter. Even if he didn't bother to put skill ranks in it. What are my skills? Uh, climbing, jumping and swimming. All things I wouldn't need to put ranks in if it wasn't for my armour penalties. Hell, people can just blatantly lie to me and I'll believe every word they say! Spell resistance is awesome. Especially monk spell resistance. Have you seen the pricetag on spell resistance items lately? Bloody hell! Having a natural weapon for your main attack is great. You can be grappled and still fight. Heck, quite often you'd RATHER be grappled, so you can immobilise your foe! Oh, a rust monster! Oh wait, no metal gear to rust. Ah, a Bebilith - nope, no armour to rip open. Sunder? Not on me, mate. Having lots of attacks is nice. Especially early on, where what you rolled is more important than what your actual bonus is. Later, when the bard is giving you +5 to hit and damage, you'll like getting it on each of your umpteen attacks, rather than four times. I think there're better ways to look at a monk than to compare it in a damage dealing capacity to a druid, which is a very powerful damage dealer, especially in the situation you were given. I'd be in the boat with the people who say it was a very lucky druid that did all that damage with summoned animals - in my experience summoning's been pretty useless. I would recommend to you the Defender class from Midnight if you want a Bruce Lee style monk - Full base attack bonus, and less mystic stuff, rather kung-fu stuff like disarming people when they hit you, grabbing their arm and breaking it when they miss you, all that kind of stuff. More of a front line fighter - exactly what you're looking for, in fact! [/QUOTE]
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