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General Tabletop Discussion
*Pathfinder & Starfinder
Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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<blockquote data-quote="Epametheus" data-source="post: 1475100" data-attributes="member: 719"><p>Traps are easy to deal with -- just have the fighter set them off and keep a wand of cure light wounds handy <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>The barbarian can be handled mainly because I don't think the player really knows what he's doing. The barbarian is a barb5/shaman 5 now, but the player almost never uses his spells, relying mainly on rage and lucky crits to carry the day. He's certainly made some <em>impressive</em> crits, but without real prepping we're comparable in power and with real prepping (5th level spells + wildshape vs. 3rd level spells), I blow him right out of the water.</p><p></p><p>The fighter, on the other hand... Oh, he's certainly dependant on his equipment (what non-spellcaster isn't?), but he averages 30 damage a round without power attacking, critting, or using his two-weapon fighting. When he fights seriously, he usually shoots up to 60 damage a round. My druid flat-out can't kill him as quickly as he could kill me.</p><p></p><p>Granted, in a real fight between the fighter and my druid, I'd stay 100 or so ft away from him at all times (thanks to my dire wolf companion) while I blast him to death with my wand of flame strike. Taking 15 damage a round or so from arrows beats the hell out of getting chopped in half.</p><p></p><p>My experience with fighters is that they're rather scary dudes, and you should take care to make sure that the enemy never, <em>ever</em> Dominates them. Granted, almost every fighter I've ever seen moved into a PrC after 8th level and got even better at killing things. But anyways, it's fighters and fighters with PrCs that deal the heavy damage. Where fighters get screwed isn't in their power; where they get screwed is that it's too easy for clerics and druids to play at being fighters.</p><p></p><p>But the topic here is monks, and so I'll chip in two semi-related points:</p><p></p><p>1) Characters that aren't true spellcasters <em>need</em> gear. Monks are kinda weird, since some of their more notable abilities (like the increasing punch damage and Stunning Blow) are totally nullified if the monks use weaponry, and the weapons that are compatible with Flurry are kinda subpar (1d6 damage, 20/x2 for crits).</p><p></p><p>2) There are two classes with heavy multiple stat dependencies: monks and paladins. A monk that manages to get high across-the-board stats (by whatever means -- rolling, half-celestial, whatever) is kinda comparable to a fighter of equal level who has normal stats. On the other hand, a paladin that manages to get high across-the-board stats is truly a magnificent beast, able to adapt well to many situations and perform excellently in them.</p><p></p><p>IMO, the closest class for comparison with the monk is the rogue, and the only real advantage that a monk has over a rogue in the general scheme of things is movement speed. Monks might be better defensively, but you need an odd party make-up (like that one party mentioned earlier that only has a monk as the frontline) for a monk to be a priority target. Tanks, even light tanks, aren't any good when they can just be ignored.</p></blockquote><p></p>
[QUOTE="Epametheus, post: 1475100, member: 719"] Traps are easy to deal with -- just have the fighter set them off and keep a wand of cure light wounds handy :cool: The barbarian can be handled mainly because I don't think the player really knows what he's doing. The barbarian is a barb5/shaman 5 now, but the player almost never uses his spells, relying mainly on rage and lucky crits to carry the day. He's certainly made some [i]impressive[/i] crits, but without real prepping we're comparable in power and with real prepping (5th level spells + wildshape vs. 3rd level spells), I blow him right out of the water. The fighter, on the other hand... Oh, he's certainly dependant on his equipment (what non-spellcaster isn't?), but he averages 30 damage a round without power attacking, critting, or using his two-weapon fighting. When he fights seriously, he usually shoots up to 60 damage a round. My druid flat-out can't kill him as quickly as he could kill me. Granted, in a real fight between the fighter and my druid, I'd stay 100 or so ft away from him at all times (thanks to my dire wolf companion) while I blast him to death with my wand of flame strike. Taking 15 damage a round or so from arrows beats the hell out of getting chopped in half. My experience with fighters is that they're rather scary dudes, and you should take care to make sure that the enemy never, [i]ever[/i] Dominates them. Granted, almost every fighter I've ever seen moved into a PrC after 8th level and got even better at killing things. But anyways, it's fighters and fighters with PrCs that deal the heavy damage. Where fighters get screwed isn't in their power; where they get screwed is that it's too easy for clerics and druids to play at being fighters. But the topic here is monks, and so I'll chip in two semi-related points: 1) Characters that aren't true spellcasters [i]need[/i] gear. Monks are kinda weird, since some of their more notable abilities (like the increasing punch damage and Stunning Blow) are totally nullified if the monks use weaponry, and the weapons that are compatible with Flurry are kinda subpar (1d6 damage, 20/x2 for crits). 2) There are two classes with heavy multiple stat dependencies: monks and paladins. A monk that manages to get high across-the-board stats (by whatever means -- rolling, half-celestial, whatever) is kinda comparable to a fighter of equal level who has normal stats. On the other hand, a paladin that manages to get high across-the-board stats is truly a magnificent beast, able to adapt well to many situations and perform excellently in them. IMO, the closest class for comparison with the monk is the rogue, and the only real advantage that a monk has over a rogue in the general scheme of things is movement speed. Monks might be better defensively, but you need an odd party make-up (like that one party mentioned earlier that only has a monk as the frontline) for a monk to be a priority target. Tanks, even light tanks, aren't any good when they can just be ignored. [/QUOTE]
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Issues with Summon Monster/Summon Nature's Ally (2004 Thread)
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