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Monks and Mage-Killing
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<blockquote data-quote="Pax" data-source="post: 1559998" data-attributes="member: 6875"><p>My point was, the wizard would be throwing away the option to cast offensive spells.</p><p></p><p></p><p> Has appropriate spells prepared,yes. Has them active all the time ... not hardly. For example, S.W.A.T. members have, and when appropriate use, full body armor. But they don't walk around wearing them 24/7.</p><p></p><p></p><p> Yes, they are - but to make them fair to spellcasters, the duration is only one round per level, wether form an item or cast directly.</p><p></p><p></p><p> Outside an arena, the <strong>presumption</strong> is that any given player character is part of a GROUP of adventurers who mutually support each other.</p><p></p><p></p><p> Not. The glowing part of the hand that would deliver it isn't neccessarily in contact with your opponent. 'sides, if they did - then the Monk would only have to specialise in grappling, and get some sort of large supply of touch attacks. Several high-caster-level Chill Touch spells in a Ring of Spell Storing, perhaps.</p><p></p><p></p><p> The rules of the Exodus are not friendly to any one class over another, except as they promote a fair and balanced (and fun for both sides) encounter.</p><p></p><p></p><p> Rather, does not <strong>automatically</strong> stop it. A CL20 <em>freedom of movement</em> is worth a +10 bonus for resisting or escaping grapples; CL30 would be good for a +15 bonus. That's no small benefit, there.</p><p></p><p></p><p> The Exodus is a 25th level arena. And the standard is, <strong>both</strong> sides get 2 rounds to prepare - and ONLY two rounds. Spells with a duration measured in units smaller than 1 day cannot be precast, except by the Persistent Spell metamagic, wether they originate from the character or from an item.</p><p></p><p></p><p> At epic levels, this is strictly by-the-published-rules, and not a house rule.</p><p></p><p></p><p> I have never said this is not a key factor.</p><p></p><p></p><p> Drunken Master levels allow non-straight-line charges - and it only takes 2 levels of that class. And a high-level monk can move a LOOOOOOOOOONG way as part of a charge. A human Monk(18)/Drunken Master(2)/Reaping Mauler(5) would have a movement rate of 90', which meanshis charge includes 180' of movement, in a zig-zag patternif need be.</p><p></p><p></p><p> Yes, there's an "if" involved. I've never said the Wizard had no chance, just that the Monk <strong>did</strong> have a good chance.</p><p></p><p> The Dire Charge feat, and in the Exodus, a vanilla <em>rune of antimagic field (2/day)</em>. Not in the Exodus, a bagful of one-shot <em>runes of quickened antimagic field</em>. The 2/day rune would cost (8x25x800x2=) 320,000gp; the one-shot runes would cost only (12x23x50=) 13,800gp each, but would not be self-renewing.</p><p></p><p> So, <strong>if</strong> the Monk is siccessfully able to get up to the Wizard and grapple him, with the AMF active ... yes, the wizard is indeed <strong>dead meat</strong>, make no bones about it.</p><p></p><p></p><p> In the exodus, you cannot teleport out of the arena; if you somehow managed to do so, you would forfeit the match - which is the same as the monk winning. *shrug*</p><p></p><p> Outside of the exodus: unless your party's sole and only goal is to capture or eliminate the wizard in question, having him teleport away means having him <em>flee</em>, which counts as "defeating" him for that encounter. Thanks for the free XP.</p></blockquote><p></p>
[QUOTE="Pax, post: 1559998, member: 6875"] My point was, the wizard would be throwing away the option to cast offensive spells. Has appropriate spells prepared,yes. Has them active all the time ... not hardly. For example, S.W.A.T. members have, and when appropriate use, full body armor. But they don't walk around wearing them 24/7. Yes, they are - but to make them fair to spellcasters, the duration is only one round per level, wether form an item or cast directly. Outside an arena, the [b]presumption[/b] is that any given player character is part of a GROUP of adventurers who mutually support each other. Not. The glowing part of the hand that would deliver it isn't neccessarily in contact with your opponent. 'sides, if they did - then the Monk would only have to specialise in grappling, and get some sort of large supply of touch attacks. Several high-caster-level Chill Touch spells in a Ring of Spell Storing, perhaps. The rules of the Exodus are not friendly to any one class over another, except as they promote a fair and balanced (and fun for both sides) encounter. Rather, does not [b]automatically[/b] stop it. A CL20 [i]freedom of movement[/i] is worth a +10 bonus for resisting or escaping grapples; CL30 would be good for a +15 bonus. That's no small benefit, there. The Exodus is a 25th level arena. And the standard is, [b]both[/b] sides get 2 rounds to prepare - and ONLY two rounds. Spells with a duration measured in units smaller than 1 day cannot be precast, except by the Persistent Spell metamagic, wether they originate from the character or from an item. At epic levels, this is strictly by-the-published-rules, and not a house rule. I have never said this is not a key factor. Drunken Master levels allow non-straight-line charges - and it only takes 2 levels of that class. And a high-level monk can move a LOOOOOOOOOONG way as part of a charge. A human Monk(18)/Drunken Master(2)/Reaping Mauler(5) would have a movement rate of 90', which meanshis charge includes 180' of movement, in a zig-zag patternif need be. Yes, there's an "if" involved. I've never said the Wizard had no chance, just that the Monk [b]did[/b] have a good chance. The Dire Charge feat, and in the Exodus, a vanilla [i]rune of antimagic field (2/day)[/i]. Not in the Exodus, a bagful of one-shot [i]runes of quickened antimagic field[/i]. The 2/day rune would cost (8x25x800x2=) 320,000gp; the one-shot runes would cost only (12x23x50=) 13,800gp each, but would not be self-renewing. So, [b]if[/b] the Monk is siccessfully able to get up to the Wizard and grapple him, with the AMF active ... yes, the wizard is indeed [b]dead meat[/b], make no bones about it. In the exodus, you cannot teleport out of the arena; if you somehow managed to do so, you would forfeit the match - which is the same as the monk winning. *shrug* Outside of the exodus: unless your party's sole and only goal is to capture or eliminate the wizard in question, having him teleport away means having him [i]flee[/i], which counts as "defeating" him for that encounter. Thanks for the free XP. [/QUOTE]
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