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Monks, Mage-Killing and SR Improving
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<blockquote data-quote="Pax" data-source="post: 1559254" data-attributes="member: 6875"><p>Yes, you are indeed wrong. If you can full attack (which <em>is</em> possible on the first round, either due to having <em>Pounce</em> from your race, <em>Dire Charge</em> as an Epic feat, or the benefits of the <em>Lion's Charge</em> spell), you can not only initiate the grapple, you can continue it with further iterative attacks.</p><p></p><p> Freedom of Movement is somewhat arguable in application to a Grapple, mind; I don't think it is <strong>near</strong> to being balanced to allow it to give you outright immunity to an entire class of attacks.</p><p></p><p> Woudl you allow a 4th level spell to make you <strong>utterly immune</strong> to an entire specific category of weapons?</p><p></p><p></p><p> The wizard wants to cast TT? Fine - so much for casting ANY other spells, and the Monk will be abetter melee fighter than the Wizard. Assuming a 20th level wizard and a 20th level monk - more of the monk's resources will have been spent on combat-oriented magic items than will be the case with the wizard. Add to that Greater Flurry of Blows, and a decidedly pro-combat slant in feat selection in favor of the monk ... and a Wizard that goes TT on the first round when facing off against a monk is <strong>dead meat</strong>.</p><p></p><p></p><p> Greater flurry from inside ... where the Wizard can't do anything back. And there's always the antimagic field, which prevents that (and almost any other) spell from working.</p><p></p><p></p><p> All that, and a mere 1d4 hit die. Temporary hitpoints don't stack. And ... let's see, from my own current stable of 25th level characters:</p><p></p><p> Demetian, a Druid/Shifter/Warshaper with a predilection for Bone Ooze (engulfe and yank their skeleton out, hehehe): 318hp.</p><p></p><p> Kadan Mor, a very evil-aligned Mineralised Human (mineral warrior template, Underdark) Fighter/Disciple of Dispater: 436hp.</p><p></p><p> Thardosch, a Half-dragon/Half-ogre natural WereGiantCrocodile grappler: 447hp. I didn't have to go monk with him, 'cause his natural weapons were already doing better damage than he'd get from Monk levels anyway - he's a fighter/warshaper.</p><p></p><p> Xiathon, a drow Paladin of Tyrranny / Drow Judicator: 339hp.</p><p></p><p> So, how is "just over 200" ever going to be the most hitpoints available?</p><p></p><p></p><p> Half-celestial or Half-fiend monk. Flight as an (Ex)traordinary ability. And Fly hardly has enough duration to be in effect CONSTANTLY, so please don't assume it <em>is</em>.</p><p></p><p></p><p> Depends entirely on the encounter range - the basic assumption here is "a mage-killer monk and a wizard of any sort encounter each other unexpectedly; neither is ESPECIALLY prepared for that particular encounter, only having such measures operating already, as are <em>regularly</em> in effect". Or, a flying monk/shadowdancer at dusk or during the night, using Hide in Plain Sight. *shrug*</p><p></p><p></p><p> Antimagic Field doesn't have a visible effect, unless there are other, visible, pre-exisitng magics in the area, which can reveal the Field's extend by being suppressed by it.</p><p></p><p> Prismatic sphere MIGHT (if the monk's saves aren't as stellarly good as even an un-magically-augmented monk's saves typically <em>are</em>) give the monk pause, if the wizard wins the initiative toss or is more than a single monk-speed charge away.</p><p></p><p></p><p> <em>Rune of Widened Antimagic Field (3/day)</em> (spell level 9, caster level 17, market price 183,600gp. ^_^</p><p></p><p></p><p> The Exodus is specifically crafted to produce <strong>fair fights</strong>, IOW, ones not stacked in favor of EITHER player from the get-go.</p><p></p><p> Outside of the Exodus, I would expect to be part of a PARTY, and would have possible magical support from other casters. Or, I wouldn't go the Vow of Poverty route, and would have the items of Antimagic.</p><p></p><p></p><p> That's a <em>huge</em> assumption, and not a proven one IMO.</p></blockquote><p></p>
[QUOTE="Pax, post: 1559254, member: 6875"] Yes, you are indeed wrong. If you can full attack (which [i]is[/i] possible on the first round, either due to having [i]Pounce[/i] from your race, [i]Dire Charge[/i] as an Epic feat, or the benefits of the [i]Lion's Charge[/i] spell), you can not only initiate the grapple, you can continue it with further iterative attacks. Freedom of Movement is somewhat arguable in application to a Grapple, mind; I don't think it is [b]near[/b] to being balanced to allow it to give you outright immunity to an entire class of attacks. Woudl you allow a 4th level spell to make you [b]utterly immune[/b] to an entire specific category of weapons? The wizard wants to cast TT? Fine - so much for casting ANY other spells, and the Monk will be abetter melee fighter than the Wizard. Assuming a 20th level wizard and a 20th level monk - more of the monk's resources will have been spent on combat-oriented magic items than will be the case with the wizard. Add to that Greater Flurry of Blows, and a decidedly pro-combat slant in feat selection in favor of the monk ... and a Wizard that goes TT on the first round when facing off against a monk is [b]dead meat[/b]. Greater flurry from inside ... where the Wizard can't do anything back. And there's always the antimagic field, which prevents that (and almost any other) spell from working. All that, and a mere 1d4 hit die. Temporary hitpoints don't stack. And ... let's see, from my own current stable of 25th level characters: Demetian, a Druid/Shifter/Warshaper with a predilection for Bone Ooze (engulfe and yank their skeleton out, hehehe): 318hp. Kadan Mor, a very evil-aligned Mineralised Human (mineral warrior template, Underdark) Fighter/Disciple of Dispater: 436hp. Thardosch, a Half-dragon/Half-ogre natural WereGiantCrocodile grappler: 447hp. I didn't have to go monk with him, 'cause his natural weapons were already doing better damage than he'd get from Monk levels anyway - he's a fighter/warshaper. Xiathon, a drow Paladin of Tyrranny / Drow Judicator: 339hp. So, how is "just over 200" ever going to be the most hitpoints available? Half-celestial or Half-fiend monk. Flight as an (Ex)traordinary ability. And Fly hardly has enough duration to be in effect CONSTANTLY, so please don't assume it [i]is[/i]. Depends entirely on the encounter range - the basic assumption here is "a mage-killer monk and a wizard of any sort encounter each other unexpectedly; neither is ESPECIALLY prepared for that particular encounter, only having such measures operating already, as are [i]regularly[/i] in effect". Or, a flying monk/shadowdancer at dusk or during the night, using Hide in Plain Sight. *shrug* Antimagic Field doesn't have a visible effect, unless there are other, visible, pre-exisitng magics in the area, which can reveal the Field's extend by being suppressed by it. Prismatic sphere MIGHT (if the monk's saves aren't as stellarly good as even an un-magically-augmented monk's saves typically [i]are[/i]) give the monk pause, if the wizard wins the initiative toss or is more than a single monk-speed charge away. [i]Rune of Widened Antimagic Field (3/day)[/i] (spell level 9, caster level 17, market price 183,600gp. ^_^ The Exodus is specifically crafted to produce [b]fair fights[/b], IOW, ones not stacked in favor of EITHER player from the get-go. Outside of the Exodus, I would expect to be part of a PARTY, and would have possible magical support from other casters. Or, I wouldn't go the Vow of Poverty route, and would have the items of Antimagic. That's a [i]huge[/i] assumption, and not a proven one IMO. [/QUOTE]
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