Bryan898 said:
So what? I'm missing the point of lowering the point buy arguement. If you lower the point buy then not only does the monk's stats lower but so do the wizard's. The wizard will need a high Int and decent Con and Dex for hit points and AC/ touch attacks. The Monk I post needs a high Wis, and decent Dex and Con. They both require the same attributes and lowering the point buy affects both the same.
The monk, more than any other class, is highly dependent upon high ability scores. By skewing the range up above the norm, you automatically give the monk an advantange compared to the baseline given in the core rules.
Not very. You cast time stop, assume you get 4 rounds, then summon four greater air elementals. A 9th level spell, and four 8th level spells or 2-3 more 9th level spells. Not a very great strategy for the cost.
It puts obstacles in your way that will inflict damage that you cannot save against. A couple rounds of being pounded on by elementals and your monk will be roughed up enough to deal with. A couple rounds of elemental attacks gives the wizard time to do other things.
Yeah, 11,000 gp out of 760,000 gp isn't a bad deal when forcecage is the most mentioned strategy so far. You do have a vast repertoire of spells, many of which allow a save, which gives the monk a chance. Forcecage was one of the strategies that doesn't, and making it moot for a measly 33,000 gp is definetely worth it.
33,000 gp that you can't spend on something of general utility, that is also completely useless to you unless the wizard does exactly as you expect him to.
Many of which don't. Heck, just a plain, vanilla
magic missile doesn't allow a save, and while you are busy trying to get around the elementals at the flying wizard, he'll pick away at your hit points with that. Or
true strike and
scorching ray, or some other combination of spells.
Says who? The people that have the authority to determine the rules says it is, and you're not anyone to say different. The very text in the monster manual says the feats are typically used only by monsters, not exclusively. The feats aren't limited to only monsters. Otherwise, good luck crafting a construct such as golem or shield guardian as its in the MM.
Says the core rules. The feats availabale for players are detailed in the Player's Handbook. Anything else is a house rule.
Once again, it's in the book and nowhere does it state that PCs can't choose the feat. As for statements from WotC, just because you don't like what they say doesn't mean that its not true. Like it or not, they make the core rules and it's their right to change them or interpret them as they see fit. But that's a different discussion.
They could if they wanted, but they didn't. If they had, they would have issued errata. The FAQ is not core, and it is not errata.
And all the monk has to do is go into an enclosed area (such as a dungeon), where flying is not a viable option and wait for the wizard to come and get him. As the monk doesn't age, and there's no immortality spell for the wizard in the Core rules, eventually the wizard either pursues him or dies of old age.
The monk isn't immortal, he merely does not suffer the effects of aging. When he gets to his time, he still dies. As a wizard, I'd
teleport away, and pick a battle at a time and place of my choosing. If the monk is going to bottle himself up in a dungeon he's not going to be much of a problem for me when I'm going about my business in the rest of the world now is he?
No, it's your turn, you cast a quickened dimensional lock and forcecage. It's the monk's turn, he escapes using one of his rod's of cancellation and a move action. You're back to square one, your turn again, except you're out a 7th level spell, an 8th level spell, and one of three daily uses of a 170,000 gp item. Meanwhile the monk's out of a measly 11,000 gp item. This is definetely in the monk's advantage.
Now I know what you are going to do. I've dragged thing out and gotten information. The longer the battle goes, the better off I am.