Wizard vs. Monk...Winner?

A low-level monk will generally mop the floor with a low-level wizard the majority of the time; but then, at low levels, there's always the chance Mr. Monk might fail a save against Sleep, at which point Mr. Wizard could walk up to him and deliver a coup de grace with a Shocking Grasp or something (possibly as part of an unarmed strike, taking penalties for nonproficiency and normal damage, since the monk's AC while sleeping is probably just 10, since he'd be lying prone while asleep and thus granting +4 to the wizard's melee attack roll).

At high levels (after the wizard gains access to Contingency), the wizard will almost certainly win every time. No matter what the monk does, the wizard will probably have a Contingency up that teleports him away as soon as the monk gets too close or strikes him, even if the monk sneaks up or uses Abundant Step/Empty Body and has surprise. Then the wizard just casts his defensive spells, plus maybe another and more offensive Contingency, and teleports back to demolish the monk with Time Stop and Finger of Death and stuff.

The 20th-level wizard, built to slay high-save enemies and resist most save-requiring effects himself, would probably look something like this in 3.0 using core rules; 3.5 or non-core would only complicate matters more and unnecessarily. Human with the feats: 1 combat casting, 1 iron will, 1 scribe scroll, 3 great fortitude, 5 still spell, 6 lightning reflexes, 9 spell focus (evocation), 10 silent spell, 12 spell focus (necromancy), 15 spell focus (transmutation), 15 quicken spell, 18 spell penetration, 20 heighten spell. Concentration skill checks would be through the roof, so no point trying to stop Mr. Wizard through grappling unless the enemy's a colossal dragon or something with massive Str and BAB, which a core monk most certainly would not be. I'll assume, since 25 point buy results in rather lame wannabe-heroes, 32 point buy or equivalent rolls. Base scores of 8 str, 14 dex, 16 con, 18 int, 8 wis, 8 cha. Modified scores of 8 str, 20 dex (gloves of dexterity +6), 22 con (amulet of health +6), 34 int (5 increases from level advancement, +5 inherant from the appropriate tome, headband of intellect +6), wis 8, cha 8. Cloak of resistance +5. Total saves of +19 Fort, +18 Ref, +18 Will. Spell save DCs would be 22 + spell level, and an extra +2 for the three spell focus schools (so total DC of 33 for each 9th-level evocation, necromancy, and transmutation spell).

His opponent: Human monk 20. Only relevant feats for this comparison are Great Fortitude, Iron Will, Lightning Reflexes, Blind-Fight, Run, and Power Attack. Stunning Attack may or may not help. Base scores of 14 str, 15 dex, 15 con, 16 wis, 8 cha. Modified scores of 14 str, 24 dex (gloves of dexterity +6, +3 inherant from manual), 24 con (amulet of health +6, +3 inherant from manual), 24 wis (5 level increases, +3 inherant from tome), 8 cha. Cloak of resistance +5. Total saves of +26 Fort, +26 Ref, +26 Will (+28 vs. enchantments). Also wearing Winged Boots and a Ring of Feather Falling, just in case. Chances of saving against the wizard's spells: against one of the wizard's best spells (DC 33), the monk will need a roll of natural 7 or higher, a 30% chance of failure. Spell Resistance of 30 means the wizard, with Spell Penetration, will need to roll a natural 8 or higher with each spell in order to even force the monk into attempting a saving throw; so a separate 65% chance of the monk even needing to attempt a saving throw at all.

While the monk will only occasionally be affected by the wizard, he only needs to fail one save against a Heightened Finger of Death, Prismatic Spray, Disintegrate, or the like, and then he's dead. The wizard will be able to Dimension Door or Teleport away each time the monk gets too close, and will likely have Stoneskin, Displacement, Mirror Image, Mage Armor, Shield, Shapechange, and such active anyway, so the monk's attempted attacks will be all but useless. The monk will more than likely fail a save at some point while trying to grab or hit the wizard. If he does manage to hit the wizard or get ahold of him, the monk may have a tiny chance of victory. The wizard will likely resist or negate Stunning Attack or Quivering Palm due to Shapechange or simply his good saving throws (monk's SA or QP DC would be something like 27, so the wizard would only need a natural 8 or higher to resist, anyway). The monk could always follow the wizard if Mr. Wizard goes ethereal, but the monk couldn't follow him if the wizard chose to Teleport or Plane Shift away. The monk's Improved Evasion would hardly matter with all the wizard's save-or-die spells (and save-or-be-neutralized-for-far-too-long-some-other-way).

That said, the monk is the only melee class that would stand even the slightest chance against the Contingency-bearing wizard, if going only by the core rules (and as noted already, non-core material tends to just favor the wizard more anyway, unless you only allow non-core supplements for warrior-types). Non-core, a full Frenzied Berserker or Forsaker might very well be able to mop the floor with any wizard, but I'm not sure if that would always be the case.
 

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The group I play with has 20th level character tournaments to get sap the powergamer-ness out fo the normal campaign. The winner of the last tournament keeps his character... anyways...

I've found spellcasters to ber incredibly powerful, but I once created a fighter who could hogtie people as a free action in a grapple, from the justicar class. I owned the wizard so hard... point is, it's really up to the character design and the player's knowledge of the game mechanics.
 

My ex-group from Florida and I actually had this debate and all spenk like 2 weeks playtesting little tournaments from level 20 monks and level 20 wizards. We each got to make 1 of each. It was PHB and DMG only.

There were 4 different 'arenas' and once a combat started, there was no leaving the 'arena' by any means.
The arenas were:
1. A dense forest.
2. A storm-ridden wasteland.
3. A large crypt, maze-like without any traps or monsters.
4. An "arena", with people in the stands and everything.. I think it was like 100' in diameter, easily the smallest of the 4.

When the encounters happened, we 1d4 to pick the arena.

Arena's 1, 3, and 4 were the ones where the monk had a chance. 1 and 3, they could do well hiding and get the drop on the wizard, stunlock, ect. Didn't always work.

4 was half and half. The wizard could fly overhead and rain spells and whatnot, but it was whoever won init here since they were not too far apart from each other when combat began.

In number 2, out of like 10-15 battles, only 1 is where the monk won. When a wizard is in a big, wide open space and can do his thing, the monk can't even catch him.

I was the only one to get a kill in number 2, because my fight was the first one and no one was ready for what I'd had planned.

I asked the DM if I could have shruikens enchanted with silence and permenacy. At first, he didn't really want to as he was unsure of the rules, but if I was willing to pay for the costs of the spells being cast and whatnot, then it was allowed.

When the fight started and I won init, I high-tailed it to get into range. He casted some buffs or another on himself. I threw shruiken the next round and he was pretty much laughing, til he found out he couldn't cast. It was quick work at that point. From then on, the other wizards were well-prepared and didn't let me get that one over again :(

For the wizard I made, I had a conjuration-specialized wizard and he was a beast. Well, not him, but the monstrosities he summoned. In most fights, after using the ole flying carpet.. he didn't even get touched. Just rained down fury while minions went on the attack.


Even if my friends and I didn't use the wizard to it's fullest, most of the wins were by wizards. It was kinda staggering too, like 50-11.

What we figured out was:
1. Skill of the player.
2. Initiative.
3. Terms of the battle (arena-type).

Otherwise, the odds favor the wizard by about 90-97%.

I did get 4 wizard kills, though! :P
 

We did have a 'team' in one of our parties to take care of high level wizards that consisted of a sorcerer and a monk. Any time we fought casting baddies, these 2 would take care of him and the rest of us would mop up the minions.
 

Rystil Arden said:
It depends on if it's a crazy loony monk with the right PrCs. Something like Monk/ShouDisciple/NinjaoftheCrescentMoon dual wielding martial weapons for a flurry can really slaughter things.

Now, is that the errataed or un-errataed Ninja of the Crescent Moon?

I keep asking my group DMs if they'll let me play an unerrataed version (i.e. the one with full BAB and all good saves), and they keep saying no. :(

Brad
 

It depends upon:

Intiative
Preparation
Items

Either could win depending upon chance and choices made above.

A monk can have up to 11 ranks in Use Magic Device, right? So he could use scrolls (albiet without a high chance of success) of up to 11th caster level (or up to 6th level spells).

Obviuosly how this duel would go is HIGHLY equipment-dependent.

A monk should, of course, be able by virtue of an item and be well-defended against magic.

Time Stop is kind of the great equalizer - along with Horrid Wilting.

Of course, it goes without saying that the monk is ALWAYS ready for the combat, the wizard not so. An arena setting is not really a fair test of which character is "superior."
 
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Have you guys forgotten Forcecage? No save, no attack roll, just instant imprisonment... with bars even, so more spells can be cast. How does a Monk have ANY chance? If the Wizard gets even a single action (and grappling wont help... stilled Dimension Door is a staple of any reasonable wizard build) a forcecage'll go up, and then the Monk is dead.

A Monk would need to be decked out with scrolls up the wazoo to even start having a chance, and even then, the Wizard is still at a huge advantage. It's almost like asking which would win, a level 10 wizard or a level 20 wizard. Not even fair.
 

Odds are the monk will have a higher initiative (Dex is key ability), and therefore go first. Abundant Step and up to 5 Stunning Attacks (until a Fort save is failed) pretty much guarantees victory for the monk. A monk also has great saves in all categories, and a high Dex and Wis to pump two of them even higher. He also gets SR, which can completely negate a low-rolling mage's spells.

Too many advantages to the monk.

Circumstances can give the mage an edge, prep spells like Stoneskin will save him for a round or two, Fire Shield can make every attack costly, etc...but OTOH, the monk also gets that time, and can go Etheral, be Hidden and Moving Silently and therefore impossible to attack, etc...

Long range meetings mean nothing to the monk because of Abundant Step, Improved Evasion, and SR. He'll simply chug along, carving through roughly two-thirds of a 20th mage's Long Range in one round.

Now if the mage spent a few thousand XP on Simulacra...
 

ZuulMog, explain how that can deal with Contingency Dimension Door + Forcecage? Etherial doesn't help against force effects, remember. A wizard needs only one action to win. Contingency gives him that action. That action can be used for Time Stop, and while in Time Stop, everything the Wizard needs is available.
 

Time Stop is 9th level, even Greater Contingency olny allows 8th level spells. Your weapon of choice doesn't exist.

Ah, Contingency-Dim Door.

Ok, but what stops the monk from Abundant Stepping out of the cage? Or using some item to teleport?

Forcecage is not the end-all be-all.
 
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