solates said:
The issue here is gear.
lvl 20 characters should have about 760,000 gp in gear.
A wizard is going to blow most of his on scrolls, staves, rods, armor increasing items(bracers of armor +9, gloves of dex +6, amulet of natural armor +6, ring of protection +5).
and any intelligence increasing items(headband of intellect +6).
All of which will probably soak up a fractional portion of the total cash. Leaving him money to go for saves, and so on.
A monk however is going for saves(cloak of resistance +5) and the same above except he probably will get a belt of giant strength as well and instead of amulet of natural armor a phylactery of wisdom +6. And all the above as well.
Yes, he will. But since he has four stats that really
need enhancing (Wisdom, Dexterity, Strength, and Constitution), he's got to invest a lot in building those up, more than the wizard, who really only needs to boost his Intelligence.
Difference is basicly that a monk has no bad saves, has leap of the clouds(and with 23 ranks + say 3 for str mod is 26 + d20 roll for jumping) massive speed(made better with a simple set of boots of striding and jumping). He also has abundant step(dimension door) 1/day.
The wizard casts
fly. Your land bound speed is of no value.
And he has the diamond soul ability(which at lvl 20 would be sr 30 meaning the wizard would have to roll 10 or higher everytime he cast a spell to have it affect the monk, or 6 or higher if he had burned 2 feats to get greater spell penetration).
So only half my spells work. Half my spells that allow SR that is. That leaves me plenty of spells to damage you with.
Getting to the wizard is not an actual issue-a monk can close distance without issue, OR he could just sneak up on the wizard. There is no spell that reveals a hidden character. This gives him a surprise round. And most likely the wizard will start his round flat on his back. Which means among other things he will spend the rest of the fight trying to get up.
Cast
fly while prone (casting defensively should be automatic for any reasonably desinged 20th level wizard). Fly out of the monk's reach.
And saying he does have contigency for 50% hp(normal contingency) all that does is get him away from the fight, he goes away, buffs, comes back flying etc.. The monk can simply just hide and wait for a new opportunity to gank the wizard.
Scry. Sure it has a save, but a reaosnably desinged wizard will have a save DC high enough that this will work a fair amount, and if it doesn't, he just leaves and looks for the monk some other day.
Also only a small handful of wizard spells do not allow a save, and most are touch, or ranged touch attacks, both of which are pretty much NOT going to hit a monk because his ac and touch ac are pretty much the same(minus bracers of armor and amulet of natural armor if he does have them, most give up the natural armor for the wisdom boost).
We went through this already.
True strike is a wizard's friend. Alternatively, a barrage of
magic missiles cast while flying should ruin the monk's day.
If the environment allows for stealth the monk will win. IF it does not the monk will still most likely win IF he has boots of flying in his backpack and takes the round to change footwear. OR he has a potion of flying(best bet).
The
winged boots allow you to fly for 15 minutes. The
potion of flying allows you to fly for five minutes. The 20th level wizard can fly for 20 minutes. Unless you have both on hand, the wizard can outlast you in the air, and all he has to do is avoid you for that time period. If you have both, he can cast the spell again (possibly from, for example, a scroll).