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Wizard vs. Monk...Winner?
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<blockquote data-quote="Bryan898" data-source="post: 2667428" data-attributes="member: 9085"><p>I'd actually put it at a 60-40 in favor of the monk myself, but I'd use different tactics.</p><p></p><p>For the Monk:</p><p></p><p>If I were building the monk myself, I'd use my Empty Body ability to go ethereal first thing. Then close with the wizard/ sorceror.</p><p></p><p>Next, I'd use Quiverring Palm instead of Stunning Blow. I can't see why people are talking about Stunning Blow, when Quiverring Palm is the same DC but an instant death. The Monk could just as easily have a DC 30 on this ability. Fort or die wizard, and suddenly it's a game of initiative.</p><p></p><p>Saves need to be maxed... unfortunately Monk's have MAD. Still with magical items, your saves should each be around 20+. Invest in a scroll of Protection from Spells and Use Magic Device and possibly add +3. Most wizard saves will be in the 21-30 range at this level, 34 tops if they dump everything into it.</p><p></p><p>For the Wizard:</p><p></p><p>As for the choice of spells most people are using for the wizard, they're not the optimal choice... check your ranges. </p><p></p><p>Stoneskin is worthless since the Monk has ki strike (adamantite). While Displacement and Mirror Image are better choices provided the Monk doesn't have an item that provides true seeing (which I would invest in).</p><p></p><p>Finger of Death is 75', easily within the 90' movement of a 20th level monk. If he makes the save you could take a whole lot of hurt you can't afford with d4 HP. </p><p></p><p>Force Cage is also close, while Dimensional Anchor has a ranged touch, and a Monk's touch AC at this level could be in the 30's. You'd be better off chancing the monk's save vrs and instant death spell.</p><p></p><p>Horrid Wilting would possibly be the best damage dealer, and sure fire way to wear down the monk while keeping distance (1200 ft away Mwuhahaha!!!). Now if only D&D didn't have -1 to Spot check for every ten feet putting you at a -120 Spot check... The Monk could Hide without ranks, and run full speed and you'd literally never see him coming.... and you can't target what you can't see.</p><p></p><p>Contingency teleport eh? Whenever he gets close? So the monk closes.. you teleport away, then what? Cast another contigency and another teleport? Then you have to cast Another teleport to go back into the battle. Roll init, and if you lose again, the monk can run 500 feet to get close (which he can do in a round), and your teleported again! There goes four or more spells. Not too mention a smart monk would immediately Hide when the Wizard disappears. So when you return you have to find each other again (see the -1 to Spot for every 10 feet), so teleporting in 5,000 feet away will do you no good.</p><p></p><p>Time Stop- you can cast area spells and buffing spells, YAY! Almost all area spells that are worth their salt are Reflex saves, and if the monk makes it he takes no damage, if he fails half. Horrid Wilting on the other hand....</p><p></p><p>Meteor Swarm- risk a touch attack or a Reflex save with a 9th level spell for potentially low damage...</p><p></p><p>My choice of spells- Bigby's Crushing Hand- suddenly the Monk's not-so-mobile as he has NO chance against a +40's grapple. Prismatic Sphere- because... yeah... you can't run through that much pain. Quickened True Strike and Otto's Irresistable Dance or Imprisonment if you'd like to chance a save. </p><p></p><p>Anyway, that's my 2 cents.</p></blockquote><p></p>
[QUOTE="Bryan898, post: 2667428, member: 9085"] I'd actually put it at a 60-40 in favor of the monk myself, but I'd use different tactics. For the Monk: If I were building the monk myself, I'd use my Empty Body ability to go ethereal first thing. Then close with the wizard/ sorceror. Next, I'd use Quiverring Palm instead of Stunning Blow. I can't see why people are talking about Stunning Blow, when Quiverring Palm is the same DC but an instant death. The Monk could just as easily have a DC 30 on this ability. Fort or die wizard, and suddenly it's a game of initiative. Saves need to be maxed... unfortunately Monk's have MAD. Still with magical items, your saves should each be around 20+. Invest in a scroll of Protection from Spells and Use Magic Device and possibly add +3. Most wizard saves will be in the 21-30 range at this level, 34 tops if they dump everything into it. For the Wizard: As for the choice of spells most people are using for the wizard, they're not the optimal choice... check your ranges. Stoneskin is worthless since the Monk has ki strike (adamantite). While Displacement and Mirror Image are better choices provided the Monk doesn't have an item that provides true seeing (which I would invest in). Finger of Death is 75', easily within the 90' movement of a 20th level monk. If he makes the save you could take a whole lot of hurt you can't afford with d4 HP. Force Cage is also close, while Dimensional Anchor has a ranged touch, and a Monk's touch AC at this level could be in the 30's. You'd be better off chancing the monk's save vrs and instant death spell. Horrid Wilting would possibly be the best damage dealer, and sure fire way to wear down the monk while keeping distance (1200 ft away Mwuhahaha!!!). Now if only D&D didn't have -1 to Spot check for every ten feet putting you at a -120 Spot check... The Monk could Hide without ranks, and run full speed and you'd literally never see him coming.... and you can't target what you can't see. Contingency teleport eh? Whenever he gets close? So the monk closes.. you teleport away, then what? Cast another contigency and another teleport? Then you have to cast Another teleport to go back into the battle. Roll init, and if you lose again, the monk can run 500 feet to get close (which he can do in a round), and your teleported again! There goes four or more spells. Not too mention a smart monk would immediately Hide when the Wizard disappears. So when you return you have to find each other again (see the -1 to Spot for every 10 feet), so teleporting in 5,000 feet away will do you no good. Time Stop- you can cast area spells and buffing spells, YAY! Almost all area spells that are worth their salt are Reflex saves, and if the monk makes it he takes no damage, if he fails half. Horrid Wilting on the other hand.... Meteor Swarm- risk a touch attack or a Reflex save with a 9th level spell for potentially low damage... My choice of spells- Bigby's Crushing Hand- suddenly the Monk's not-so-mobile as he has NO chance against a +40's grapple. Prismatic Sphere- because... yeah... you can't run through that much pain. Quickened True Strike and Otto's Irresistable Dance or Imprisonment if you'd like to chance a save. Anyway, that's my 2 cents. [/QUOTE]
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