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Wizard vs. Monk...Winner?
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<blockquote data-quote="Bryan898" data-source="post: 2668361" data-attributes="member: 9085"><p>Storm Raven:</p><p></p><p></p><p></p><p>Yes... and there's what, four force spells? Just how many magic missiles, wall of forces, forcecage's, and mordenkainen's (sp?) will the wizard have prepared. A simple Helm of Teleportation remedies the forcecage problem. Meanwhile, while ethereal almost every other attack spell in the wizard's repeitoire is useless to attack the monk with. It would make approaching the wizard much safer and easier.</p><p></p><p></p><p></p><p>The hypothetical wizard in the case likely has an Int of 30 as well. It's also not so high, put +5 from stat increases, +5 book, +6 item and you can start with a 14. The lack of money needed for weapons (typically 200,000k for a fighter class) allows the monk to use his money on stat increasing items such as books to increase the all import stats of Wisdom, Dexterity, and Constitution.</p><p></p><p></p><p></p><p>Not many of those are so great in 3.5. I looked when choosing the wizard spells I'd use. The instant kill effects all allow a save nowadays.</p><p></p><p></p><p></p><p>Yes but it would take you two turns to cast this combination, two turns in which the monk would have to stand still. Though that does make it quite possible with time stop.</p><p></p><p></p><p></p><p>Has a save, so you'd better hope the monk fails it. You'd also have to establish how well the two know each other, because if they've never personally met the monk gets +5. Still doesn't help that when you return the monk is hidden via the Hide skill and you have to try to find him.</p><p></p><p></p><p></p><p>Once again, you can't simply sit 200 feet up in the air and rain death. That's a -20 spot check to find the monk with Hide. Neither See invisibility or true seeing allow you to see a hidden character. Raining death from above isn't a viable option.</p><p></p><p></p><p></p><p>True, but over the course of a few rounds. It doesn't take long for the wizard's d4 HD to run out, or for the stunning attack or quiverring palm.</p><p></p><p></p><p></p><p>Not so. You throw four spheres, each one makes a ranged touch attack. Only the first one will benefit from true strike. Not too mention the spheres deal 2d6 bludgeoning damage, then explode for 6d6 with a Reflex save for half. With Improved Evasion the monk is already taking only half damage. Assuming the wizard hits on the first, and second vrs the monk that will be 4d6 bludgeoning damage. Next the monk gets four saves vrs probably a 30 DC, with a possible +20 or more bonus that's 50%, or hit by two. Because of Improved Evasion that means he takes 6d6/2 and 6d6/2, or 6d6. So he takes around 10d6 damage, nothing a self respecting 20th level monk can't handle. This is assuming the wizard hits on the touch attack. The monk's AC could easily be 30+ on touch attacks (+5 deflection from RoP, +10 Wis, +7 Dex, +4 monk dodge bonus= 36 touch AC for example.) </p><p></p><p></p><p></p><p>I couldn't agree more. The part where we differ is that I think a well played monk would have a chance of avoiding being locked down long enough to make one attack on the wizard. One Quiverring Palm or Stunning Blow could possibly be enough to end the fight.</p></blockquote><p></p>
[QUOTE="Bryan898, post: 2668361, member: 9085"] Storm Raven: Yes... and there's what, four force spells? Just how many magic missiles, wall of forces, forcecage's, and mordenkainen's (sp?) will the wizard have prepared. A simple Helm of Teleportation remedies the forcecage problem. Meanwhile, while ethereal almost every other attack spell in the wizard's repeitoire is useless to attack the monk with. It would make approaching the wizard much safer and easier. The hypothetical wizard in the case likely has an Int of 30 as well. It's also not so high, put +5 from stat increases, +5 book, +6 item and you can start with a 14. The lack of money needed for weapons (typically 200,000k for a fighter class) allows the monk to use his money on stat increasing items such as books to increase the all import stats of Wisdom, Dexterity, and Constitution. Not many of those are so great in 3.5. I looked when choosing the wizard spells I'd use. The instant kill effects all allow a save nowadays. Yes but it would take you two turns to cast this combination, two turns in which the monk would have to stand still. Though that does make it quite possible with time stop. Has a save, so you'd better hope the monk fails it. You'd also have to establish how well the two know each other, because if they've never personally met the monk gets +5. Still doesn't help that when you return the monk is hidden via the Hide skill and you have to try to find him. Once again, you can't simply sit 200 feet up in the air and rain death. That's a -20 spot check to find the monk with Hide. Neither See invisibility or true seeing allow you to see a hidden character. Raining death from above isn't a viable option. True, but over the course of a few rounds. It doesn't take long for the wizard's d4 HD to run out, or for the stunning attack or quiverring palm. Not so. You throw four spheres, each one makes a ranged touch attack. Only the first one will benefit from true strike. Not too mention the spheres deal 2d6 bludgeoning damage, then explode for 6d6 with a Reflex save for half. With Improved Evasion the monk is already taking only half damage. Assuming the wizard hits on the first, and second vrs the monk that will be 4d6 bludgeoning damage. Next the monk gets four saves vrs probably a 30 DC, with a possible +20 or more bonus that's 50%, or hit by two. Because of Improved Evasion that means he takes 6d6/2 and 6d6/2, or 6d6. So he takes around 10d6 damage, nothing a self respecting 20th level monk can't handle. This is assuming the wizard hits on the touch attack. The monk's AC could easily be 30+ on touch attacks (+5 deflection from RoP, +10 Wis, +7 Dex, +4 monk dodge bonus= 36 touch AC for example.) I couldn't agree more. The part where we differ is that I think a well played monk would have a chance of avoiding being locked down long enough to make one attack on the wizard. One Quiverring Palm or Stunning Blow could possibly be enough to end the fight. [/QUOTE]
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