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Wizard vs. Monk...Winner?
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<blockquote data-quote="Bryan898" data-source="post: 2674991" data-attributes="member: 9085"><p>A.) As far as fighter-type classes go: Move extremely fast to close with the monk in one round up to 180 feet away with a charge. This becomes moot in an open area, but in a more cramped area such as a dungeon could be effective. Once magical flight becomes a factor, most speeds will even out, though the wizard will have the advantage of being able to shapechange or polymorph into a creature with a faster natural fly speed. However, in a more cramped area where the ceiling is within the range of a monk's jump on a charge it is effective. This is because many spells that have been outlined in the wizard's capabilities are at a range of close which maximizes at 75'. To move and cast a close range spell the wizard must be within 135' (60' fly movement), which could allow the monk to charge on his turn. A quickened teleport admittedly stops this advantage, and it is limited by terrain.</p><p></p><p>B.) Have an ability that could conceivable end the fight with a Fort save. No other fighter class has a similar ability, and the Wizard's weak save is his Fort save.</p><p></p><p>C.) Have saves that give him a chance to continually make his saves.</p><p></p><p>D.) Have an ability to turn ethereal, which makes him immune to most of the wizards spells, save force effects, and may give him a chance to close with the wizard.</p><p></p><p>That would be about it IMO.</p></blockquote><p></p>
[QUOTE="Bryan898, post: 2674991, member: 9085"] A.) As far as fighter-type classes go: Move extremely fast to close with the monk in one round up to 180 feet away with a charge. This becomes moot in an open area, but in a more cramped area such as a dungeon could be effective. Once magical flight becomes a factor, most speeds will even out, though the wizard will have the advantage of being able to shapechange or polymorph into a creature with a faster natural fly speed. However, in a more cramped area where the ceiling is within the range of a monk's jump on a charge it is effective. This is because many spells that have been outlined in the wizard's capabilities are at a range of close which maximizes at 75'. To move and cast a close range spell the wizard must be within 135' (60' fly movement), which could allow the monk to charge on his turn. A quickened teleport admittedly stops this advantage, and it is limited by terrain. B.) Have an ability that could conceivable end the fight with a Fort save. No other fighter class has a similar ability, and the Wizard's weak save is his Fort save. C.) Have saves that give him a chance to continually make his saves. D.) Have an ability to turn ethereal, which makes him immune to most of the wizards spells, save force effects, and may give him a chance to close with the wizard. That would be about it IMO. [/QUOTE]
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