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*Pathfinder & Starfinder
Wizard vs. Monk...Winner?
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<blockquote data-quote="Tzarevitch" data-source="post: 2679688" data-attributes="member: 1792"><p>What it boils down to is that unless the monk gets an early stunning fist or quivering palm in he will probably loose. There are simply too many ways that a spellcaster can prevent a monk from closing the range and the monk simply can't defend against all of them:</p><p></p><p>Teleport related spells</p><p>Walls (Force, Stone, Ice, Prismatic)</p><p>Prismatic Sphere</p><p>Solid Fog/Acid Fog</p><p>Summon Monster Spells</p><p>Terrain altering spells</p><p>Illusions</p><p>Forcecage</p><p>Bigby's Hand spells</p><p></p><p>The wizard also has multiple ways to auto-disable, incapacitateor otherwise hinder for which the only defense is SR.</p><p>Power Words</p><p>Otto's Irresistable Dance</p><p>Ray of Enfeeblement</p><p>Waves of Fatigue/Exhaustion</p><p></p><p>The monk's defense comes a couple of flavors:</p><p>Speed: (close the range, unfortunately the monk can't innately fly and if he has a fly item he flies no faster than the wizard does. The item is also VERY vulnerable to Dispel.)</p><p>High AC: (Again the monk needs items. Base AC is quite good for someone who is unarmored but it is not THAT good without Bracers). </p><p>All Good Saves: (This is fine, except for the spells that cause partial damage and spells with no save at all)</p><p>Evasion: (This is related to the good saves issue).</p><p></p><p>The Monk's offense comes in a single flavor:</p><p>Fists (Stunning Fist and Quivering Palm mainly). Damage is pretty good but you onnly have middle BAB and unfortunately you have to get close enough to hit him so you are really only getting a single swing and hoping for a special effect. Grapple is the monk's only other real option but a wizard or any other high level adventurer who doesn't oen a Ring of Freedom of Movement deserves what he gets.</p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 2679688, member: 1792"] What it boils down to is that unless the monk gets an early stunning fist or quivering palm in he will probably loose. There are simply too many ways that a spellcaster can prevent a monk from closing the range and the monk simply can't defend against all of them: Teleport related spells Walls (Force, Stone, Ice, Prismatic) Prismatic Sphere Solid Fog/Acid Fog Summon Monster Spells Terrain altering spells Illusions Forcecage Bigby's Hand spells The wizard also has multiple ways to auto-disable, incapacitateor otherwise hinder for which the only defense is SR. Power Words Otto's Irresistable Dance Ray of Enfeeblement Waves of Fatigue/Exhaustion The monk's defense comes a couple of flavors: Speed: (close the range, unfortunately the monk can't innately fly and if he has a fly item he flies no faster than the wizard does. The item is also VERY vulnerable to Dispel.) High AC: (Again the monk needs items. Base AC is quite good for someone who is unarmored but it is not THAT good without Bracers). All Good Saves: (This is fine, except for the spells that cause partial damage and spells with no save at all) Evasion: (This is related to the good saves issue). The Monk's offense comes in a single flavor: Fists (Stunning Fist and Quivering Palm mainly). Damage is pretty good but you onnly have middle BAB and unfortunately you have to get close enough to hit him so you are really only getting a single swing and hoping for a special effect. Grapple is the monk's only other real option but a wizard or any other high level adventurer who doesn't oen a Ring of Freedom of Movement deserves what he gets. Tzarevitch [/QUOTE]
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