Okay instead of just arguing over caster versu non-caster ow about an example then. Here are two Average encounters for a party of four level 15 PCs; Lets say they have a Fighter(Ranged), Wizard(Universalist), Cleric(Healer/Secondary Melee), and Ranger(Melee).
1. Black Scorpion
Black Scorpion
CR 15
XP 51,200
N Colossal vermin
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Perception +4
DEFENSEAC 30, touch 2, flat-footed 30 (+28 natural, –8 size)
hp 228 (24d8+120)
Fort +19, Ref +8, Will +8
Immune mind-affecting effects
OFFENSESpeed 60 ft.
Melee 2 claws +23 (2d8+13 plus grab), sting +23 (2d6+13 plus poison)
Space 30 ft.; Reach 30 ft.
Special Attacks constrict (2d8+19), rapid stinging
STATISTICSStr 36, Dex 10, Con 20, Int —, Wis 10, Cha 2
Base Atk +18; CMB +39; CMD 49 (61 vs. trip)
Skills Climb +17, Perception +4, Stealth –12; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES Poison (Ex)
Sting—injury; save Fort DC 29; frequency 1/round for 6 rounds; effect 1d4 Str, 1d4 Dex, and 1d4 Con; cure 3 saves.
Rapid Stinging (Ex)
A black scorpion’s stinger strikes with astounding speed; it can make one additional attack in a round with its sting as a swift action.
In my opinion the casters will shine in this encounter and the wizard should be able to disable the scorpion pretty easily with a spell. (Reverse Gravity, Power Word Stun, etc.) Most likely a one round fight.
2. Nalfesnee and (2)Vrocks
Nalfeshnee CR 14
XP 38,400
CE Huge outsider (chaotic, demon, evil, extraplanar)
Init +5; Senses darkvision 60 ft., true seeing; Perception +31
Aura unholy aura (DC 23)
DEFENSE AC 29, touch 13, flat-footed 28 (+4 deflection, +1 Dex, +16 natural, –2 size)
hp 203 (14d10+126)
Fort +22, Ref +9, Will +21
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 25
OFFENSE Speed 30 ft., fly 40 ft. (poor)
Melee bite +23 (3d8+11/19–20), 2 claws +23 (2d6+11)
Space 15 ft.; Reach 15 ft.
Special Attacks unholy nimbus
Spell-Like Abilities (CL 12th)
Constant—true seeing, unholy aura (DC 23)
At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 lbs. of objects only)
1/day—summon (level 5, 1 nalfeshnee 20%, 1d4 hezrous 40%, or 1d4 vrocks 50%)
STATISTICS Str 32, Dex 13, Con 29, Int 23, Wis 22, Cha 20
Base Atk +14; CMB +27; CMD 42
Feats Awesome Blow, Cleave, Improved Bull Rush, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack
Skills Bluff +22, Diplomacy +22, Fly +10, Intimidate +19, Knowledge (arcana) +23, Knowledge (planes) +23, Knowledge (any one other) +20, Perception +31, Sense Motive +23, Spellcraft +23, Stealth +10, Use Magic Device +22; Racial Modifier +8 on Perception
Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
SPECIAL ABILITIES
Unholy Nimbus (Su)
Three times per day as a free action a nalfeshnee can create a nimbus of unholy light, causing nauseating beams of writhing color to play around its body. One round later, the light bursts in a 60-foot radius. Any non-demon creature caught within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of madness hound it. The save DC is Charisma-based.
Vrock CR 9
XP 6,400
CE Large outsider (chaotic, demon, evil, extraplanar)
Init +6; Senses darkvision 60 ft.; Perception +23
DEFENSEAC 22, touch 11, flat-footed 20 (+2 Dex, +11 natural, –1 size)
hp 112 (9d10+63)
Fort +13, Ref +10, Will +6
DR 10/good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; SR 20
OFFENSESpeed 30 ft., fly 50 ft. (average)
Melee 2 claws +13 (2d6+5), bite +13 (1d8+5), 2 talons +13 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks dance of ruin, spores, stunning screech
Spell-Like Abilities (CL 12th)
At will—greater teleport (self plus 50 lbs. of objects only), telekinesis (DC 18)
1/day—heroism, mirror image, summon (level 3, 1 vrock 35%)
STATISTICSStr 21, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Base Atk +9; CMB +15; CMD 27
Feats Cleave, Combat Reflexes, Improved Initiative, Lightning Reflexes, Power Attack
Skills Fly +12, Intimidate +15, Knowledge (planes) +14, Perception +23, Sense Motive +15, Spellcraft +14, Stealth +10, Survival +15; Racial Modifiers +8 Perception
Languages Abyssal, Celestial, Common; telepathy 100 ft.
SPECIAL ABILITIES
Dance of Ruin (Su)
A vrock can dance and chant as a full-round action—at the end of 3 rounds, a crackling wave of energy explodes from the vrock, dealing 5d6 points of electricity damage to all creatures within 100 feet. A DC 17 Reflex save halves this damage. For each additional vrock that joins in the dance, the damage increases by 5d6 and the DC to avoid the effect increases by +1, to a maximum of 20d6 when four or more vrocks are dancing (the DC continues to increase with additional vrocks, but the damage does not). The dance immediately ends and must be started anew if any of the participating vrocks is slain, stunned, or otherwise prevented from dancing. The save DC is Charisma-based.
Spores (Ex)
A vrock can release a cloud of spores from its body once every 3 rounds as a free action. Adjacent creatures take 1d8 points of damage from the spores, plus 1d4 points of damage per round for 10 rounds as the spores grow into thick green vines. Although ugly, the vines are harmless and wither away in 1d4 days if not shaved off before then. The spores can be destroyed by casting bless on the affected creatures or by sprinkling them with holy water. This attack can also be halted by effects that remove or provide immunity to disease.
Stunning Screech (Su)
Once per hour, a vrock can emit a shrill screech. All creatures except demons within a 30-foot-radius spread must succeed on a DC 20 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
In this fight i would say that the non-casters would shine seeing as how the casters spells would fail about 50% of the time or less(if they have additions to Spell Pen). While the non-casters are able to more easily combat them.
Thats just my opinion.