conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: Allene: This is a gaming thread for the Shroedinger Wizard challenge.
conversations.from: human
conversations.value: Akimbo: Okay, so for Fighter McFighty, I think the best possible spells are:
  
  Blackguard: Level 1, Resurgence twice. A good spell relatively speaking, and if he is capable, he can touch himself (hahaha) and therefore give himself a new saving throw, in case he natural ones something. I mean there really aren't a lot of options here.
  
  And for Hexblade, his one spell should probably be Entropic Warding.
conversations.from: human
conversations.value: Belial_the_Leveler: So people can see it, the sheet is here.
  Wizard:  http://www.myth-weavers.com/sheets/view.php?id=79693 
conversations.from: human
conversations.value: AKA_Bait: I'm replying here, rather than the other thread. What alignment is our cleric? There are quite a few better spells out there than what's on the list thus far.
conversations.from: human
conversations.value: Belial_the_Leveler: Pick whatever alignment and domains you want, people. I can't make such decisions because I know what's coming up in the encounters.
conversations.from: human
conversations.value: AKA_Bait: Any chance I could see the cleric build thus far?
conversations.from: human
conversations.value: Allene: I'd just like some clarification on what the Cleric is actually going to look like.
conversations.from: human
conversations.value: AKA_Bait: Originally Posted by Allene 
   I'd just like some clarification on what the Cleric is actually going to look like. 
   
  
  Same here. I'm a little unclear as to just what kind of cleric this is going to be. I feel like for the test to have merit then the othe members of the party should be pretty heavily optimized as well. Nearly any casting class can outshine the rest of the party if the caster is heavily optimized but the party is not.
conversations.from: human
conversations.value: Belial_the_Leveler: Well, the cleric is already fairly optimised. Just pick the spells and remember the cleric's original goal: support. I'm a big fun of the nessecity of combat healing. BTW, multiple nightsticks don't stack; explained in the original thread.
  
  Someone make a skillmonkey please...
conversations.from: human
conversations.value: Sstoopidtallkid: Originally Posted by Belial_the_Leveler 
   Well, the cleric is already fairly optimised. Just pick the spells and remember the cleric's original goal: support. I'm a big fun of the nessecity of combat healing. BTW, multiple nightsticks don't stack; explained in the original thread.
  
  Someone make a skillmonkey please... 
   
  
  Nightsticks have been debated a thousand times. They grant the Extra Turning feat, a feat that specifically stacks with itself. It's unclear by RAW, so I recommend we have Lord Silvanos make the call. He's usually right, and unbiased.
conversations.from: human
conversations.value: Allene: I'm going to work on the Cleric's list of spells/feats/domains.
  
  They are just suggestions from a biased party, so take them as you will, but they are not going to include DMM anything. Though if I was going to it would be DMM Chain, which combined with the Incantatrix's Cooperative metamagic would allow for up to 17 Chained Persisted spells.
  
  And out of curiosity, what is "Evocation Focus"?
conversations.from: human
conversations.value: Allene: Alignment: Lawful Evil
  Worship: Concept
  Domains: Luck, Travel, Trickery, Baator.
  
  Feats: Spell Penetration
  Greater Spell Penetration
  Extend Spell
  Chain Spell
  Quicken Spell
  Domain Spontaneity: Baator
  Domain Spontaneity: Travel
conversations.from: human
conversations.value: AKA_Bait: Might I suggest Reach Spell and DMM Reach? It makes those touch spells much easier to deliver in combat and isn't super cheezy. Combine with Chain Spell and it can get very useful.
conversations.from: human
conversations.value: Allene: Originally Posted by AKA_Bait 
   Might I suggest Reach Spell and DMM Reach? It makes those touch spells much easier to deliver in combat and isn't super cheezy. Combine with Chain Spell and it can get very useful. 
   
  
  You may be right, I wasn't really taking that into account because I hadn't actually started on spells, but that's probably a good idea.
  
  I guess replace the Domain Spontaneity feats with Reach, and DMM Reach.
  
  I also think that we should drop the cloaks of resistance and use Extended Superior Resistance the day before on both characters instead.
conversations.from: human
conversations.value: AKA_Bait: Originally Posted by Allene 
   You may be right, I wasn't really taking that into account because I hadn't actually started on spells, but that's probably a good idea. 
   
  
  It's worked out very well for my current high level cleric. Makes combat much safer since he's not a CoDzilla.
  
  
   I guess replace the Domain Spontaneity feats with Reach, and DMM Reach. 
  
  Quite possibly. I might drop Quicken and just get a rod if it's really needed and keep the Travel one. Not sure about that though because...
  
  
   I also think that we should drop the cloaks of resistance and use Extended Superior Resistance the day before on both characters instead. 
  
  I can't agree or disagree since the only part of the build I've ever even seen is the list of feats above. I have no clue what items, stats, etc. this fellow has.
conversations.from: human
conversations.value: Belial_the_Leveler: Just post the list when you finalise it and I'll alter the character sheet.
conversations.from: human
conversations.value: Allene: Alignment: Lawful Evil
  Worship: Concept
  Domains: Luck, Travel, Time, Inquisition.
  
  Feats: Spell Penetration
  Greater Spell Penetration
  Extend Spell
  Chain Spell
  Reach Spell
  Extra Turning
  Domain Spontaneity: Travel
  DMM Reach
  Flaw: Vulnerable.
  Domain Bonus: Improved Init.
  
  Items: As on Character sheet except:
  +1 Defending Morningstar (Extended GMW cast the day before)
  No Cloak of Resistance, instead Extended Superior Resistance the day before, also the same to the fight for another 25,000gp for him.
  Extended Magic Vestment the day before on shield, fighters shield, and fighters shirt
  
  Also add GMW to Fighters bow.
  
  So Fighter has 25,000gp to spend and cleric has 153,000gp left to spend.
  
  Also, both characters saves increase by 1, and the fighter gets +5 AC all the time, +4 more in rounds he doesn't use his bow. Cleric gets +4 AC all the time. The Cleric also gets +4 to init for the time domain bonus feat.
  
  The Cleric should also have an Orb with Deeper Darkness cast on it, the he carries inside a bag. And a Contingency, not sure what though, don't really use it myself too much. All four of us should have a Renewal Pact on as well.
  
  Probably buy 1 nightstick (the way we are running it) and a bunch of Beads of Karma. Also, a Wand of Restoration. Not sure what else to buy.
  
  Spells: 
   Spoiler 
  Level 0
  Amanuensis (x2)
  Detect Magic (x2)
  Create Water (x2)
  
  lvl 1
  Domain: True Strike
  Sanctuary
  Entropic Warding
  Protection From Chaos
  Conviction (x2)
  Ebon Eyes (x3)
  
  lvl 2
  Domain: Locate Object
  Augury
  Silence
  Insight of Good Fortune (x3)
  Calm Emotions
  Resist Energy (x2)
  
  lvl 3
  Domain: Haste
  Checkmate's Light
  Chain of Eyes
  Ghost Touch Weapon
  Daylight
  Searing Light
  Sonorous Hum
  Wind Wall
  Mass Resist Energy
  
  lvl 4
  Domain: Freedom of Movement
  Dismissal
  Dimensional Anchor
  Assay Resistance
  Death Ward
  Giant Vermin
  Recitation
  Delay Death
  
  lvl 5
  Domain: Spell Resistance
  Spell Resistance (x2)
  Curse of Ill Fortune, Mass
  Chained Insight of Good Fortune
  Condemnation
  Revivify
  Planeshift
  
  lvl 6
  Domain: Mislead
  Banishment
  Chained Dispel Magic
  Greater Dispel Magic
  Algid Enhancement
  Heal (x2)
  
  lvl 7
  Domain: Dictum
  Radiant Assault
  Wretched Blight
  Destruction
  Chained Assay Resistance
  Chained Dimensional Anchor
  
  lvl 8
  Domain: Foresight
  Chain Dispel (the spell, not the metafeat)
  Lion's Roar (x2)
  Greater Planar Ally
  Reached Chained Death Ward
  
  lvl 9
  Domain: Time Stop
  Conjure Ice Beast 9 (Colossal Spider or several Rocs, Engulf)
  Miracle
  Mass Heal
  Implosion
  Summon Elemental Monolith
   
  
  
  Oh, and Belial, could I get some rulings:
  
  1) Trueseeing vs Non detection?
  2) Trueseeing vs Mindblank?
  3-4) Devil's natural Trueseeing "[Devil's name] continuously use true seeing, as the spell (caster level [Devil's HD usually])." vs both above.
  5) Trueseeing requires a CL check to penetrate Superior Invisibility, but I've seen people rule that Devil's natural Trueseeing auto passes. Are you going to have it roll checks? Or auto pass?
  
  Just want some quick clarifications.
conversations.from: human
conversations.value: Allene: Okay, I now have the full Cleric spell list done, domains and feats, suggestions for item changes, items and spells that we should already have on us from the Cleric and a few other things.
  
  I've also asked Belial for a series of rulings on Trueseeing, for clarification purposes.
  
  Anyone want to give advice, or help me with item choices, or suggest spell changes, or build a skill monkey is welcome.
  
  I can't build all 4 characters (or run all four) so I need at least one person to step forward and help out here.
conversations.from: human
conversations.value: Douglas: Do we have a GM for this yet?  If not, I think I could do it.
conversations.from: human
conversations.value: Belial_the_Leveler: 1) Trueseeing vs Non detection? 
  
  CL checks as normal.
  
  
   2) Trueseeing vs Mindblank? 
  
  Mind Blank only stops spells detecting/influencing the mind, emotions and thoughts, plus scrying. True Seeing is not stopped.
  
  
   3-4) Devil's natural Trueseeing "[Devil's name] continuously use true seeing, as the spell (caster level [Devil's HD usually])." vs both above. 
  
  Devil Trueseeing is an SU ability so Nondetection does not stop it (only stops devices and spells). And I think more demons have true seeing than devils.
  
  
   5) Trueseeing requires a CL check to penetrate Superior Invisibility, but I've seen people rule that Devil's natural Trueseeing auto passes. Are you going to have it roll checks? Or auto pass? 
  
  True Seeing penetrates Superior Invisibility normally. I checked the Spell Compedium just now.
conversations.from: human
conversations.value: Belial_the_Leveler: Final Character Sheets here. Additional stuff such as memorised spell lists, chosen spells, active buffs and so on should go to a spoiler in the end of your post for ease of reference.
  
   Skillmonkey:   http://www.myth-weavers.com/sheets/view.php?id=79888 
  The entire spell list is not chosen. Add whatever spells you want.
  
   Warrior:   http://www.myth-weavers.com/sheets/view.php?id=79886 
  Remember to use the fierce enhancement to transfer dexterity bonus to bow damage from AC when needed.
  
   Cleric:   http://www.myth-weavers.com/sheets/view.php?id=79887 
  Feats have been changed to follow player preference. Memorised spells should remain in spoiler under every post for ease of reference.
  
   Wizard:   http://www.myth-weavers.com/sheets/view.php?id=79693 
  Remember to add size penalties (-2 AB/AC, -8 hide/move silently I think)
conversations.from: human
conversations.value: Belial_the_Leveler: Items: As on Character sheet except:
  +1 Defending Morningstar (Extended GMW cast the day before)
  No Cloak of Resistance, instead Extended Superior Resistance the day before, also the same to the fight for another 25,000gp for him.
  Extended Magic Vestment the day before on shield, fighters shield, and fighters shirt. Also add GMW to Fighters bow. So Fighter has 25,000gp to spend and cleric has 153,000gp left to spend. 
  
  No need for GMW on fighter's bow; arcane archer already gives +5.
  On the Defending Morningstar, not a bad idea.
  On the cloaks of resistance: bad idea. The superior resistance spell can be dispelled or surpressed by a Globe or similar stuff. Trust me, you don't want your save bonuses easily dispellable or surpressable when you're fighting the BBEG.
  
  
   fighter gets +5 AC all the time, +4 more in rounds he doesn't use his bow 
  
  Actually, +9 AC all the time. Shield is animated so it works wether you use off hand or not.
  
  
  
   Do we have a GM for this yet? If not, I think I could do it. 
  
  Can you play the fighter and choose some spells for the skillmonkey? Playing the fighter shouldn't have much impact on how the challenges turn out and the really important stuff for the skillmonkey are already set.
conversations.from: human
conversations.value: Tehnar: Seems this fight died? Anyone planning on taking he role of the wizard now that Akimbo/Allene got banned?
conversations.from: human
conversations.value: Belial_the_Leveler: Wait, what?
  
  *looks more carefully*
  
  Crap. Anyone want to take the role of wizard then?