Togomor

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Organized Play Member. 9 posts. No reviews. No lists. No wishlists. 2 Organized Play characters. 1 alias.


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ah for the good ole days of the elven bladesinger. ;-)


Just a quick look at items make a 20th level Cleric, a 24th level caster and gains daily spells as a 22nd level caster.

If we start using shapechanges, gates - this gets really messy quickly.


stuart haffenden wrote:
I know it's only a little fun, but really, who cares?

You are correct it is fun and I care only so much as I believe in what I say to be correct. ;-)

I still have not heard what amazing spell battery the diviner is going to throw at the cleric.

Anyone got anything? Wizard - 20th level diviner/Int 30.


Ravingdork wrote:

(1)Every divination spell a cleric prepares reduces his combat effectiveness. The diviner has bonus slots specifically set aside for such spells and thus is not similarly reduced. (2)Furthermore, the diviner is by far the better spy and will generally know when the cleric is spying upon him in turn (and can thus take steps to prevent it, (3)the cleric cannot do the same if he doesn't have reason to believe he is being spied upon).

At high levels the diviner will have a +8 to +10 bonus to initiative that the cleric won't (and the diviner will likely have a higher Dexterity as well as other initiative investments that a traditional cleric won't have). Tack on the fact that the diviner ALWAYS gets to act in the surprise round (4) AND might even be able to take a 20 on his initiative roll(5), the cleric really doesn't stand much of a chance at all.

Like everyone has said, when everyone is so well prepared, it really comes down to who wins initiative or who makes a mistake. The diviner has the upper hand in having the high initiative AND in being less likely to make a mistake (6) (by being generally better informed).

(1) Assuming that prep-time now includes lengthy divinations.

(2) If someone knows you are a spy and that you are going to have a fight, wouldn't as a Wisdom 24+ character take some precautions?
(3) See #2
(4) Still flat foot though, if he does lose.
(5) So now we may have a level 20.
(6) Why would he be less likely to make a mistake?


Ravingdork wrote:
The wizard has the diviner specialization. Wizard wins. Every time. He'd simply be too prepared for the cleric...and he'll always go first.

What? Diviners are not omnipotent, all powerful, access to everything casters. What if the cleric has mind blank up, misdirection - non-detection.

What if he does go first, what shall he do? Since he had time to prep, did the cleric? As for divinations, are we assuming that the cleric can not cast similar spells?


Ulfskar wrote:

Does anyone have any interesting / funny ways of handling the annoying players that constantly interrupt box text? Looking for something along the lines of a "random-encounter" table, except for random events targeted at one person (like a backlash table).

Cheers,
Ulf

Two things for that - one - never repeat yourself unless someone is trying to write something down.

Two - ask them nicely - away from the table if you need to, that you would very much appreciate them listening to your GM the table.

I have in the past just stopped a game mid-stream, stepped to the side with someone and talked things out. It would not be so personal a thing, as long as you don't call them to the carpet in front of everyone.

Cheers


Scipion del Ferro wrote:
I'm pretty sure the wizard would. First thing to do would be cast Maze. Then ready everything you need to just destroy the cleric. Buffs, items, minions, traps, whatever. I just looked briefly through the clerics spell list and I don't believe they have any defenses for it. They could plane shift out of it, then back to the material plane, but they'll end up 5-500 miles away.

You are assuming several things; SR does apply to this spell - second, you give both parties involved 10 minutes to prep spells it does nothing to the cleric but give him time to think in the maze. Third - the cleric could just cast a dimensional anchor on himself - fools the mage.


shea83 wrote:

Thanks for all the posts :)

I noticed that people weren't considering CONTINGENCY. I mean, if a wizard sets his contingency to teleport away whenever he's target of a weapon or a spell, there should be no way for the cleric to hit him...am i wrong ?
I mean if wizard win initiative it's time stop ,delayed fireball,disjunctions,summons and whatsoever is in your mind... if cleric wins initiative whatever he does wizard disappear..
If i'm wrong tell me !!

Dimensional Anchor as a quickened spell.


Are people assuming that it is a straight cleric vs. wizard? Any prestige classes? Races allowed for this?

I would have to give the core race, multi-prestige classed cleric the edge in this battle - one on one.

1) Clerics have fort or dies save spells that (3.5 pre-path) DC's are just silly.

2) Summoned creatures mean nothing in this fight, if either side has prep time.

3) Prep-time gives the cleric more of an advantage - time before battle always favors the defenders.

4) Also if combat is included, the cleric well have every advantage of armor/weapons and damage output.

5) I hear so much love for time-stop - that would be just another minor increase in the wizards prep-time.

I would love to PvP someones mage design vs a priest design. What should be used to choose stats and magic items? What level? Races? Deities involved? Pathfinder? Or 'classic 3.5'.