
Tvarog |

I'm going to Hell. Literally, the party is going to Hell, and I'm stuck as to what spells to pick that will be useful against devils. Character is LG Pal 2 / Ora 1 / Sor 13 (CL 15, 17th vs SR), and I need to pick a 4th, 5th, 6th, and one more that can be anything under 6th level.
The main problem so far is that nearly everything we fight has SR. Despite Spell Penetration (don't have greater yet, maybe next level) and Piercing Spell, I still get shut down over half the time. (Meanwhile the paladin with a Sunblade is dishing out 200+ per hit on a regular basis.)
Already have:
Icy Prison (though it's been houseruled to block all LOE to affected targets)
Calcific Touch + Reach Spell
Heatstroke (also houseruled such that devils' fire immunity negates it entirely)
Pilfering Hand
Haste
Emergency Force Sphere
Enervation
Greater Dispel
Greater Invis
Any suggestions? Should I just Haste the party and then turtle until there's something I can land spells on? Magic Missile forever?

Jackissocool |

I'm going to Hell. Literally, the party is going to Hell, and I'm stuck as to what spells to pick that will be useful against devils. Character is LG Pal 2 / Ora 1 / Sor 13 (CL 15, 17th vs SR), and I need to pick a 4th, 5th, 6th, and one more that can be anything under 6th level.
The main problem so far is that nearly everything we fight has SR. Despite Spell Penetration (don't have greater yet, maybe next level) and Piercing Spell, I still get shut down over half the time. (Meanwhile the paladin with a Sunblade is dishing out 200+ per hit on a regular basis.)
Already have:
Icy Prison (though it's been houseruled to block all LOE to affected targets)
Calcific Touch + Reach Spell
Heatstroke (also houseruled such that devils' fire immunity negates it entirely)
Pilfering Hand
Haste
Emergency Force Sphere
Enervation
Greater Dispel
Greater InvisAny suggestions? Should I just Haste the party and then turtle until there's something I can land spells on? Magic Missile forever?
Magic Circle against Law/Evil is a solid choice. Especially because they can all summon buddies to help them out.

Finarin Panjoro |

When you get 7th level spells consider Caustic Eruption. It's a 30 foot radius acid attack for 1d6xCL damage that ignores spell resistance. If they fail their save they take half the dice in damage on your turn in the following two rounds.
Magic Circle against evil is helpful and there's always summoning monsters of your own (which can allow you to stay invisible/hidden).

Tvarog |

Got Piercing Spell already, it doesn't help as much as I hoped it would.
I really don't see any buffs in the list that the cleric or druid can't cover just as well (and they don't need to waste known spell slots on them). Also, I don't see any control spells that wouldn't interfere with the party (all the solid fog/lava/tentacles stuff would hurt us just as much as the enemies).
I think I'm going to go with MCaE, Boneshatter, Lightning Arc, and True Seeing. Hopefully at least one of those will be useful, eventually.

Tvarog |

Can we see your stats, spells, and feats?
Stats:
Str 13 / Dex 11 / Con 22 / Int 14 / Wis 14 / Cha 34This is including +4 Str enhancement, +6 Con inherent, +5 Cha inherent, +6 Cha enhancement. Character was intended as survivable controller/disabler.
Traits:
Finding Haleen, Carefully Hidden, Magical Knack, Reactionary
Feats (in no particular order):
Additional Traits, Blind Fight, Craft Wondrous Item, Defensive Combat Training, Extend Spell, Extra Revelation (Sidestep Secret), Maximize Spell, Piercing Spell, Reach Spell, Spell Penetration, Spell Perfection (Calcific Touch)
Spells (including the 4 I selected above, which I suppose could still be changed between now and Sunday):
6 (6/day) Dispel Magic, Greater, Planar Binding (DC 28), True Seeing (DC 28)
5 (8/day) Dominate Person (DC 27), Contact Other Plane (DC 27), Teleport, Icy Prison (DC 27), Lightning Arc (DC 27)
4 (9/day) Charm Monster (DC 26), Invisibility, Greater (DC 26), Scrying (DC 26), Enervation, Boneshatter (DC 26), Calcific Touch (DC 26), Emergency Force Sphere
3 (9/day) Suggestion (DC 25), Haste (DC 25), Tongues (DC 25), Arcane Sight (DC 25), Magic Circle against Evil (DC 25), Displacement (DC 25), Countless Eyes (DC 25), Heatstroke (DC 25)
2 (9/day) Touch of Idiocy, Glitterdust (DC 24), Resist Energy (DC 24), Scorching Ray, See Invisibility (DC 24), Shatter (DC 24), Mirror Image (DC 24), Pilfering Hand
1 (9/day) Color Spray (DC 23), Protection from Good (DC 23), Magic Missile, True Strike (DC 23), Ray of Enfeeblement (DC 23), Grease (DC 23), Feather Fall (DC 23), Stumble Gap (DC 23)
0 (at will) Acid Splash, Message, Dancing Lights, Light, Prestidigitation (DC 22), Read Magic (DC 22), Ghost Sound (DC 22), Detect Magic, Mage Hand, Mending, Arcane Mark, Spark (DC 22)

Ravingdork |

I wonder where you got the idea for a P2/O1/S12 from?
Either I inspired yet another player with one of my incredible builds, or great minds think alike. :)
No one can best my POS build! ;P