@JE: NI != Infinite.
I'm not asking for either spell to be used by the other players.
At this point I'm just talking about the spells themselves; the fact that CF adds to str and temp HP is something that, while something that I believe, is something that I forgot about.
Ok, so let's do a run-down of what each of us can do that may not have been listed previously:
Jagged:
-high speed (swim 60 + 35 - 10 = 85')
-retarded melee damage (11d6 + 14 (7*1.5 = 10.5 str; +4 GMW) or 11d6+24 (blitz, provokes an AoO))
-able to hit an "undetermined" amount of targets per round due to Whirlwind + High speed
-really high saves (when raging she has +22 across the board)
-really high HP (250-something)
-decent AC, moderate Fort
-50% miss chance, always on
Maybe I can twist Jagg's arm and get her to invest in Hide/Move Silently. The RoW barb can do this. That and if Xu-Me, Merhault and Jagged (all classes/builds with hide/move silently as class skills) can keep Serase (an actual rogue) and Rollanar (magicy roguey?) company....damn, I'm thinking one thing now.
Ninja party. Nearly anyone who can't be sneaky can just have spells cast on them via a wand, or a
Silence stone in a bag of holding.
I know that I can
physically twist her arm to do so, but that's really not a big deal, either outweighing someone in muscle or knowing how to make their arm joints work against them, I just wouldn't feel right about doing it; at all. Maybe appealing to "hurr, hurr, Jagged sneakeh! >:3" might work, we'll see.
Merhault
-lots of knowledges, at decent or mediocre levels
-living radar out to 60' (
NOTHING can sneak up on us that wants to hurt me unless it also has a ridiculous bluff score)
-comic relief; i'm not sure if it's tragic or more woobey at this point
-will stop anything coming at the party that the party doesn't want approaching (30' range only, 11 availiable attempts per round; the Reflex DC to resist Merhault's Stand Still ability will be 10 + Damage dealt, but he'll do no physical damage)
-can help other party members with flanking due to reach
-can deal con damage to help weaken targets so that Fort-save inducing spells will be more successful
-deals moderate damage per hit (1d6+23 (14 Blitz, proves an AoO +5 dex +4 GMW) Elementals will shave off a good chunk of that damage though, so the Con damage is going to help out more)
-at least as good a sneak as any other party member
-UMD user