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best archer build
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<blockquote data-quote="Chun-tzu" data-source="post: 677312" data-attributes="member: 1441"><p>I doubt that I'd have noticed Time as being better than War, if not for the numerous times I saw it in these Cleric Archer threads! But when you begin to see it over and over, you figure out there must be something there.</p><p></p><p>Looks like you built your Cleric pretty well, Numion. As for feat suggestions, here are a couple:</p><p></p><p>Extend Spell is nice, but you said that it's never really been that big a problem. It's really best for those long-term spells, like the 2nd-level buff spells. Your 10th level cleric could boost his attributes for 20 hours instead of 10.</p><p></p><p>Reach Spell is not bad for an archer cleric, because you can heal your allies from a distance. But it's pretty expensive (+2 levels), so arguably not worth it. Long distance Harm is powerful (but will and should be nerfed once Harm is revised).</p><p></p><p>Scribe Scroll and Craft Wand are useful. Scribe Scroll is good for having emergency back-up spells available, like a Neutralize Poison or an extra Greater Magic Weapon before a big battle day. Craft Wand is good if there are others in your party who can use a Cure Light Wounds wand, which is pretty cheap for a high level party, but still effective for post-battle healing.</p><p></p><p>Divine Might is a good feat, depending on what your Cha is (it's great for Paladins). It requires Extra Turning as a prereq, though.</p><p></p><p>Improved Rapid Shot is from an issue of Dragon, and is totally broken. Rapid Shot is already too good.</p><p></p><p>Leadership is always a good choice, if your DM allows it.</p><p></p><p>Do you run into Spell Resistance often? Spell Penetration is always a good choice for high-level Wizards and Sorcerers, and might be worth it for your Cleric.</p></blockquote><p></p>
[QUOTE="Chun-tzu, post: 677312, member: 1441"] I doubt that I'd have noticed Time as being better than War, if not for the numerous times I saw it in these Cleric Archer threads! But when you begin to see it over and over, you figure out there must be something there. Looks like you built your Cleric pretty well, Numion. As for feat suggestions, here are a couple: Extend Spell is nice, but you said that it's never really been that big a problem. It's really best for those long-term spells, like the 2nd-level buff spells. Your 10th level cleric could boost his attributes for 20 hours instead of 10. Reach Spell is not bad for an archer cleric, because you can heal your allies from a distance. But it's pretty expensive (+2 levels), so arguably not worth it. Long distance Harm is powerful (but will and should be nerfed once Harm is revised). Scribe Scroll and Craft Wand are useful. Scribe Scroll is good for having emergency back-up spells available, like a Neutralize Poison or an extra Greater Magic Weapon before a big battle day. Craft Wand is good if there are others in your party who can use a Cure Light Wounds wand, which is pretty cheap for a high level party, but still effective for post-battle healing. Divine Might is a good feat, depending on what your Cha is (it's great for Paladins). It requires Extra Turning as a prereq, though. Improved Rapid Shot is from an issue of Dragon, and is totally broken. Rapid Shot is already too good. Leadership is always a good choice, if your DM allows it. Do you run into Spell Resistance often? Spell Penetration is always a good choice for high-level Wizards and Sorcerers, and might be worth it for your Cleric. [/QUOTE]
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