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best archer build
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<blockquote data-quote="Numion" data-source="post: 681414" data-attributes="member: 124"><p><span style="font-size: 15px">NO WAY!</span></p><p></p><p>You buy wands of CLW, and make the group pay for them. Cure yourself with your own spells in the rare case you need curing.</p><p></p><p></p><p></p><p>1: Divine Favor x 2</p><p>2: Bull's Strength, Endurance, Delay Poison</p><p>3: Protection from Elements x 3 (Cold, Fire, Electricity)</p><p>4: Greater Magic Weapon, Death Ward, Freedom of Movement, Airwalk</p><p>5: Quickened Divine Favor x 2, Ethereal Jaunt</p><p></p><p>Thats a part of my spell selection. Makes the character pretty robust, and makes me invulnerable to most traps (pits, elemental damage, death effects). I usually cast Divine Favor if I expect combat, but if we're surprised I'll use quickened Divine Favor. Then the schoosting begins!</p><p></p><p>If enemies are grouped together, I'll rather use Flame Strike from war domain slot. The spell list leaves some room to utility too, but I didn't write those spells on the list, since they're dependent on the adventure always.</p><p></p><p>I don't have extend spell since persistant spell isn't allowed in our game. Most of the buffing spells are at least 10 min / level, which is enough for dungeon adventures because our group needs to rest before those end anyway - and having a second cleric in our group doesn't hurt it either! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Numion, post: 681414, member: 124"] [SIZE=4]NO WAY![/SIZE] You buy wands of CLW, and make the group pay for them. Cure yourself with your own spells in the rare case you need curing. [B][/B] 1: Divine Favor x 2 2: Bull's Strength, Endurance, Delay Poison 3: Protection from Elements x 3 (Cold, Fire, Electricity) 4: Greater Magic Weapon, Death Ward, Freedom of Movement, Airwalk 5: Quickened Divine Favor x 2, Ethereal Jaunt Thats a part of my spell selection. Makes the character pretty robust, and makes me invulnerable to most traps (pits, elemental damage, death effects). I usually cast Divine Favor if I expect combat, but if we're surprised I'll use quickened Divine Favor. Then the schoosting begins! If enemies are grouped together, I'll rather use Flame Strike from war domain slot. The spell list leaves some room to utility too, but I didn't write those spells on the list, since they're dependent on the adventure always. I don't have extend spell since persistant spell isn't allowed in our game. Most of the buffing spells are at least 10 min / level, which is enough for dungeon adventures because our group needs to rest before those end anyway - and having a second cleric in our group doesn't hurt it either! ;) [/QUOTE]
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