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Powergamers Unite! Elf Cleric Archer
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<blockquote data-quote="Kae'Yoss" data-source="post: 1048055" data-attributes="member: 4134"><p>It only really fits for Corellite clerics because of its looks (it looks like Corellons holy symbol). </p><p></p><p></p><p></p><p></p><p>I play an archer cleric ("disarmed") and even though I make heavy use of buffs, I always make sure that I have enough healing spells.</p><p></p><p></p><p></p><p>Both never were in the core books, so they haven't changed, and still come from accessories.</p><p></p><p></p><p></p><p></p><p>You don't use both Str and Dex on the same time. Instead, you use only dex for attack and only dex for damage.</p><p></p><p>Magic Weapon won't give you +3 in addition to your +2 bow. It will just make it a +3 weapon (which doesn't stack with the +2 it already has).</p><p></p><p>Morale bonuses don't stack with each other. Luck bonuses don't stack with each other. Insight bonuses don't stack with each other.</p><p></p><p>True Strike works for a single attack, not the whole round.</p><p></p><p>Base Attack Bonus: +9/+4 to hit (with Divine Power)</p><p>Dex Bonus: +7 to hit (with Cat's Grace)</p><p>Str Bonus: +5 to damage (with Divine Power)</p><p>Bow: +3 to hit and damage (with GMW)</p><p>Bracers: +1 to hit</p><p><em>Bless Spell: +1 to damage (morale bonus)</em> </p><p>Divine Favor Spell: +3 to hit and damage (luck bonus)</p><p>Righteous Might Spell: -1 to hit damage increases to 2d6</p><p>Haste Spell: +1 to hit</p><p>Blessed Aim Spell: +2 to hit (morale bonus)</p><p></p><p>Rapid Shot Feat: -2 to hit to all attacks</p><p></p><p>True Strike Spell: +20 to hit (insight bonus)</p><p></p><p>This would result in a row of</p><p>+23/+23/+23/+18 (with a single +20 on the first attack in a single round, due to True Strike)</p><p></p><p>With 2d6+12 Per Attack.</p><p></p><p>Not that you have to do a lot of casting beforehand, so you need several rounds preparation, and then you can only fight a couple of rounds with all spells up (as some will already fade again), and won't be able to do das all to often (per day).</p><p></p><p>I'd suggest some energy weapon instead of a pure +2 bow, since you're going to use GMW anyway (you might want to prepare it more than once. Twice should be nice) This adds 1d6 fire damage (or whatever you fancy) to the equation. </p><p></p><p>In Savage Species there's a spell (Weapon of Energy) that will let you have energy burst weapons for a short time, which gives you some extra effect (and always the right energy).</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 1048055, member: 4134"] It only really fits for Corellite clerics because of its looks (it looks like Corellons holy symbol). I play an archer cleric ("disarmed") and even though I make heavy use of buffs, I always make sure that I have enough healing spells. [B][/B] Both never were in the core books, so they haven't changed, and still come from accessories. You don't use both Str and Dex on the same time. Instead, you use only dex for attack and only dex for damage. Magic Weapon won't give you +3 in addition to your +2 bow. It will just make it a +3 weapon (which doesn't stack with the +2 it already has). Morale bonuses don't stack with each other. Luck bonuses don't stack with each other. Insight bonuses don't stack with each other. True Strike works for a single attack, not the whole round. Base Attack Bonus: +9/+4 to hit (with Divine Power) Dex Bonus: +7 to hit (with Cat's Grace) Str Bonus: +5 to damage (with Divine Power) Bow: +3 to hit and damage (with GMW) Bracers: +1 to hit [I]Bless Spell: +1 to damage (morale bonus)[/I] Divine Favor Spell: +3 to hit and damage (luck bonus) Righteous Might Spell: -1 to hit damage increases to 2d6 Haste Spell: +1 to hit Blessed Aim Spell: +2 to hit (morale bonus) Rapid Shot Feat: -2 to hit to all attacks True Strike Spell: +20 to hit (insight bonus) This would result in a row of +23/+23/+23/+18 (with a single +20 on the first attack in a single round, due to True Strike) With 2d6+12 Per Attack. Not that you have to do a lot of casting beforehand, so you need several rounds preparation, and then you can only fight a couple of rounds with all spells up (as some will already fade again), and won't be able to do das all to often (per day). I'd suggest some energy weapon instead of a pure +2 bow, since you're going to use GMW anyway (you might want to prepare it more than once. Twice should be nice) This adds 1d6 fire damage (or whatever you fancy) to the equation. In Savage Species there's a spell (Weapon of Energy) that will let you have energy burst weapons for a short time, which gives you some extra effect (and always the right energy). [/QUOTE]
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