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There we go again... what feat to choose?
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<blockquote data-quote="Pax" data-source="post: 329205" data-attributes="member: 6875"><p>Another thought on this; I went through (not paying reall close attention to school, mind) and pulled up spells Persistent Spell metamagics could benefit greatly:</p><p></p><p></p><p>Shield spell (minutes per level ---> all day, +7 cover bonus and MM-stopping fun. 5th level spell w/ metamagic.</p><p></p><p>Fire Shield, very useful if you can push it to a full day duration. 8th levelspell w/ metamagic. <em>Evocation, so not significant in your case.</em></p><p></p><p>Minor Globe of Invulnerability, ignore those pesky level 1 to level 3 spells for a whole day instead of just 1 round per level. Also 8th level spell with metamagics.</p><p></p><p>Haste; from 1 round per level to all-day extra-action goodness (not to mention the AC bonus). 7th level spell with metamagic.</p><p></p><p>Fly, from 10 minutes/level (3 hours at 18th level) to an entire day (24 hours), also taking a 7th level slot with metamagic.</p><p></p><p>Especially of note with your use of bows, <em>Flame Arrow[/b] ... remember, the missiles don't catch flame until they are <strong>fired</strong>, and the Persistent Spell would extend the allowed wait period form 1 round to 24 hours (so ou could pack a quiver with arrows affected by the spell each morning). Takes a 7th level slot with metamagic.</em></p><p><em></em></p><p><em>Improved Invisibility ('nuff said); 7thlevel slot with metamagic.</em></p><p><em></em></p><p><em>Any of the Magic Circles goes from 10 minutes per level to 24 hours flat rate, for a 7th level slot.</em></p><p><em></em></p><p><em>Glitterdust can benefit from Persistant Spell, and takes a 6th level slot.</em></p><p><em></em></p><p><em>Melf's Acid Arrow is just EVIL, if made Persistant; it too takes a 6th level slot.</em></p><p><em></em></p><p><em>Feather fall, Enlarge, Reduce, Spider Climb, Unseen Servant, Resist or Endure Elements, Hold Portal -- lots of 1st elel spells can benefit, returning to useful significance by way or Persistant Spell; all except Resist Elements take 5th level slots; Resist takes a 6th level slot.</em></p><p><em></em></p><p><em>Mind, which spells are applicable is all based on how "pesonal <strong>or fixed</strong> range" is interpreted. Still, any of the ones used for personal defense, or those liek Flame Arrow cast on arrows, shoudl be fine.</em></p></blockquote><p></p>
[QUOTE="Pax, post: 329205, member: 6875"] Another thought on this; I went through (not paying reall close attention to school, mind) and pulled up spells Persistent Spell metamagics could benefit greatly: Shield spell (minutes per level ---> all day, +7 cover bonus and MM-stopping fun. 5th level spell w/ metamagic. Fire Shield, very useful if you can push it to a full day duration. 8th levelspell w/ metamagic. [i]Evocation, so not significant in your case.[/i] Minor Globe of Invulnerability, ignore those pesky level 1 to level 3 spells for a whole day instead of just 1 round per level. Also 8th level spell with metamagics. Haste; from 1 round per level to all-day extra-action goodness (not to mention the AC bonus). 7th level spell with metamagic. Fly, from 10 minutes/level (3 hours at 18th level) to an entire day (24 hours), also taking a 7th level slot with metamagic. Especially of note with your use of bows, [i]Flame Arrow[/b] ... remember, the missiles don't catch flame until they are [b]fired[/b], and the Persistent Spell would extend the allowed wait period form 1 round to 24 hours (so ou could pack a quiver with arrows affected by the spell each morning). Takes a 7th level slot with metamagic. Improved Invisibility ('nuff said); 7thlevel slot with metamagic. Any of the Magic Circles goes from 10 minutes per level to 24 hours flat rate, for a 7th level slot. Glitterdust can benefit from Persistant Spell, and takes a 6th level slot. Melf's Acid Arrow is just EVIL, if made Persistant; it too takes a 6th level slot. Feather fall, Enlarge, Reduce, Spider Climb, Unseen Servant, Resist or Endure Elements, Hold Portal -- lots of 1st elel spells can benefit, returning to useful significance by way or Persistant Spell; all except Resist Elements take 5th level slots; Resist takes a 6th level slot. Mind, which spells are applicable is all based on how "pesonal [b]or fixed[/b] range" is interpreted. Still, any of the ones used for personal defense, or those liek Flame Arrow cast on arrows, shoudl be fine.[/i] [/QUOTE]
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There we go again... what feat to choose?
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