Archer is now Barbarian 9/Cleric 6 With Practiced Spellcaster, +4 to caster level so lots of spells have 10<whatever> duration. And Extend Rage, so I can berserk for 12 rounds. Spare equipment that I could hand out: * Composite Longbow +1 * Greataxe +1 Stuff I'd like to pick up if it's available spare: * Armor better than Chainmail+2 and/or with a check penalty less than -5. In particular I have no deflection, dodge, natural, or untypes armor points without spells. And while I don't want a larger shield than a buckler, I could take a buckler with some bonuses. * Strength bonus (+1 helps) * Constitution bonus that sticks around (+2 minimum or don't bother) * Wisdom bonus (+1 helps) * Dex bonus (+2 minimum or don't bother) Spells I currently plan to have ready: L0: Create Water, Light, Detect Magic *2, Read Magic L1: Divine Favor# *2, Entropic Shield, Protection from Law, Shield of Faith# L2: Bull's Strength# *2, Shatter, Spiritual Weapon *2 L3: Magic Vestment#, Summon Monster III *2 I am interested in suggestions to improve that, with certain restrictions: L1: I must take at least one of either Protection from Law or Magic Weapon, or effectively lose one spell slot. L2: Same for Shatter and Spiritual Weapon L3: Save for Magic Vestment and Circle of Protection: Law General: Spells marked with # I specifically plan to use to buff myself (unless I get some of the bonuses I mentioned earlier). They all are 10-minute duration except Divine Favor which is 1 minute. I can spontaneously cast (losing spells of the same level) L0: Cure Minor Wounds (1 HP) L1: Cure Light Wounds (1D8+5 HP) L2: Cure Moderate Wounds (2D8+10 HP) L3: Cure Serious Wounds (3D8+10 HP) Note: My best pseudo-healing spell is Bear's Endurance (L2) which would give any of us 30 extra *normal* HP (+4 constitution = 2 HP per level and we are all level 15) but only for 10 minutes. This would be enough time to finish a typical encounter and get some real healing, and it's better than temporary HP in that it will lift a character out of negatives while it lasts. My best real healing will only average 24 HP and is L3. Should I trade one Bull's Strength for a Bear's Resistance? Meantime, combat stuff (unbuffed): Swordbow (melee): attack 17/12/7, 2D6+4, crit 17-20 x2 Swordbow (range): attack 19/14/9, 1D8+1 crit 20 x3 Spiritual Weapon: attack 15/10/5, 1D8+2, crit 20 x2, duration 10 rounds I'm working on stats for summoned creatures, Celestial Dire Badger and Celestial Hippogriff.