It is not bad, but those Ranger levels are not doing all that much for you aside from opening up some additional content (particularly if you have used them to keep your Animal Empathy skill at a reasonable level). A lot of power-builders actually recommend against getting 16+ BAB with a Cleric build, since theoretically one can just use the Divine Power spell to get 4 attacks per round, and with the last attack at one's full BAB in that case too (assuming one can always remember to in fact use this spell when needed). In the specific case of Swordflight with its rest restrictions though I suppose one could do worse than remove the need to rely on finite spell slots for that purpose.
Everything that actually relies on spells to kill things must be a pain to play in SF3 tbh. I would prefer to have only 1 ranger level (or none at all) but I had to get rogue levels regularily to meet the increasing skill requirements and to push Tumble/UMD higher and not taking ranger levels would incur an XP penalty (after I had taken the first ranger lvl in SF2 which was not worth it in hindsight). The only class quests that are worth it in SF2 are mage, cleric and thief. Didn't do the monk quests, so I can't say anything about that one. SF3 has an immensely slow pacing - you can literally play for 10h or more and still be nowhere near a level up - so adding 20% XP penalty on top seemed unwise.
Furthermore, that character is surprisingly good offensive-wise and can go on forever which is important because I do quests usually without resting or backtracking, for instance a quest like subterranean snakes I did from start to finish.
Long duration buffs, pro evil, extended aid, bull str, darkfire, bark skin (plant domain) and most lvl 1 and some lvl2 spell slots dedicated to Divine Favor and ext. Divine Favor, this character is a capable melee fighter even without Divine Power. And for those really hard to hit enemies you still have a few copies of Divine Power, ext. Divine Power in the spell book and one of those monk books that let you cast Divine Power in the back pack for emergencies. And if there's something that really, really, really has to die right away you'll still have a slay living (WIS 33 currently fuels this well) and 3x harm memorized. Deathward, true seeing - you're usually prepared for everything. So, all in all I have no complaints about this character from an offensive viewpoint.
The problem really is that (some) enemies tend to shred thru 52 AC, stone skin and improved invis as if you were naked. That makes btw. all summons fucking useless. What's that 27AC summon monster IX elemental going to achieve in this environment? Serve as a distraction for 1 or 2 combat rounds?
Must be a blast to play as a wizard. The only way to defeat some encounters is good old Darkness+Ultrasight because it breaks the enemy AI, they'll just stand in the darkness area doing fuck all and you can kill them at your leisure.
Of course I already suspected that when i read the readme. Guys, guys, I have an idea. You remember in SF2 when you were lvl12 and I gave you equipment I deemed appropriate for that level range? I have good news for you. Now in SF3 you'll be lvl20+ but you won't get better equipment. Awesome or what? :highfive:
::: and the masses rejoice:::
Ah, the pristine joy of fighting a dozen huge water elementals who do nothing but spamming knockdown.
Drowning attack, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown
Drowning attack, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown
Drowning attack, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown
Drowning attack, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown, knockdown
And yes, they will knock you down eventually and then you will die. (tip: use a shapeshift scroll and shift into an iron golem, they still knock you down but can't damage you and you can just wait until the arcane archer girl has put them down)
That reminds me, I really wish I could switch out Zarala for that Arcane Archer chick. For some reason that girl didn't have that brain disease that makes you run up into melee range and only then shoot your bow like Zarala does. Another nasty habit Zarala now developed is that she just de-equips her bow and then runs up into the melee brawl and starts throwing punches like a monk. (this is no joke - she really does attack ppl with her fists, does it all the time). FFS, but why Zarala? Why?
Before anyone asks, override is empty. The custom potions of cure severe wounds or whatever the name was, those that are supposed to heal 60-100 HP don't work btw. Just as an fyi, they only cure ~18-28 HP, less than a cure critical potion as it looks.