Used to throw heavy objects would probably work for that tactic... which is getting towards Hulking Hurler build territory. For which this build isn't optimal for.
Being pretty much locked in as a physics defying fiend-archer is where an opted out Cleric Archer is forced to go.
Yeah, the anyspell, and greater anyspells are.... eye-bogglingly powerful.
It's like some one wrote up a broader version of Shades, or the Shadow Conjuration/Evocation spells. Since wide open spells never result in any problems, ever.
All of this just convinces me that all special powers that a character can have should just be codified; and "how" a creature attains said powers (route, power source, training method, equipment, etc) doesn't matter.
If not, stuff like 12 attacks at +22; 4 at +17 and 4 at +12 shows up.
Lots of attacks is probably fine (having them act as completely normal attacks is probably fine, since most attacks will have a carrier effect in addition to damage. Simply handing them out willy-nilly just gets tedious and feels abritrary.
Yeah, the whole "rouge & not a damage dealer" bit was mostly due to lack of precision damage. One level in rogue does not a damage dealer make. :/
The character had rogue abilities, and training at level 1; but the character didn't really fit that style of class; training in bard followed Rogue... and then monk followed that. Then levels of fighter to ease boredom and dissatisfaction for the character.
Having a player who gets bored easily ends up with stuff like that at a gaming table. Combat is alright, but it gets old after playing tabletop games off an on for twenty odd years. I'm a glutton for different experiences in a game; and having a character that can say "I can do that" in many instances during game play was the subconscious goal.