Archer & Support Cleric Build Help


Advice


My latest character just isn't meshing with the party so I've opted to write him out of the story and start fresh. This is what I have so far but I could use some input.

What Im trying to accomplish is a character that is useful in just about every situation. The order of my priorities is Healing/Spells/Fighting. Originally I was planning on selecting the Healing and Travel domains but have swapped out Healing for the Ash Subdomain. We dont have a dedicated arcane caster and there have been many times where a fireball could have solved a lot of problems. The current party is a TWF ranger, Druid, Monk, Bard and myself. Both the Ranger and the Druid have animal companions so there is absolutely no room on the front line. I was planning on healing and casting spells then firing arrows to save on resources. I was also thinking about keeping a stockpile of scrolls and other useful items for those just in case times of need.

I'm no specialist when it comes to optimization so any advice you have will prove valuable. Thanks.

Cleric
Male Elf Cleric (Separatist) 9
CN Medium Humanoid (elf)
Init +3; Senses low-light vision; Perception +10
--------------------
Defense
--------------------
AC 23, touch 14, flat-footed 20 (+8 armor, +3 Dex, +1 natural, +1 deflection)
hp 48 (9d8)
Fort +8, Ref +8, Will +12; +2 vs. enchantments, +2 trait bonus vs. charm and compulson
Immune magic sleep; Resist elven immunities
--------------------
Offense
--------------------
Speed 50 ft., dimensional hop (90/day)
Melee +1 Longsword +9/+4 (1d8+3/19-20/x2) and
. . Unarmed strike +8/+3 (1d3+2/x2)
Ranged +2 Darkwood Composite longbow (Str +2) +11/+6 (1d8+4/x3)
Special Attacks agile feet (7/day)
Spell-Like Abilities Comprehend Languages (1/day), Detect Magic (1/day), Detect Poison (1/day), Dimensional Hop (90/day), Read Magic (1/day)
Cleric (Separatist) Spells Prepared (CL 9):
5 (1/day) Breath of Life (DC 19), Teleport
4 (3/day) Dimension Door, Freedom of Movement, Restoration, Magic Weapon, Greater
3 (4/day) Magic Vestment, Prayer, Fireball (DC 17), Invisibility Purge, Dispel Magic
2 (5/day) Restoration, Lesser, Restoration, Lesser, Bull's Strength, Bull's Strength, Locate Object, Protection from Evil, Communal
1 (5/day) Divine Favor, Longstrider, Doom (DC 15), Bless, Liberating Command, Liberating Command
0 (at will) Guidance, Stabilize, Light, Create Water
--------------------
Statistics
--------------------
Str 14, Dex 17, Con 10, Int 12, Wis 18, Cha 16
Base Atk +6; CMB +8; CMD 22
Feats Deadly Aim -2/+4, Extra Channel, Point Blank Shot, Rapid Shot, Selective Channeling
Traits Armor Expert, Birthmark
Skills Acrobatics +3 (+8 to jump, +11 jump), Appraise +5, Diplomacy +8, Heal +10, Knowledge (arcana) +10, Knowledge (history) +5, Knowledge (nobility) +5, Knowledge (planes) +6, Knowledge (religion) +8, Linguistics +5, Perception +10, Ride +4, Sense Motive +8, Spellcraft +13; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Ral
SQ aura, cleric channel positive energy 5d6 (8/day) (dc 17), domains (travel), fire bolt (7/day), forbidden rites (ash), spontaneous casting
Combat Gear Oil of invisibility, Potion of reduce person, Potion of spider climb, Scroll of Dimensional Anchor, Dismissal, Scroll of Endure Elements, Communal, Scroll of Meld into Stone, Scroll of Plane Shift, Scroll of Remove Paralysis, Remove Blindness/Deafn, Scroll of Share Language, Communal, Scroll of Water Breathing, Healer's kit; Other Gear +2 Mithral Agile breastplate, +1 Longsword, +2 Darkwood Composite longbow (Str +2), Amulet of natural armor +1, Boots of striding and springing, Cloak of resistance +2, Efficient quiver (empty), Ring of feather falling, Ring of protection +1, Diamond Dust, Sinaskati, Scroll case (7 @ 0 lbs), You have no money!
--------------------
TRACKED RESOURCES
--------------------
Agile Feet (7/day) (Su) - 0/7
Cleric Channel Positive Energy 5d6 (8/day) (DC 17) (Su) - 0/8
Comprehend Languages (Envoy) (1/day) (Sp) - 0/1
Detect Magic (Envoy) (1/day) (Sp) - 0/1
Detect Poison (Envoy) (1/day) (Sp) - 0/1
Dimensional Hop (90/day) (Sp) - 0/18
Feather Fall (Constant) - 0/0
Fire Bolt (1d6+3) (7/day) (Sp) - 0/7
Healer's kit (10/10 uses remaining) - 0/10
Oil of invisibility - 0/1
Potion of reduce person - 0/1
Potion of spider climb - 0/1
Read Magic (Envoy) (1/day) (Sp) - 0/1
--------------------
Special Abilities
--------------------
Agile Feet (7/day) (Su) For 1r, you ignore difficult terrain.
Armor Expert -1 Armor check penalty.
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Birthmark +2 save vs. charm & compulsion
Cleric (Separatist) Domain (Ash) Associated Domain: Fire
Cleric (Separatist) Domain (Travel) Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.
Cleric Channel Positive Energy 5d6 (8/day) (DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Comprehend Languages (Envoy) (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (Envoy) (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Dimensional Hop (90/day) (Sp) Teleport 90'/day.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Fire Bolt (1d6+3) (7/day) (Sp) 30' Ranged touch attack deals 1d6+3 Fire damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Read Magic (Envoy) (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Ring of feather falling Feather fall activates if you fall more than 5 ft.
Scroll of Dimensional Anchor, Dismissal Add this item to create a scroll with spells on it.
Scroll of Endure Elements, Communal Add this item to create a scroll with spells on it.
Scroll of Meld into Stone Add this item to create a scroll with spells on it.
Scroll of Plane Shift Add this item to create a scroll with spells on it.
Scroll of Remove Paralysis, Remove Blindness/Deafness, Remove Fear, Remove Curse, Remove Disease, Re Add this item to create a scroll with spells on it.
Scroll of Share Language, Communal Add this item to create a scroll with spells on it.
Scroll of Water Breathing Add this item to create a scroll with spells on it.
Selective Channeling Exclude targets from the area of your Channel Energy.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Shadow Lodge

I don't see Precise Shot anywhere in there, so that's a problem if you're devoting over half your feats to archery.

With a ranger, a druid and a bard, that's three characters who can heal. So, I wouldn't play a healer unless that's what you really wanted. Given you had decided on the healing domain and then switched it, that sort of implies that you're not really into it.

Why not play a wizard?


I also agree that 1) a Wizard is your best bet if you are into playing one and 2) you need precise strike if you want to be a serious archer. Swap Extra Channel for it.

I will also suggest that you consider the evangelist archetype. I know that you already have a bard, but you can keep two different performances going, and this way you can put into good use your relatively high charisma. You will need Lingering Performance for best results for such a build though, which means no selective channeling.

Speaking of which, your stats could be much better allocated. 10 Con just won't cut it in the long run even if you stay at the back. What is your point buy? Being an Elf is a good choice for an archer cleric, but are you open to other races? Maybe there is a better alternative.


Stats are always rolled at this table. I think I did pretty well,17, 16, 14, 14, 12 10. Elf is a suitable race because it gets proficiency with bows but i'm open to others.

I cant believe I missed Precise Shot? I thought I selected I but must have overlooked it. I think I'll replace it with Deadly Aim for the time being.

Yes, there are 3 other party members that can heal, but the party still needs a cleric. Our GM is very good at his job and usually runs long dungeons. He is also not afraid to lay on the hurt. More than a few party members have already died along the course of this adventure and we're getting to a high enough level now where if somebody goes down we can get them back up.

Arcane casters don't have much appeal to me. The party would benefit from having one, yes. I just have my heart set on playing a healer for a change because its something new and I've already played a lot of Arcane Casters in the past. The Ash subdomain seemed nice because it fills some of the gaps whereas the Healing domain to me seems like somebody would just take it for the empowered healing.

Still looking for suggestions.


I have played an archer-support cleric in Pathfinder Society to Level 6 over about a year.

I like a lot of things about your build, here’s a few:

➸ Your priorities - Healing/Spells/Fighting in that order
➸ Travel Domain
➸ Keeping a stockpile of scrolls for emergencies *hi 5* and *sigh* Someone has to keep THEM out of trouble! ;)
➸ Sinashakti as your god – nice flavor AND Domains for this Empyreal Lord
➸ Archer clerics need Dex, which helps their weakest Save – Reflex
➸ You have awesome rolled stat numbers to suit a MAD build like archer cleric
➸ Substituting Precise Shot for Deadly Aim? Good call.

Now my role in PFS is probably a bit different to yours, in that I have seldom adventured without at least two melee experts that can really dish out the hurt. The game I’m in at the moment has 4 of them(!) So doing high Damage per Round is NOT a priority for me.

Having said that here are some things I would think about with your build.

➸ I agree with the poster that said CON=10 is too low. To do your job you need to stay alive. I think that will be hard with 48 hp at level 9.
➸ Being an elf doesn’t help with this. The +2 Dex is nice, but the -2 to Con is too high a price. If you like elf flavor and want a longbow, maybe go half-elf for a +2 stat boost of your choice and take the bonus Ancestral Arms feat for longbow proficiency.
➸ You would lose the longsword in that case. But you know what? You probably won’t spend much time on the front line and a morning star is nearly as good for a cleric.
➸ I guess you’re taking Separatist archetype for the ‘fireball’ domain. I also like having an arcane caster in the party – but I think they’re more useful for battlefield control than blasting. The good aligned clerical spell Burst of Radiance could help with some of the problems you are solving with fireball. Still YMMV because control spells + raging barbs/smiting paladins/ranger archers (in my party) > fireballs IMO.
➸ If you buy this argument, vanilla cleric or Varisian Pilgrim archetype (main drawback is Light Armor) from Inner Sea Magic might be a better choice.
➸ This would also open up Sinashakti’s Luck domain instead of Ash. I love the Luck domain’s powers and spells.
➸ You’ve got lots of channels/day, Extra Channel is probably a luxury for you. I would probably substitute it with Many Shot or a Save boosting feat like Iron Will (yep, even for a cleric) or Lightning Reflexes.

Clearly you have put a lot of thought into how you can help your party succeed. That is great. Good luck with your decision and your game.

Shadow Lodge

I'm thinking gnome blaster sorcerer. Just frag everything in sight while cackling maniacally.

Archery feats are for wimps.


Here's my 8th level Archer support cleric, PFS. Been very happy with him, though I understand some of my choices might not work for you. Sacred Summons for example. Also, gained a feat and +2 dex from scenarios played, and effectively +2 con from another scenario.

Disease variant channeling has been very helpful. Erastil gives longbow, and I do serious support damage when appropriate. High level cleric immediate action liberating command is great. And this new aura of menace. A pair of dispel magics memorized is really all the arcane any group needs. If you like this notion/if it goes with the group, play it. You can never have too many divines in a party.

I generally shield other a squishy frontliner, and plan on mass resist energy at some point. And I do like my standard action hound archons.

Oh, and several 1st level pearls of power so you only have to memorize each of your 1st level utility spells once. And Bracers of Falcon's Aim when they're legal again...

Tergan Deepfallow
Male Human (Varisian) Cleric 8
NG Medium humanoid (human)
Init +8; Senses Perception +16
Aura aura of menace
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 17 (+7 armor, +5 Dex)
hp 59 (8d8+16)
Fort +12, Ref +9, Will +11
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +9/+4 (1d6+3/×2)
Ranged +2 darkwood composite longbow +10/+10/+5 (1d8+8/×3)
Special Attacks channel energy, holy lance
Spell-Like Abilities
. . 6/day—touch of good, touch of law
Cleric Spells Prepared (CL 8th; concentration +11):
4th (2/day)—holy smite (DC 17), freedom of movement, summon monster iv
3rd (4/day)—dispel magic (x2), magic circle against evil, prayer, communal resist energy
2nd (4/day)—align weapon, shield other, silence (DC 15), grace, pilfering hand
1st (5/day)—remove sickness (DC 14), liberating command, shield of faith, divine favor, bless, remove fear
0 (at will)—detect magic, mending, guidance, light
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 14, Int 12, Wis 16, Cha 10
Base Atk +6; CMB +10; CMD 23
Feats Deadly Aim, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Sacred Summons
Traits observant, reactionary
Skills Acrobatics +5, Climb +6, Diplomacy +12, Heal +11 (+14 to treat poison, +14 to treat common animals, but +1 to treat other creatures), Knowledge (planes) +10, Knowledge (religion) +10, Linguistics +5, Perception +16, Sense Motive +8, Sleight of Hand +5, Spellcraft +7, Swim +5
Languages Common, Osiriani, Ancient, Thassilonian, Varisian
SQ aura, domains (archon [law], good), spontaneous casting, variant channeling (disease variant channeling [±2 sacred])

--------------------
Special Abilities
--------------------

Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Aura of Menace (8 rounds/day) (Su) 30'r aura inflicts -2 AC and -2 to all saves.
Cleric Channel Positive Energy 4d6 (3/day) (DC 14) (Su)
[b]Deadly Aim -2/+4
Trade a penalty to ranged attacks for a bonus to ranged damage.
Disease Variant Channeling (±2 Sacred) Heal ability damage/Sicken
Holy Lance for 4 rounds (1/day) (Su) A melee weapon you are holding becomes holy
Manyshot You can shoot two arrows as the first attack of a full attack action.
Pendant of the blood scarab (1/day) Automatically confirm a critical threat, but take 1d6 damage.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Touch of Good (6/day) (Sp) Grant +4 to skill checks, ability checks and saving throws for 1r.
Touch of Law (6/day) (Sp) A d20 roll becomes 11.

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Archer & Support Cleric Build Help All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice