
Letric |
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I wanna play an archer, but I also know I will need a cleric for all the removal that is always needed in any party.
At first I thought about running a Bard, but since there´s only 4 players including me, I need to improvise.
I´m not really familiar with Warpriest, but I know the classic feats for Archery.
Is it possible to make an effective Archer that will also be able to fill the support slot?
Is it feasible to consider a ranged character as a support when most support spells are Range Touch?

Claxon |

Warpriest should get all the important status condition removal spells that you need before high level stuff kicks in (like expensive magic items) to get around it.
I think Inquisitor can also do pretty well.
Both make amazing archers.
As far as support spells being touch only...you're not a band aid. You're for fixing them up after combat.
The only clerics that didn't ever have to worry about the ranged touch problem were the melee clerics, which honestly are only one type of cleric you could play. And probably not the most common.
My main recommendation with warpriest if you choose to go that route is to play as a Molthuni Arsenal Chaplain.

Letric |

WarPriests get access to all cleric spells up to 6th level, although the access to each level of spell is considerably delayed compared to the cleric.
A bit late, yes, but I want to be a mix of things. I mean, we might face some issues, but as long as I have Lesser Restoration and Remove Blindness we should be ok.
I algo get channel so I could potentially AoE heal too during early levels

avr |

Warpriests suck at channeling, even without the fact it uses 2 points from the same pool as they use for swift-action buffing. They don't get spontaneous casting of cures and they have few enough spell slots that they'll want to reserve most of them for buffs and utility. On the plus side the fact these spells are on their list means that they can use scrolls/wands of them without UMD checks.
Feats like Ironbound Master and Channeling Force can help clerics more than warpriests (they aren't eligible for the first and have less channeling dice) besides their getting higher spell levels faster, which also means getting Quicken Spell use in faster. Various spells can increase their damage too.
Wood or battle oracles are an option for archery. Take the spirit guide archetype and bond the battle spirit for a wood oracle, or wood for battle. Think permanent or long term buffs rather than swift actions.
Inquisitors can indeed use swift actions to buff themselves and get additional damage. They don't get every condition recovery spell but lesser & normal restoration are on their list.
Grenadier alchemists make great archers and do condition removal as well as warpriests.
Paladins can be good as archers too and mercies can handle many conditions. Even death with the right feat.
The real advantage of a warpriest is in having a huge number of feats and earlier access to some, and the blessings are good too; air and either destruction, charm or glory would be good for an archer.

Drahliana Moonrunner |

Taking the WarPriest class is a decision to be less of a caster and more of a martial type of character. What you have to do is evaluate how much of a cleric a WarPriest is and decide whether you can work with it.
Otherwise your only choice is to take the cleric class and ...
1. be an elf who gets bow proficiency from race
2. Be an Erastilian cleric who gets bow proficiency from religion
3. Suck up the feat expenditure to be a halfway decent archer.

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Cleric is a great class. And if you worship Erastil there is a great trait. deadeye Bowman saving a feat.

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I wanna play an archer, but I also know I will need a cleric for all the removal that is always needed in any party.
At first I thought about running a Bard, but since there´s only 4 players including me, I need to improvise.
I´m not really familiar with Warpriest, but I know the classic feats for Archery.
Is it possible to make an effective Archer that will also be able to fill the support slot?
Is it feasible to consider a ranged character as a support when most support spells are Range Touch?
I play a lot of divine characters, and I generally believe that a good offense generally negates the need for casting a lot of Condition Removal spells. Going an archery route even moreso.
However, going Paladin can also be a very viable alternative as well with their Mercies. I suppose there is a degree of it depends on your groups play style, but generally, I just do not encounter a lot of conditions that need removal, and especially not in the "right now or we all die" sense. It takes a bit longer to kick in, but a well planned Paladin can be the among the best healers in the game, even above the Cleric and Life Oracle.
I would suggest against Warpriest. In my experience, they don't really do that well in either the War or the Priest part of their class.

Mysterious Stranger |

Warpriests suck at channeling, even without the fact it uses 2 points from the same pool as they use for swift-action buffing. They don't get spontaneous casting of cures and they have few enough spell slots that they'll want to reserve most of them for buffs and utility. On the plus side the fact these spells are on their list means that they can use scrolls/wands of them without UMD checks.
Actually war priests do get spontaneous casting of cure spells.

Melkiador |

Not sure why all the warpriest hate. They actually make really solid archers. And while a cleric will eventually have enough feats to be good at archery too, it takes a while without the bonus feats. The base warpriest will be fine, but that arsenal chaplain archetype can be really good depending on if your DM lets you take the advanced weapon training feat with it. I don't know why someone thinks a warpriest can't cast spontaneous cures, but they can.
The main problem with the cleric is that you won't really feel like an archer. You'll feel like a spellcaster who shoots his bow when there's nothing else to do. Taking the archery feats will mean you won't have the feats to pickup the channeling feats like selective channeling, so forget getting to do that in combat. If stats are in short supply, then you'll be more interested in boosting your wisdom instead of the dex and strength needed for archery.

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My first character what a Warpriest (Molthuni Arsenal Chaplain). He is a boss in combat. Honestly I prep every spell as Divine Favour and swfit cast it in the first round of combat. I have such a high to hit that rapid shot + deadly aim almost always hits. I put my build below, but honestly, with Weapon Training and using my level as BAB for qualifying for my bonus combat feats (i.e., grab cluster shot, many shot, etc. as a full BAB class) I'm not behind at all and am buffing myself. See my build below:
Warpriest (Molthuni Arsenal Chaplain)
Race: Human
Racial Traits Skills Swapped for Comprehensive Education (makes all knowledge skill a class skill, +1 racial bonus to existing class knowledge skills).
Stats Value Bonus
STR 14 2
DEX 16+2 4
CON 12 1
INT 12 1
WIS 14 2
CHA 7 -2
Traits
1 - Fate Favoured (great for divine favour and the minor war blessing to bump saves)
2 - Deadeye Bowman (must worship Erastil, when you are using a longbow, if only a single creature is providing soft cover to your target, your target does not receive the +4 bonus to AC - basically 1/2 of improved precise shot at level 1).
Diety: Erastil
Diety Weapon: Longbow
Blessing:
War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.
Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.
Feats:
1WP WF Longbow
1 Point Blank Shot
1h Precise Shot
3 Deadly Aim
3WP Rapid Shot
5 Improved Initiative
6HFCB Many Shot
6WP Cluster Shot
7 Combat Reflexes
7MAP Quickened Blessings
9 Snap Shot
9WP Improved Snapshot
11 FEAT?
As you can see from the feats you are viable at level 1 (no +4 AC or -4 for shooting into melee), 3 (deadly aim/rapid shot for big damage at this level) and 6 (many shot and cluster shot so DR will never be an issue) as an archer. After that it is just whatever gravy you want (my build is going towards the snap shot line, but you could do ranged trip/ace trip if it is possible to take advance weapon training as a feat. You could focus on switch hitting if you wanted after that point by grabbing weapon finesse or something like that (I don't really see the point in that).
The only downside I find is I don't have a lot of skill points. I actually prefer to be a face/skill monkey, but this was my first character so I didn't really know that at the time. I also wouldn't go out of my way to prepare remove condition spells. This guy shines as a DPR monster in all the PFS session I've played. I'm only to level 3, but I consistently put out +8/+8 - 1D8+7. I crit on an arrow last game and ended up doing ~40 damage from one arrow and another 12 from the other dropping one of the level 4-5 tier tougher foes in an encounter in one attack.
Just make sure you buy yourself durable mithral, cold iron, and adamantine arrows (lot sizes of 1). This helps with DRs. Also make sure you grab your bow with your PP early on (+2 str composite longbow made of greenwood is 750gp, whereas a +3 str darkwood composite longbow is 730gp).

Inlaa |

Taking the WarPriest class is a decision to be less of a caster and more of a martial type of character. What you have to do is evaluate how much of a cleric a WarPriest is and decide whether you can work with it.
Otherwise your only choice is to take the cleric class and ...
1. be an elf who gets bow proficiency from race
2. Be an Erastilian cleric who gets bow proficiency from religion
3. Suck up the feat expenditure to be a halfway decent archer.
Potentially, be a halfling with the Warslinger racial and use a sling is added onto this list.
It's not a bow, but whether you go Cleric or Warpriest, halflings with slings can have comparable damage to bow-users surprisingly quickly. Heck, a halfling warpriest with the Warslinger racial can be using a staff-sling (1d6 bludgeoning with x3 crit on a small creature, range 80) at level 1 without any problems by getting Weapon Focus and Slipslinger Style right off the bat. There's a cleric archetype, Crusader, which is in a similarly good position at level 1 as far as feats go, but which has stunted progression for spells. Still, if you choose a deity that has slings as a favorite weapon, this makes the path very doable.
Personally, I think a bard archer makes a great support character. Have decent STR and DEX; get a nice bow; pick an archetype that'll benefit you (Arrowsong Minstrel, base bard, Court Bard, and Archivist are all really kickass options), and go to town with your bow. Get Good Hope as a spell along with Heroism and Greater Heroism; use UMD and wands to deal with status effect issues.
Paladins, too, can be built as support characters while being kickass archers. Their mercies can deal with a lot more than you'd think, their damage is fine, and their Lay on Hands healing can be really impressive.
If you do decide to be a paladin, the base paladin, the Divine Hunter, and this weird but cool archetype are all good choices. Others can probably advise you on what feats and such to take.
Overall, I think an elven or halfling cleric or a bard of some sort are your coolest options.

Letric |

Inlaa, don´t get me wrong. I would love to make a Bard Archer, it was my first idea. But it would seem we will be lacking a Divine Character with removal.
There are 2 options, either just run without it and the party will take care or run an Archer Divine.
I don´t think Cleric is going to be a nice Archer, I just don´t see how I will be possibly getting the necessary feats.
I´m gonna be checking Inquisitor, Oracle and Warpriest, maybe all of them can work.
Maybe Oracle is the best for full Spellcasting, or at least not so late acquisition of Removal Spells.
I love the idea of a Halfling slinger, I will be checking this information. So far Warpriest seems cool because I can apply enhancements on the fly

Melkiador |

The warpriest gets the most common removal options in a fairly timely manner. Lesser restoration one level later than a cleric and the same level as an oracle. And the spell level 3 removals 2 levels later than a cleric and one level later than an oracle.
The good thing about being a prepared caster is that you won't limit your character by having to add these to a list of spells known. And you also have the option to leave some spell slots open, to fill in through the day as needed.

Saldiven |
avr wrote:Actually war priests do get spontaneous casting of cure spells.Warpriests suck at channeling, even without the fact it uses 2 points from the same pool as they use for swift-action buffing. They don't get spontaneous casting of cures and they have few enough spell slots that they'll want to reserve most of them for buffs and utility. On the plus side the fact these spells are on their list means that they can use scrolls/wands of them without UMD checks.
And who cares if Warpriests "suck at channeling" when channeling kind of sucks anyway (unless you invest a lot to make it decent).

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You can also do a ranged Oradin (see build below). You'll be healing everyone via life link and channels. You'll have remove conditions from the Oracle list that you can cast spontaneously. I've posted this a few times recently, but you can swap the Warsighted archetype for Spirit Guide to have even more spell flexibility with the oracle side. You will not be as good an archer as the Warpriest, but you will still lay down some good arrow fire while providing great group healing without spending an action (other than a swift to lay hands on yourself).
Suggested Build:
Class Paladin (Divine Hunter) 2 / Oracle (Warsighted) 4 / Paladin (Divine Hunter X)
Race Half Elf
Deity Erastil
Traits:
1 - Dead Eye Bowman (must worship Erastil - ignore 1 rank of soft cover for ranged attacks with bow)
2 - Magical Knack or Blessed Touch
Revelation - Life
Curse - Legalistic or Powerless Prophecy
STATS Level 1
STR 12
DEX 16 (14 + 2 from half elf)
CON 15
INT 10
WIS 7
CHA 16
STATS Level 11
STR 12
DEX 18 (14 + 2 from half elf + 2 from ioun stone)
CON 20 (15 + 1 at level 4 + 4 from belt of con)
INT 10
WIS 8 (7 + 1 at level 8)
CHA 20 (16 + 4 head band of CHA)
Feats/Revelation
1 - Level - Feat - Fey Foundling (more +2 per die rolled when you are magically healed)
1 - Class - Feat - Precise Shot (ignore -4 from ranged into melee)
1 - Race - Feat - Skill Focus (Knowledge - Religion)
3 - Level - Feat - Extra Revelation (Life Mystery - Life Link or Channel)
3 - Class - War Sighted - Add an extra combat feat a # of times per day (should add as follows - Point Blank Shot/Rapid Shot/Many Shot)
5 - Level - Feat - Point Blank Shot
5 - Class - Revelation - Life Link or Channel (whatever wasn't taken at level 3)
7 - Level - Feat - Eldritch Heritage (Arcane) - Provides a Familiar
- Take the Green Sting Scorpion and apply the Protector Familiar Archetype. Give him Skill Focus (perception or Stealth) and put the one skill point in the other skill (turns the scorpion into a awesome scout). Scorpion gives you a +4 to initiative (i.e., a free feat). Protector Archetype gives you and your familiar Shield Other so you can split damage you take with your familiar 50-50 (note familiars always have half your current HP). Protector gives combat reflexes and loyal bodyguard so your familiar can use one AoO as an aid another action if he is in your square to give you +2 AC per successful DC10 check. Scorpion has a +3 dex mod (so 4 AoO) so potentially +2 AC to 4 different enemies or up to +8 AC to one enemy without needing to threaten it. Note that the life sharing is gained at character level 7 (familiar level 5) so taking this before level 7 doesn't get you that much compared to completing your ranged feat chains or healing chains.
TLDR - 1 Feat = +4 initiative, 50% increase in HP, up to +8 AC to one target or +2 AC to 4 targets, scouting familiar with telepathic communication.
9 - Level - Feat - Rapid Shot or Greater Mercy or Extra Channel or Extra Lay on Hands
11 - Level - Feat - Rapid Shot or Greater Mercy or Extra Channel or Extra Lay on Hands
Level Progression:
1 - Paladin 1 - Free Feat, Smite 1/day, Detect Evil
2 - Paladin 2 - Lay on Hands, Divine Grace (CHA to all saves)
3 - Paladin 2 / Oracle 1 - Floating combat feat, spells from oracle, Mystery 1 (life Link)
4 - Paladin 2 / Oracle 2 - Mystery Spell 1
5 - Paladin 2 / Oracle 3 - Mystery 2 (Channeling)
6 - Paladin 2 / Oracle 4 - Level 2 Oracle Spells
7 - Paladin 3 / Oracle 4 - Aura of Percise Shot, Mercy 1
8 - Paladin 4 / Oracle 4 - Channel Energy (paladin pool), Smite Evil 2/day, Paladin Spells (take Hero's Defiance for immediate lay on hands to stay up if dropped below 0, can use as an immediate action and doesn't expend lay on hands charge, +1D6 for the heal)
9 - Paladin 5 / Oracle 4 - Divine Bond (archetype adds ranged specific options, great for a +1 bow)
10 - Paladin 6 / Oracle 4 - Distance Lay on Hands (archetype swaps out mercy which sort of sucks)
11 - Paladin 7 / Oracle 4 - Smite Evil 3/day, Level 2 Paladin Spells
Roles:
1 - Health Battery - When someone you life linked is damaged, take up to 5 damage to yourself. You use swift action lay on hands to heal yourself, giving the front liners Fast Healing 5. Works instantly and can be cancelled as an instant action if it'll kill you. Familiar adds to your health pool by 50% your HP (scales up with you). Certain Feats or Paladin spells will keep you dipping below 0, instantly gaining a bunch of HP and being a healing totem for the entire party. Also grab the shield another level 2 oracle spell so you can take 50% of damage dealt to a particular person (scales better at higher levels than only taking 5 at a time).
2 - Archer - Decent Archer Damage Full round actions for putting out the most arrows. Since most healing is on a swift action and done at range you don't need to move to people and waste your turn. You have your full move/standard or full round action to deal damage and heal the party.
3 - Scout - Familiar at level 7 gives you scouting abilities (send him out and let him provide you information). Also you can use his darkvision and perception scores for your own rolls to notice things.
4 - General Healer - Take various general buffs as an oracle or remove X conditions.
5 - Buffing - Able to provide level 1 buffing spells.
6 - Face - You'll still have great CHA in this build.
Items:
- Belt of Con +4
- Efficient Quiver
- Dark Life Ring
- Boots of Earth
- Bracers of the Merciful Knight
- Pearl of Power (to reuse Paladin's Hero's Defiance)
- Ioun Stone - Deep Red (bump to Dex to increase to hit on bow).
- AoNA
- RoP
- Bow with +1 Seeking enchantment
- Durable Mithral/Adamantine/Cold Iron arrows.
- +X Mithral Agile Breastplate or Kikko

Inlaa |

I love the idea of a Halfling slinger, I will be checking this information. So far Warpriest seems cool because I can apply enhancements on the fly
I've been tinkering with one myself. Further down the page you can see where I start working with a Warpriest build instead of a Fighter one.
The biggest issue is that your standard action will never be Manyshot, which is sad. However, you CAN hit multiple enemies with one sling bullet instead. It's a trade-off.
I think I forgot to put a turn dedicated to activating weapon style in my calculations, but if you know a fight is about to happen you can do that before hand. (Quip to the GM as quickly as possible: "I enter my combat style stance!" when you're pretty sure trouble is coming.)

psychie |
I have played a few Warpriests, and while none of them were archers, I did see that the air blessing would be great for a ranged combat build (you remove all range increment penalties on the minor blessing, and can fly on the major blessing).
Also, on the whole bit about weak channeling, yes I've only ever felt the need to channel exactly once (as in people needed heals, and I did not have any better choices), but really, with the right build, you don't really need to channel, because most Warpriest builds have sufficient defenses to the point where if someone is downed in melee and thus needs a heal "right now," it is a fairly simple matter to just walk up, pick the guy up, and walk out to heal out of melee. (charm and glory blessings are the best for this, but ones that give less extreme buffs to your defenses should also be sufficient, in most circumstances)
And in terms of condition removal, yeah you are getting those a tad later than clerics, but with smart usage of items you can make up for it at early levels (although I've only had need for those spells before having them very rarely, as in two or three times, over the course of the adventuring careers of four Warpriests), just make sure that potions/wands/scrolls are available in some way or another, and get them. By the time you will really be needing those spells more than occasionally, you will be able to cast them. Also, there really isn't a third level spell that will dominate your preps like there are for first, fourth, and, to a lesser degree, seconds, and since, as I recall, most of those condition removal spells are third level, if you really feel like you will be needing them frequently, just prep one of all the ones you feel like you have to have just in case.

Melkiador |

...if you really feel like you will be needing them frequently, just prep one of all the ones you feel like you have to have just in case.
I agree with about everything you said, but I wouldn't pre-prep most of those spells. Spells like that are why you leave a few spell slots open when you do your first spell prep of the day.

Letric |

My first character what a Warpriest (Molthuni Arsenal Chaplain). He is a boss in combat. Honestly I prep every spell as Divine Favour and swfit cast it in the first round of combat. I have such a high to hit that rapid shot + deadly aim almost always hits. I put my build below, but honestly, with Weapon Training and using my level as BAB for qualifying for my bonus combat feats (i.e., grab cluster shot, many shot, etc. as a full BAB class) I'm not behind at all and am buffing myself. See my build below:
This sounds interesting. I´m still not sure about Race, but I thought that Warpriest was the best option to get Removal.
My major problem/fear is not having Channel or not having the right Removal Spell in time.We always play APs, so if I need to remove a condition and I don´t have the spell, it could be problematic. I know there are scrolls, so that covers it.
My idea is to be an Archer who can support the party if needed, but overall I´d rather deal damage.
If I can make a decent Archer with a Cleric, I´m all for it, but so far I´ve noticed that there´s no way to get enough feats to make it viable, and I personally despise Elves, the penalty to CON is just to big imo.

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You seem overly focused, (in my opinion) on "Removal Spell(s)". The truth of the matter, at least in my experience, is that half the time, even if you have access to the right Remove this or that spell, you either don't have it prepared, don't have it prepared ENOUGH, or it's just not that important at the moment. It's a very rare occasion I can think of that not having a specific condition removal spell might have put the party at a very serious disadvantage, or worse, risked one or more players sitting a game or fight out. Of those, Fear, Paralysis, and Curses seem to be the biggest ones I remember, and they are, generally speaking, fairly easy for the other characters, to make themselves strong against.
An archer really doesn't need that many Feats to be good. They might not be overly powerful, but honestly, Point-Blank (mostly a prereq), Precise Shot, and Rapid/Many Shot are all you really need. Everything else is nice. Using Wisdom for Attack, an extra +1/+2 to hit, +2/+4 to damage, are nice, but hardly required. Ranged Power Attack is great, too, but not something you need right off the bat.
Greater Magic Weapon can help you stay very competitive using your monies on other enhancements, arrows, and even more party scrolls.

Letric |

You seem overly focused, (in my opinion) on "Removal Spell(s)". The truth of the matter, at least in my experience, is that half the time, even if you have access to the right Remove this or that spell, you either don't have it prepared, don't have it prepared ENOUGH, or it's just not that important at the moment. It's a very rare occasion I can think of that not having a specific condition removal spell might have put the party at a very serious disadvantage, or worse, risked one or more players sitting a game or fight out. Of those, Fear, Paralysis, and Curses seem to be the biggest ones I remember, and they are, generally speaking, fairly easy for the other characters, to make themselves strong against.
An archer really doesn't need that many Feats to be good. They might not be overly powerful, but honestly, Point-Blank (mostly a prereq), Precise Shot, and Rapid/Many Shot are all you really need. Everything else is nice. Using Wisdom for Attack, an extra +1/+2 to hit, +2/+4 to damage, are nice, but hardly required. Ranged Power Attack is great, too, but not something you need right off the bat.
Greater Magic Weapon can help you stay very competitive using your monies on other enhancements, arrows, and even more party scrolls.
So I can easily be a Warpriest and have several Scrolls in case I need them.
I might not have enough slots for many things, but it seems Warpriest is the way to go if I want to do a lot of damage.If I wanted a more support oriented character, Cleric should be the way to go. The only issue I have with cleric is the fact that I don´t get Weapon Proficiency in Longbow and I don´t enjoy being locked on deities just to get proficiency. I could always get Fighter 1 to get the necessary feats and proficiencies.
I´m a bit confused about how Weapon training works. A warpriest archetypes gets it at level 5, what do I get exactly and why is it so important?

Letric |

So, I was considering this build:
Half Orc
Sacred Tatoo
Maybe another thing if something available
Traits
Fate´s Favored
Magical Lineage Divine Favor
Fighter 1 - Point Blank Shot, Precise Shot
Cleric 1 -
Cleric 2 - Rapid Shot
Cleric 3
Cleric 4 - Deadly Aim
Cleric 5 -
Cleric 6 - Quicken Spell Divine Favor as 4th Slot
Cleric 7 -
Cleric 8 - Many Shot
Do you think this is good enough for a Support/Cleric? I could always replace Quicken Spell with Weapon Focus and maybe use a Rod of Quicken?

avr |

Weapon Training has two neat advantages. First it's a bonus which stacks with everything (and Gloves of Duelling can add +2 more when you can afford them). Second it lets you take Advanced Weapon Training feats which include some nice options - Warrior Spirit and maybe Versatile Training might stand out to you, or maybe Inspiring Confidence to remove the fear conditions from your allies.
Edit: on the Fighter/Cleric build Quicken Spell rods cost the earth and swapping them out tends to cost actions. Stick with the feat. And yes, a cleric with spells delayed one character level is definitely still good at their job.

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If I wanted a more support oriented character, Cleric should be the way to go. The only issue I have with cleric is the fact that I don´t get Weapon Proficiency in Longbow and I don´t enjoy being locked on deities just to get proficiency. I could always get Fighter 1 to get the necessary feats and proficiencies.
A Cleric 18/Ranger (2) is not too bad, either, granting both Proficiency and a bit of the Feats, will play well with your likely Light Armor, high Dex, mobility build, and offering a touch of versatility and skill points.
Erastil, Cernunnos, Ketephys, Kroina, Skode, and Yimancha all offer the Longbow.
Neith and Sinashakti offer Short bows, and there are plenty of deities that offer different Crossbows, Blowguns, Thrown weapons, etc. . .
The only gear they have is a +1 Comp Longbow (+1Str) and a +1 Chain shirt.
Unnamed Hero
Human (Ulfen) cleric of Erastil 3/ranger 2
LG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +12
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Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 35 (5 HD; 3d8+2d10+5)
Fort +7, Ref +7, Will +6
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 composite longbow +5/+5 (1d8+7/×3)
Special Attacks channel positive energy 4/day (DC 12, 2d6), combat style (archery), favored enemy (monstrous humanoids +2)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
. . 6/day—calming touch (1d6+3)
Cleric Spells Prepared (CL 3rd; concentration +6)
. . 2nd—remove paralysis, resist energy, shield other[D]
. . 1st—ant haul[APG] (DC 14), bless[D], divine favor, obscuring mist
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic
. . D Domain spell; Domains Community, Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 12
Base Atk +4; CMB +5; CMD 18
Feats Deadly Aim, Opening Volley[UC], Point-Blank Shot, Precise Shot, Rapid Shot
Traits armor expert, deadeye bowman
Skills Climb +5, Diplomacy +8, Handle Animal +6, Heal +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Sense Motive +7, Spellcraft +5, Stealth +11, Survival +7, Swim +5; Racial Modifiers +1 Perception
Languages Common, Shoanti, Skald
SQ eyes of the hawk, track +1, wild empathy +3
Other Gear +1 chain shirt, +1 composite longbow (+1 Str), 150 gp
--------------------
Special Abilities
--------------------
Calming Touch (1d6+3 nonlethal damage, 6/day) (Sp) Heal 1d6+3 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Favored Enemy (Monstrous Humanoids +2) (Ex) +2 to rolls vs. Favored Enemy (Monstrous Humanoids) foes.
Opening Volley Successful ranged attack grants +4 on next melee attack roll
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.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Unnamed Hero
Human (Ulfen) cleric of Erastil 5
LG Medium humanoid (human)
Init +3 (+5 during surprise rounds); Senses Perception +5
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 33 (5d8+5)
Fort +5, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft.
Ranged +1 composite longbow +5/+5 (1d8+5/×3)
Special Attacks channel positive energy 4/day (DC 13, 3d6)
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—calming touch (1d6+5)
Cleric Spells Prepared (CL 5th; concentration +8)
. . 3rd—daylight, fly[D], remove disease
. . 2nd—calm emotions (DC 15), remove paralysis, shield other[D], silence (DC 15)
. . 1st—ant haul[APG] (DC 14), bless[D], divine favor, obscuring mist, remove fear
. . 0 (at will)—detect magic, enhanced diplomacy, guidance, read magic
. . D Domain spell; Domains Community, Animal (Feather[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Traits armor expert, deadeye bowman
Skills Diplomacy +9, Fly +10, Heal +10, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +6, Perception +5, Sense Motive +10, Spellcraft +5; Racial Modifiers +2 Perception
Languages Common, Shoanti, Skald
SQ animal companion, eyes of the hawk
Other Gear +1 chain shirt, +1 composite longbow (+1 Str), 150 gp
--------------------
Special Abilities
--------------------
Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Calming Touch (1d6+5 nonlethal damage, 6/day) (Sp) Heal 1d6+5 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 3d6 (4/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Eyes of the Hawk (+2 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
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.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
This one I game a +1 Longbow (+1 Str), +1 Agile Breastplate, and a +1 Morningstar just because Favored Weapon
Unnamed Hero
Human warpriest of Milani 5 (Pathfinder RPG Advanced Class Guide 60)
Medium humanoid (human)
Init +7; Senses Perception +2
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 38 (5d8+10)
Fort +6, Ref +4, Will +6
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 morningstar +6 (1d8+3)
Ranged +1 composite longbow +6/+6 (1d8+5/×3)
Special Attacks blessings 5/day (Healing: powerful healer, Protection: increased defense), channel positive energy 2/day (DC 14, 2d6), fervor 4/day (2d6), sacred weapon (1d8, +1, 5 rounds/day)
Warpriest Spells Prepared (CL 5th; concentration +7)
. . 2nd—aid, bull's strength, remove paralysis
. . 1st—bless, divine favor, divine favor, endure elements, remove fear
. . 0 (at will)—bleed (DC 12), detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +5; CMD 18
Feats Deadly Aim, Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits armor expert, fate's favored
Skills Acrobatics +1 (-3 to jump), Climb +7, Diplomacy +5, Handle Animal +5, Heal +7, Intimidate +4, Knowledge (religion) +4, Sense Motive +6, Spellcraft +5, Survival +7
Languages Common
Other Gear +1 agile breastplate[APG], +1 composite longbow (+1 Str), +1 morningstar, 150 gp
--------------------
Special Abilities
--------------------
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Fervor (2d6, 4/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
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 Weapon +1 (5 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 2d6 (2/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
None are super optimized, but I did try to keep "Remove Spells" in mind.

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Unnamed Hero
Human (Ulfen) paladin (divine hunter) 5 (Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (human)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+7 armor, +2 Dex)
hp 44 (5d10+10)
Fort +9, Ref +6, Will +7
Immune disease
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 longbow +5/+5 (1d8+6/×3)
Special Attacks channel positive energy 2/day (DC 15, 3d6), smite evil 2/day (+3 attack and AC, +5 damage)
Paladin Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect evil
Paladin (Divine Hunter) Spells Prepared (CL 2nd; concentration +5)
. . 1st—hero's defiance[APG], lesser restoration
--------------------
Statistics
--------------------
Str 14, Dex 14, Con 14, Int 12, Wis 10, Cha 16
Base Atk +5; CMB +7; CMD 19
Feats Deadly Aim, Eclectic[APG], Point-Blank Shot, Precise Shot, Rapid Shot
Traits armor expert, cleansing light
Skills Acrobatics +0 (-4 to jump), Diplomacy +10, Handle Animal +7, Heal +5, Knowledge (nobility) +5, Knowledge (religion) +9, Ride +5, Sense Motive +8, Spellcraft +9
Languages Celestial, Common, Skald
SQ divine bond, lay on hands 5/day (2d6), mercy (fatigued), shared precision
Other Gear +1 agile breastplate[APG], +1 longbow, 150 gp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond +1 (5 minutes) (Su) Add bonus/properties to ranged weapon. Add distance/reliable/seeking to list.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6 hit points, 5/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Fatigued) (Su) When you use your lay on hands ability, it also removes the fatigued condition.
Paladin Channel Positive Energy 3d6 (2/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Shared Precision (Su) When hit foe with ranged attack, all allies in 10 ft gain Precise Shot vs. that foe.
Smite Evil (2/day) (Su) +3 to hit, +5 to damage, +3 deflection bonus to AC when used.
Unnamed Hero
Human (Ulfen) inquisitor of Sarenrae 5 (Pathfinder RPG Advanced Player's Guide 38)
LG Medium humanoid (human)
Init +6; Senses Perception +11
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 33 (5d8+5)
Fort +5, Ref +4, Will +7
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 longbow +5/+5 (1d8+4/×3)
Special Attacks bane (5 rounds/day), judgment 2/day
Domain Spell-Like Abilities (CL 5th; concentration +8)
. . 6/day—rebuke death (1d4+2)
Inquisitor Spell-Like Abilities (CL 5th; concentration +8)
. . At will—detect alignment, discern lies (5 rounds/day)
Inquisitor Spells Known (CL 5th; concentration +8)
. . 2nd (3/day)—remove paralysis, lesser restoration, shield other
. . 1st (5/day)—bless, deadeye's lore[UC], protection from evil, remove fear
. . 0 (at will)—brand[APG] (DC 13), create water, detect magic, detect poison, guidance, light
. . Domain Healing (Resurrection[APG] subdomain)
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 12
Base Atk +3; CMB +4; CMD 17
Feats Combat Medic[UC], Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot
Traits armor expert, beacon of faith
Skills Acrobatics +1 (-3 to jump), Bluff +5, Climb +5, Diplomacy +8, Heal +11, Intimidate +7, Knowledge (religion) +9, Perception +11, Ride +6, Sense Motive +13, Spellcraft +8, Stealth +9, Survival +7, Swim +3
Languages Celestial, Common, Skald
SQ monster lore +3, solo tactics, stern gaze +2, track +2
Other Gear +1 agile breastplate[APG], +1 longbow, 150 gp
--------------------
Special Abilities
--------------------
Bane (+2 / 2d6, 5 rounds/day) (Su) Make the weapon you are holding a bane weapon.
Combat Medic May take 10 and not provoke attacks of opportunity when using Heal
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Alignment (At will) (Sp) Detect chaos, evil, good, or law at will.
Discern Lies (5 rounds/day) (Sp) Discern Lies at will
Inquisitor Domain (Resurrection)
Judgment (2/day) (Su) Variable bonuses increase as the combat continues.
Monster Lore +3 (Ex) +3 to Knowledge checks when identifying the weaknessess of creatures.
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.
Rebuke Death (6/day) (Sp) As a standard action, touch heals 1d4+2 dam to negative HP target.
Solo Tactics (Ex) Count Teamwork feats as if your allies had the same ones.
Stern Gaze +2 (Ex) +2 to Sense Motive and Intimidate.
Track +2 Add the listed bonus to survival checks made to track.
Unnamed Hero
Half-elf oracle 3/paladin (divine hunter) 2 (Pathfinder RPG Advanced Player's Guide 42, Pathfinder RPG Ultimate Combat 62)
LG Medium humanoid (elf, human)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 36 (5 HD; 3d8+2d10+5)
Fort +8, Ref +7, Will +10; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Ranged +1 composite longbow +5/+5 (1d8+7/×3)
Special Attacks channel positive energy 4/day (DC 14, 2d6+1), smite evil 1/day (+3 attack and AC, +2 damage)
Paladin Spell-Like Abilities (CL 2nd; concentration +5)
. . At will—detect evil
Oracle Spells Known (CL 3rd; concentration +6)
. . 1st (6/day)—bless, cure light wounds, detect undead, protection from evil, remove sickness[UM] (DC 14)
. . 0 (at will)—create water, detect magic, enhanced diplomacy, guidance, read magic
. . Mystery Life
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 12, Cha 16
Base Atk +4; CMB +5; CMD 18
Feats Deadly Aim, Point-Blank Shot, Precise Shot, Rapid Shot, Skill Focus (Diplomacy)
Traits armor expert, blessed touch
Skills Acrobatics +1 (-3 to jump), Diplomacy +13, Handle Animal +7, Heal +9, Knowledge (history) +6, Knowledge (planes) +7, Knowledge (religion) +7, Perception +3, Sense Motive +6, Spellcraft +6, Survival +6; Racial Modifiers +2 Perception
Languages Common, Elven
SQ elf blood, lay on hands 4/day (1d6+2), oracle's curse (legalistic), revelations (life link, channel), vow to self
Other Gear +1 agile breastplate[APG], +1 composite longbow (+1 Str), 150 gp
--------------------
Special Abilities
--------------------
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Lay on Hands (1d6+2 hit points, 4/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Life Link (3 max bonds, 130 feet) (Su) As a standard action, establish bond that drains your HP to heal others who have taken 5 dam.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Oracle Channel Positive Energy 2d6+1 (4/day, DC 14) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
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.
Smite Evil (1/day) (Su) +3 to hit, +2 to damage, +3 deflection bonus to AC when used.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

Letric |

Both Inquisitor and Warpriest are the same on Spells, favoring I think the Warpriest because it has access to all cleric spells.
On the other side Warpriest can get access to Gloves of Dueling through Archetype and a lot of Bonus feats, and also counting her BAB as full for prerequisites.
Inquisitor on the other hand loses on some spells and gains Judgement and Bane, which are awesome abilities and lots of statics damage.
The only downside of Inquisitor is the fact that I´ve found nothing good to replace Teamwork Feats, which are useless for Ranged Characters.
For a second I thought that Cleric was better because I can get off a lot of Divine Favor, but I´m not so sure.
Also Inquisitor 6 Skill Points is much more useful and I can be the party knowledge guy if required.
Is 1d8+5 twice in a round enough damage at level 5? How does it scale later?
EDIT= I don´t like the Paladin ones because Paladin. I always try to avoid them because of Alignments and such.
I think it all depends on what I wanna do. What I´m noticing is that if I go the Cleric route, eventually I will end up using more spells than attacking, which is not the idea.
So it all goes down to Warpriest or Inquisitor. The amount of spells is the same, so is the starting WIS required.
I really wanted to go something like halfling or gnome because of the +1 to hit and small size, but needing so many feats I´m not sure is possible.
Inquisitor overall seems to be a better choice, I think, if I want more damage.

Darksol the Painbringer |

Both Inquisitor and Warpriest are the same on Spells, favoring I think the Warpriest because it has access to all cleric spells.
On the other side Warpriest can get access to Gloves of Dueling through Archetype and a lot of Bonus feats, and also counting her BAB as full for prerequisites.
Inquisitor on the other hand loses on some spells and gains Judgement and Bane, which are awesome abilities and lots of statics damage.
The only downside of Inquisitor is the fact that I´ve found nothing good to replace Teamwork Feats, which are useless for Ranged Characters.
For a second I thought that Cleric was better because I can get off a lot of Divine Favor, but I´m not so sure.
Also Inquisitor 6 Skill Points is much more useful and I can be the party knowledge guy if required.Is 1d8+5 twice in a round enough damage at level 5? How does it scale later?
True, but Inquisitor does have some other goodies, like Wrath, which can supplement itself better than the Warpriest (because it stacks and can also cast Divine Favor, I think). There's also Bane and Judgements, plus a Domain (or Inquisition) that can equally supplement themselves over whatever silly blessings the Warpriest gets. (Warpriest has better defensive options, Inquisitor better offensive options.)
Sure, but again, it requires archetypes. Base Warpriests don't get that benefit, and they do sacrifice other options in exchange, which some won't view as worthwhile.
The Inquisitor can also replace the Teamwork Feats through archetypes. The Preacher archetype seems especially cool (and replaces only the Teamwork Feats, so it's definitely worthwhile to invest in).
I do second the Skill Ranks being much more valuable for a ranged character, since they will have more important things to do with their skills than a dumb melee character.

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From the examples above, which I tried to make fairly similar, but also tailor a bit to the class:
<All already have Point-Blank Shot, Precise Shot, Rapid Shot, and Deadly Aim on and accounted for.
Cleric/Ranger:
Init +3 (+5 during surprise rounds)
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 35 (5 HD; 3d8+2d10+5)
Fort +7, Ref +7, Will +6
Speed 30 ft.
Ranged +1 composite longbow +5/+5 (1d8+7/×3)
Skills Climb +5, Diplomacy +8, Handle Animal +6, Heal +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (geography) +5, Knowledge (history) +5, Knowledge (nature) +5, Knowledge (nobility) +5, Knowledge (planes) +5, Knowledge (religion) +5, Perception +12, Sense Motive +7, Spellcraft +5, Stealth +11, Survival +7, Swim +5
vs
Cleric:
Init +3 (+5 during surprise rounds)
AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex)
hp 33 (5d8+5)
Fort +5, Ref +4, Will +7
Speed 30 ft.
Ranged +1 composite longbow +5/+5 (1d8+5/×3)
Skills Diplomacy +9, Fly +10, Heal +10, Knowledge (arcana) +5, Knowledge (history) +5, Knowledge (nature) +6, Knowledge (planes) +5, Knowledge (religion) +6, Perception +5, Sense Motive +10, Spellcraft +5
vs
Inquisitor:
Init +6
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 33 (5d8+5)
Fort +5, Ref +4, Will +7
Speed 20 ft
Ranged +1 longbow +5/+5 (1d8+4/×3)
Skills Acrobatics +1 (-3 to jump), Bluff +5, Climb +5, Diplomacy +8, Heal +11, Intimidate +7, Knowledge (religion) +9, Perception +11, Ride +6, Sense Motive +13, Spellcraft +8, Stealth +9, Survival +7, Swim +3
vs
Warpriest:
Init +7
AC 20, touch 13, flat-footed 17 (+7 armor, +3 Dex)
hp 38 (5d8+10)
Fort +6, Ref +4, Will +6
Speed 20 ft
Ranged +1 composite longbow +6/+6 (1d8+5/×3)
Skills Acrobatics +1 (-3 to jump), Climb +7, Diplomacy +5, Handle Animal +5, Heal +7, Intimidate +4, Knowledge (religion) +4, Sense Motive +6, Spellcraft +5, Survival +7
One other special note is I put all Favored Class Bonuses into +1/6 Bonus Feats, which would kick in next level.

Letric |

True, but Inquisitor does have some other goodies, like Wrath, which can supplement itself better than the Warpriest (because it stacks and can also cast Divine Favor, I think). There's also Bane and Judgements, plus a Domain (or Inquisition) that can equally supplement themselves over whatever silly blessings the Warpriest gets. (Warpriest has better defensive options, Inquisitor better offensive options.)Sure, but again, it requires archetypes. Base Warpriests don't get that benefit, and they do sacrifice other options in exchange, which some won't view as worthwhile.
The Inquisitor can also replace the Teamwork Feats through archetypes. The Preacher archetype seems especially cool (and replaces only the Teamwork Feats, so it's definitely worthwhile to invest in).
I do second the Skill Ranks being much more valuable for a ranged character, since they will have more important things to do with their skills than a dumb melee character.
I agree on Preaacher! It´s the only archetypes who´s awesome enough and only replaces things I don´t need.
I think I´m favoring the Inquisitor solely because of the amount of Skill Points.I can easily go S14 D16 C12 I12 W14 C7 if I´m maxing stuff, starting with a 18 in DEX. If I go Halfling I trade +1 hit for 1 damage or just human or half orc, which I prefer for Darkvision and Fate´s Favored.
That's 7 SP per level. Besides Perception, I can focus on whatever I want. Some Knowledge or other stuff.

Darksol the Painbringer |

Sorry fo double post, I can´t edit.
Around level 8-9 does Warpriest pulls ahead? I´m not sure what other feats are necessary for archery.
PBS, Precise, Rapid and Manyshot is all I can think of. What else is necessary?How do I get additional damage? Through Divine Favor?
Deadly Aim for the Ranged Power Attack equivalent. (Also helps with damage, though costs accuracy to do so.)
From there, it's all up to you.
You would probably want things like Point Blank Master (if you can acquire it; Warpriests can with a Bonus Feat), Snap Shot (and it's improved forms), as well as Improved Precise Shot (no soft cover on your attacks, meaning allies can position themselves elsewhere. These are, of course, optional, so if you don't want to spend the feats on them, then you won't hurt if you don't have them, though they can still certainly be useful.
I suppose I underestimated the Warpriest bonus feats, since they can get access to some pretty exclusive stuff. Inquisitor is still very scary, though, due to Judgements, Bane, and so on.
**EDIT** Bonus points for Conversion Inquisition, so Charisma is pointless and you can actually be a solid Face character.

Letric |

Deadly Aim for the Ranged Power Attack equivalent. (Also helps with damage, though costs accuracy to do so.)From there, it's all up to you.
You would probably want things like Point Blank Master (if you can acquire it; Warpriests can with a Bonus Feat), Snap Shot (and it's improved forms), as well as Improved Precise Shot (no soft cover on your attacks, meaning allies can position themselves elsewhere. These are, of course, optional, so if you don't want to spend the feats on them, then you won't hurt if you don't have them, though they can still certainly be useful.
I suppose I underestimated the Warpriest bonus feats, since they can get access to some pretty exclusive stuff. Inquisitor is still very scary, though, due to Judgements, Bane, and so on.
**EDIT** Bonus points for Conversion Inquisition, so Charisma is pointless and you can actually be a solid Face character.
Yeah, Warpriest makes a difference there. The only spell is Wrath, which Cleric doesn´t have.
At first I though Cleric was the best option, but if I want to deal damage Cleric will lag in damage and eventually I will end up casting more spells than using my bow. Even with Crusader Archetype that´s only 2 extra feats at level 5, which is nothing compared to Warpriest or Inquisitor.
Inquisitor has the downside of having TW Feats, which is basically a wasted feature.
Regarding Domains, well, I can´t make up my mind yet. Feather is really powerful, mostly because of the Fly spell and bonus to Perception, but I don´t like the Animal Companion part. It´s mostly a useless feature because I can´t mount it due to size and penalties to attack.
I could potentially use it as something to Escape Route or lookout to get additional Initiative roll.
If I can live with 3 Skill Points per level I can get Warpriest. If a Knowledge guy is required, I have to go Inquisitor and focus on that.
If party face is missing, there´s always the Conversion Inquisition.

Chess Pwn |

clerics can go evangelist cleric with heroism domain. at lv7 you standard action buff, divine power is the best, move action inspire courage for the party, buffing you too, and swift action mass heroism from your domain. This is giving you +6 to hit and +4 damage per arrow. and giving your party +4 to hit and +2 damage. Or you cast prayer as your standard buff, putting you to +5 for +3, but your party is also at +5 for +3.
Yes it's not the most DPR archer in just it's stats the selfish WP and inq having better personal DPR. But you're providing lots of team buffs too.
And nothing forces a cleric to cast more spells then they use their bow in combat. For a weapon cleric, buff spells are pretty much the only spells you'd be casting in combat, and buff spells normally only go down round 1. meaning you're casting in combat as much as the inquisitor is.

Darksol the Painbringer |

Darksol the Painbringer wrote:
Deadly Aim for the Ranged Power Attack equivalent. (Also helps with damage, though costs accuracy to do so.)From there, it's all up to you.
You would probably want things like Point Blank Master (if you can acquire it; Warpriests can with a Bonus Feat), Snap Shot (and it's improved forms), as well as Improved Precise Shot (no soft cover on your attacks, meaning allies can position themselves elsewhere. These are, of course, optional, so if you don't want to spend the feats on them, then you won't hurt if you don't have them, though they can still certainly be useful.
I suppose I underestimated the Warpriest bonus feats, since they can get access to some pretty exclusive stuff. Inquisitor is still very scary, though, due to Judgements, Bane, and so on.
**EDIT** Bonus points for Conversion Inquisition, so Charisma is pointless and you can actually be a solid Face character.
Yeah, Warpriest makes a difference there. The only spell is Wrath, which Cleric doesn´t have.
At first I though Cleric was the best option, but if I want to deal damage Cleric will lag in damage and eventually I will end up casting more spells than using my bow. Even with Crusader Archetype that´s only 2 extra feats at level 5, which is nothing compared to Warpriest or Inquisitor.
Inquisitor has the downside of having TW Feats, which is basically a wasted feature.
Regarding Domains, well, I can´t make up my mind yet. Feather is really powerful, mostly because of the Fly spell and bonus to Perception, but I don´t like the Animal Companion part. It´s mostly a useless feature because I can´t mount it due to size and penalties to attack.
I could potentially use it as something to Escape Route or lookout to get additional Initiative roll.If I can live with 3 Skill Points per level I can get Warpriest. If a Knowledge guy is required, I have to go Inquisitor and focus on that.
If party face is missing, there´s always the Conversion Inquisition.
Wrath would stack with Divine Favor/Power (though not Heroism, ironically enough, although it scales better than it until Greater Heroism, and costs only a level 1 spell slot).
That's the problem with a Full Spellcaster list; you're going to be valued more for your spells (especially in the lategame) than your other in-combat contributions, simply because being a Full Spellcaster is the strongest thing in the game.
As for the Feather Domain, getting an Animal Companion equal to your level - 3 can be fixed with the Boon Companion feat. Also, getting a bird companion isn't the worst thing. Sure, you can't ride it (and you'd need even more feats in an already feat-intensive combat option), but it can still serve as a secondary attacker/flanker for your allies. (I'm assuming it's Small-size, or will scale to Small size.)
While Fly is powerful for a Cleric, it's also only usable 1/day unless you get the ability to spontaneously spellcast Domain spells; if you want flight stuff, may I recommend Winged Boots, as Blessing of Fervor is a thing you can cast.

avr |

It may have got lost above, but a grenadier alchemist actually makes a good archer, and at least as good a condition healer as a warpriest. Better in some ways since they can leave a slot open and prepare an extract in one minute. With infusion they can give cures or condition heals to other players to self-administer if so desired. They won't ever get raise dead is the only downside. The chirurgeon archetype gets breath of life, but isn't compatible with grenadier and so isn't as good an archer.
As an archer explosive missile is fun, and adding hybridized acid/fire (etc.) to your arrows is another nice trick. These are your main in-combat buffs. Though admixture extracts have their points if you're using multiple explosive missiles, and defensive or situational stuff like see invis or displacement are nice to have as options.

Letric |

It may have got lost above, but a grenadier alchemist actually makes a good archer, and at least as good a condition healer as a warpriest. Better in some ways since they can leave a slot open and prepare an extract in one minute. With infusion they can give cures or condition heals to other players to self-administer if so desired. They won't ever get raise dead is the only downside. The chirurgeon archetype gets breath of life, but isn't compatible with grenadier and so isn't as good an archer.
As an archer explosive missile is fun, and adding hybridized acid/fire (etc.) to your arrows is another nice trick. These are your main in-combat buffs. Though admixture extracts have their points if you're using multiple explosive missiles, and defensive or situational stuff like see invis or displacement are nice to have as options.
This Is a good suggestion. My idea is to be a healer AND also be able to fill the cleric role.
I know is asking a lot, thats why I thought about warpriest.
They get cleric based spells up to 6, albeit at a slower progression.
I like the Martial focus AND I know inquisitor can be Better at certain things, but im starting to like the wp idea.
I have THE N jolly guide so it will help a lot.
I might end up doing either halfling ir half orc, fates favored Is just too good