Cleric Archer
Only problem I see with the Cleric Archer and all that munchy goodness is you have to be 15th level to have a Persistent Divine Power.. If your play style tends to the lower end, like 3rd - 10th level characters, the Cleric Archer doesn't ramp up the same as the melee/prestige class ones.
My current character I have going is :
Ranger1/Cleric5 Wood Elf of Solonor Theldira, using the OG altranger
(which simply has 4 different routes the ranger can go with his/her virtual feats: TWF, Bow, Saves/HP, or Running/Endurance)
Point Blank Shot, Weapon Focus(Longbow) (Domains), Rapid Shot, Precise Shot (Virtua Ranger feats) Improved Rapid Shot (Dragon 275), Extend Spell, and Far Shot.
Stats are (using a heroic point buy)
Str 20
Con 12
Dex 21 (one level increase)
Int 8
Wis 14
Cha 8
With a Dex of 21 + 2-5 Cat's Grace and a Darkwood Masterwork Mighty Composite Long Bow (+5) (HR: Darkwood allows for a couple more pluses w/out going Gargantuan
)
That adds up to :
+4 (BAB) +1 (WF) +1 (PBShot) + 7 (Avg Buffed Dex) +1 MW Bow = + 14 Att Bonus with 1d8 +6 dmg on 2 arrows
So level 6 is : +14/+14 1d8+6 for an avg damage against 20 AC (assuming both hit) of 20 points of damage for the round.
Not too impressive for a 6th level character, considering a tricked out Half Orc Barbarian/Fighter with the same base stats modified for race
STR 21(24 Raged)
CON 16(20 Raged)
DEX 18
INT 8
WIS 8
CHA 8
Wielding a MW Spiked Chain with WF, WSpec, Power Attack, Cleave, Improved Trip, Knockdown, and Combat Reflexes. He could concievably get 5 AoO's a round, doing an avg of 17 points per AoO - 2d4 + 13 [+10 STR(Raging) +2 WSpec +1 MW] and be able to cleave on any/all enemies within a 10ft reach, and still get 2 attacks on his turn at +15/+10 AND be able to then cleave on any enemies that happen to be left in that melee tornado of death. And the half orc doesn't need to buff.. ever.