[3.0] Archer Cleric

Sigur_

First Post
Hi all!
We are going to start a 3.0 campaign and i'm going to be the cleric of the party (other members: paladin, monk, wizard and rogue) and, since nobody ever use a bow in our games, i want to make him (or she) an archer cleric...

I rolled 16 14 14 13 12 11 (rather good, but my mates rolled even better!), we can use only PHB and FRCS, and we're going to start from level 3, so i'm planning to go something as:
Wild Elf, str 13, dex 16 (14+2), con 14, wis 16, int 10 (12-2) and cha 11
Domains: Elf and War
Feats:
Level 1: Weapon Focus longbow (war domain), Point Blank Shot (elf domain), Precise Shot
Level 3: Rapid shot
Level 6: Extended Spell
Level 9: Persistent Spell
Level 12, 15, 18: ???

I'll try to stay out of melee and deliver some ranged damage, buffing myself with spells like Divine Favor and Divine Power (the persistent version as soon as it is avaible) and Greater Magic Weapon...

Is this all? Am I missing something? Shall I change domains (maybe travel instead of War, for Improved Initiative and Haste as domain spell?)

Thank you for your attention
 
Last edited:

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Was Divine Metamagic or Zen Archery in 3.0?

Also, yes Travel instead of War, especially if you use the 3.0 rules for Haste.
 


Haste is godly, but it's possible to have someone else cast that on you -- like a Sorcerer.

I'd personally rather take Leadership at level 9 and have my pet Sorcerer cohort cast haste and other buffs on me, like fly and improved invisibility.

The Sorcerer cohort would cast invisibility on himself and then only cast buffs on the party, so he'd not be an easy target.

Cheers, -- N
 

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