Incarnum Archer Help

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So I've been mulling over a character build, but I'm not quite sure what to do with it. It's half-formulated at best, and I was hoping I could get some help fleshing out the details. Here is what I have so far:

Incarnate 2/Cleric 3/Sapphire Hierarch 10

The only feats I really know I'll be taking are Point Blank, Precise, and Rapid Shot, I'm unsure what to take for my second domain, and I'm at a loss for what to take for the last five levels.

I appreciate any help, thanks. 
The obvious domain choice would be Incarnum, since its bonus feat gives you the extra point of essentia you need to qualify for Sapphire Hierarch (if you aren't already getting it from your race) and allows you to play around with more incarnum spells.  Beyond that, more cleric is always useful, since better spellcasting will help you to be better at whatever you do.

The regular feats for meldshaping are worth considering, like the feats to open additional chakras, improve essentia capacity, or access useful soulmelds from other class lists (Shape Soulmeld, basically).

The choices really depend on what you want the character to do, though.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Zen Archery, since it lets you use your Wis mod instead of Dex for ranged attacks.
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There's an Incarnum domain? I didn't know that, thank you Smile

For my last 5 levels, I was thinking about four levels of Seeker of the Misty Isle and one level of Contemplative. Extra domains are always nice, and I wouldn't lose any more spell casting levels.
There's an Incarnum domain? I didn't know that, thank you 

I didn't know it either until I checked the spells section of MoI in response to your question.

But yes, anything that advances your cleric spellcasting is good.

The kraken stirs. And ten billion sushi dinners cry out for vengeance. - Good Omens

Co-Author of the Dreamfane, Euralden Eye, Gajuisan Crawler, Gruesome Lurker, Fulminating Crab, Ironglass Rose, Sheengrass Swarm, Spryjack, Usunag, and Warp Drifter, and author of the Magmal Horror from Force of Nature.

My most popular campaign item; for all your adventuring convenience.
Zauber's Mutable Rod: This rod has a number of useful functions that make it easier to live in the wilderness. It is made of polished wood, with five studlike buttons on one end. Each button produces a different effect when pressed. Unless otherwise noted, the rod’s functions have no limit on the number of times they can be employed. When button 1 is pressed, one end of the rod produces a small flame, equivalent to a candle. When button 2 is pressed, the rod unfolds into a two-person tent, complete with bedrolls and warm blankets. When button 3 is pressed, the rod becomes a one-handed hammer, suitable for pounding pitons into a wall. When button 4 is pressed, the rod becomes a sturdy iron spade. When button 5 is pressed, the rod becomes a wooden bucket able to hold 2 gallons of liquid. Once per day, it can be commanded to fill with fresh water. If the rod is seriously damaged or broken in any of its alternate forms (button 2, 3, 4, or 5), it reverts to its basic rod form and cannot be activated for 24 hours. Moderate conjuration; CL 9th; Craft Rod, minor creation; Price 375 gp; Weight 2 lb.
Okay, so I've got a full build roughly mapped out:


Incarnate 2/Cloistered Cleric 3/Sapphire Hierarch 10/Seeker of the Misty Isle 4/Contemplative 1

Feats: Point Blank Shot, Weapon Focus (Longbow) [War Domain], Incarnum Spell Shaping [Incarnum Domain], Knowledge Devotion [Cloistered Cleric], Precise Shot, Rapid Shot, Bonus Essentia, Divine Soul Touch, Expanded Soulmeld Capacity, Holy Warrior, Improved Initiative [Time Domain]

Domains: War, Incarnum, Travel, Time


What do you guys think? 
Be Chaotic - I think for some reason Chaoitc Incarnates get all the archery/ranged stuff.

Zen Archery. Then you can dump Dex (well, I always like at least a 12), bump Wis and still get a great AB. 
Why 4 levels in the seeker of the misty isle? Wouldn't 1 be enougth?
Why 4 levels in the seeker of the misty isle? Wouldn't 1 be enougth?



I don't lose out on any caster levels that way, and I'm really not sure what I would replace those three levels with anyway Undecided
More cleric, maybe?
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56788208 wrote:
I do, however, have one last lesson on this subject. That last one? The only build in this post that can one-shot average opponents[by dealing twice as much damage as they have HP? I would argue that it is not optimized. Why isn't it optimized? Because it's overkill. Overkill is NOT optimizing. This means that there are portions of this build dedicated to damage which can safely be removed and thrown elsewhere. For example, you probably don't need both Leap Attack AND Headlong Rush at the same time. You could pick up Extra Rage feats for stamina, feats to support AoO effects, feats that work towards potential prestige classes, and so on. However, you could also shift our ability scores around somewhat. I mean, if you're getting results like that with 16 starting Strength, maybe you can lower it to 14, and free up four points to spend somewhere else - perhaps back into Charisma, giving you some oomph for Intimidating Rage or Imperious Command if you want. You can continue to tune this until it deals "enough" damage - and that "enough" does not need to be "100%". It could easily be, say, 80% (leaving the rest to the team), if your DM is the sort who would ban one-hit killers.
Tempest_Stormwind on Character Optimization
So when do you think Bachmann will be saying she met a mother the previous night that had a son who got a blood transfusion using a gay guy's blood, and now the son is retardedly gay?
When she meets CJ's mom?
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@The_Fred: As far as both suggestions go: 1) He can't, last I knew you had to be lawful to enter S.H., though he could try getting the DM to adapt the PrC and 2) He has no room for feats, and would have to choose.

@SleepyShadow: Most of the classes I would recomend that are full casting (or are close enough for three levels) require feats, class features, and/or domains you don't have.  The best off the top of my head would be Knight of the Raven from Expedition to Castle Ravenloft.  Loses casting at first level and a book-specfic requirement, but you meet everything else for it.  It's mostly an anti-undead PrC, but it gives the Sun Domain at 3rd level, plus full BAB and good Fort & Will saves.  You might like it, though I'll try looking for better classes later.
I've used Knight of the Raven before, and it works wonderfully. I can't believe I had forgotten that, thank you Smile

As for more cleric, I was always under the impression that features+spells>spells>features>feats>nothing.
Actually cleric levels give you a feature: Turning undead level.
But maybe it's more useful for you the +5 to reduce some skill penalties
I'm not planning on abusing DMM with this character, and I can't remember the last time I've actually had to use Turn Undead to, well ... turn undead.

I suppose it's just the nature of the campaign though.