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View Full Version : Archer cleric into RKV worth it?



Invader
2015-02-08, 07:55 PM
I'm not familiar enough with RKV to know if it's worth taking for a archery based cleric. What can RKV do that helps with ranged builds and what's the best entry method without losing to many caster levels?

A Tad Insane
2015-02-08, 08:37 PM
ToB doesn't have much in the way of range support, so it probably won't be worth it.

Invader
2015-02-08, 08:47 PM
ToB doesn't have much in the way of range support, so it probably won't be worth it.

I didn't know if there was enough of a bonus in the way of any stances or maneuvers to make up for the lost caster level.

WhamBamSam
2015-02-08, 09:28 PM
ToB doesn't have much in the way of range support, so it probably won't be worth it.That's true in some ways, but there are good things for ranged attackers. There's a list somewhere of maneuvers that work with archery/ranged combat, but in general, boosts are a good place to look. All the utility maneuvers/stances work as well, though in this context they have to compete with the utility of the spells that you give up by going RKV.

As an example, Defensive Rebuke definitely works with ranged attacks, assuming you can actually do something with the AoOs it gives you (Evasive Reflexes works, and you can always forego an AoO for a boost from Stormguard Warrior, indeed you can probably do both at once). Covering strike does make a reference to melee damage, but seems like it should probably work as well.

As for what RKV does for archery specifically that sort of depends. If you have a maneuver that you're really into (say if you're using Defensive Rebuke to power up Stormguard Warrior, to use the above example), then Divine Recovery is potentially useful. If you're a stealthy type archer, then you might have interest in Armored Stealth. Divine Impetus is sort of dysfunctional as written (Su abilities are standard actions unless otherwise stated), so how much that will do for you depends on your DM. Divine Fury specifies strikes, which don't support ranged attacks.

Darrin
2015-02-09, 09:54 AM
That's true in some ways, but there are good things for ranged attackers. There's a list somewhere of maneuvers that work with archery/ranged combat, but in general, boosts are a good place to look. All the utility maneuvers/stances work as well, though in this context they have to compete with the utility of the spells that you give up by going RKV.


Maneuvers that can be used with ranged attacks:

Desert Wind:
Blistering Flourish 1 (dazzles 30' burst)
Distracting Ember 1 (flank ally)
Flame's Blessing 1 [stance] (fire resistance)
Wind Stride 1 (+10' speed)
Fire Riposte 2 (counter)
Hatchling's Flame 2 (30' cone of fire)
Fan the Flames 3 (ranged touch attack)
Holocaust Cloak 3 [stance]
Zephyr Dance 3 (counter)
Firesnake 4
Dragon's Flame 5 (30' cone of fire)
Leaping Flame 5 (counter)
Ring of Fire 6 (area effect)
Rising Phoenix 8 [stance]
Wyrm's Flame 8 (30' cone of fire)
Inferno Blast 9 (60' burst)

Devoted Spirit:
Shield Block 2 (counter)
Defensive Rebuke 3 (boost, attack you or provoke AoO)
Aura of Chaos 6 [stance]
Aura of Perfect Order 6 [stance]
Shield Counter 7 (counter)

Diamond Mind:
Moment of Perfect Mind 1 (counter, Will save)
Stance of Clarity 1 [stance]
Action Before Thought 2 (counter, Ref save)
Mind Over Body 3 (counter, Fort save)
Pearl of Black Doubt 3 [stance]
Hearing the Air 5 [stance]
Moment of Alacrity 6 (boost, +20 init)
Quicksilver Motion 7 (boost)
Diamond Defense 8 (counter, any save)
Stance of Alacrity 8 [stance]
Time Stands Still 9

Iron Heart:
Absolute Steel 3 [stance] (+10' speed)
Iron Heart Surge 3
Iron Heart Focus 5 (counter)
Iron Heart Endurance 6 (boost)
Lightning Throw 8 (30' line)

Setting Sun:
Counter Charge 1 (counter)
Step of the Wind 1 [stance]
Baffling Defense 2 (counter)
Feigned Opening 3 (counter)
Giant Killing Style 3 [stance] (+2 attack, +4 damage vs larger foes)
Shifting Defense 5 [stance]
Scorpion Parry 6 (counter)
Ghostly Defense 8 [stance]

Shadow Hand:
Child of Shadow 1 [stance] (concealment)
Cloak of Deception 2 (invisibility)
Shadow Jaunt 2
Assassin's Stance 3 [stance]
Dance of the Spider 3 [stance]
Shadow Garrote 3 (ranged touch attack)
Shadow Stride 5
Step of the Dancing Moth 5 [stance]
Shadow Noose 6 (ranged touch attack)
Shadow Blink 7
Balance on the Sky 8 [stance] (air walk)
One With Shadow 8 (boost, incorporeal)

Stone Dragon:
Stonefoot Stance 1 [stance]
Roots of the Mountain 3 [stance] (+10 vs bull rush, DR 2/-)
Giant's Stance 5 [stance] (weapon one size larger)
Earthquake Strike 8 (20' burst)

Tiger Claw:
Blood in the Water 1 [stance]
Hunter's Sense 1 [stance]
Sudden Leap 1 (boost)
Fountain of Blood 4 (counter)
Dancing Mongoose 5 (boost)
Raging Mongoose 8 (boost)

White Raven:
Bolstering Voice 1 [stance]
Leading the Charge 1 [stance]
Lion's Roar 3 (boost)
Tactics of the Wolf 3 [stance]
White Raven Tactics 3
Press the Advantage 5 [stance]
Order Forged From Chaos 6 (move action)
Swarm Tactics 8 [stance]


Here's another post about Crusader Archers (http://www.giantitp.com/forums/showthread.php?227268).




Covering strike does make a reference to melee damage, but seems like it should probably work as well.


Covering Strike I can't quite make up my mind about... if it were my call, I'd allow it to work with ranged attacks.

The best "Money Shot" maneuver for archers is Time Stands Still, but that's pretty tough to pull off as a Crusader/RKV.