I realize this is *different* and likely not conforming to the role-playing design you had in mind, but to see a different perspective:
This is probably the way I'd do it (..knowing what I know after several SOZ games).
http://nwn2db.com/build/?114795
Of course most important are the reasons why:
1. A level penalty is really bad in SOZ, and can be brutal at the start (depending on how many characters you build for it). It's not just attacks, but spells as well. With a Human you can have 2nd level spells or 1st level extended spells at the very beginning.
I thought that xp is scaled like in IWD2. So my yuan-ti get more xp at level 1 for killing orcs than a level 3 party of humans??
2. Spell Resistance is in the Cleric and Druid spell-book + you can get near total immunity to mental effects with Protection from Alignment (..and also Death effects via Death Ward). (so why spend two levels?)
I don't know if you realize, but I have a whole party and I will have a cleric and a druid, pc and umoja
3. Extend Spell is an important feat for a Cleric early-on (both for "buffs" and other spells).
Great idea.
4. An archer voids most of the need for high AC (or damage reduction), especially with a "meat shield" pet.
Yeah I have a rogue archer in the party
I could take zen archery with the cleric, but I want high AC so I can heal the pets and frontliner. (I have a whole party of Yuan-ti for role play)
4. Archers get every bit as good as a dual-wield character at higher levels with enchanted weapons and ammo, no really - with both attacks and damage. You can (and should) even craft adamantine arrows.
5. The Dream domain offers Sleep for lower levels + Hiss of Sleep at higher levels. Most opponents are not immune to Sleep in SOZ (a few undead and elementals/plants are about it, and there are very few). Hiss of Sleep at higher levels does NOT have a *Spell Resistance* component (..which Yuan Ti have at high levels). Your Dino companion can make Coupe de Grace after Coupe de Grace with opponents sleeping on the floor.
Good idea but it doesn't fit Malar. I take animal and death.
6. DC is improved with high Wisdom and again with focuses in Enchantment for Hiss of Sleep at higher levels.
7. Wisdom is again leveraged for attack numbers via Zen Archery, and can be further improved (beyond item enchantment max of +6) via the in-game Druid's spell: Owl's Insight. (..of course it *also* improves DC further as well.)
8. The Strength of 14 adds +2 damage to attacks and stacks with the +6 modifier from Divine Power for the max Strength-bonus damage of +5 with bows.
I think I will take zen archery. I am taking Umoja, I don't know if he can cast owl insight also on my cleric, but I'll try.
9. The added attack of Haste can be provided by Battletide (..+ DC lowering capability), and it can be extended as well.
10. Leadership can of course be removed altogether, but it can certainly be delayed (..especially if you do some "grinding" on the overland map before going to the Swordcoast).