Nature Fang Archer


Advice


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I for one, am pumped about the new archetype in the ACG. Finally, a Druid that gives up wildshape for something good! While Wildshape is sweet and poweful, I've had characters in mind that wanted to use the druid spell list, themes, and animal buddy, but didn't like the fact that wildshape pigeonholed you into one specific fighting style. And this archetype is more caster oriented than the Hunter, and seems to actually be a much better martial type than a Hunter could ever dream.

Now that we have this archetype I feel like there's some potential for a Druid Archer. Pick a flying pet so you can get some great mobility while full attacking. Roc is the obvious pick, but the other flying mounts will also serve just fine, assuming they start medium and progress to large.

Human
20 Pt Buy
Str 14
Dex 19
Con 10
Int 7
Wis 16
Cha 7

Feat Progression
1 Point Blank Shot
1H Rapid Shot
3 Feat that lets you ride your mount as medium from ACG
4 Slayer Talent - Combat Feat - Precise Shot
5 Deadly Aim
6 Slayer Talent- Ranger Style - Manyshot
7 Retrain Mount feat -> Start going down Spell Focus Conjuration Chain. Or something else, this is a part of the build I have kind of open currently.
8 Improved Precise Shot

While this isn't a GREAT archer, it sure is passable. It gets Manyshot and Imp Precise Shot at extremely early levels, especially considering you're a full caster. Also, a lot of those feats can be shifted around depending on your preference. I think the mount is a huge part of the build and picked it accordingly. You can play around shooting into melee in the time being.

Pet synergizes very well with this fighting style, giving you incredible mobility that other classes can't get easily. An Inquisitor is the only one I can think of that is as good of an archer with easy access to a pet.

Studied Target should really help you stay competitive with the full martials as well, bringing your to-hit up to roughly the same level as them, and becomes a swift action at 7 for free! Also easy to use at early levels since you can spend a Standard to cast a Crowd Control Spell and activate Studied Target as a move. And sneak attack is just a little bit of icing on the cake, but I doubt you'll make much use of it outside of winning initiative post level 7.

Anything I'm missing? Seems like a straightforward build, but this is something that was basically impossible (or just bad) before the ACG came out. I would love to try and fit in some way of seeing through magical darkness or mist, but can't find one that meshes with the Nature Fang archetype.

EDIT: I forgot to mention that you need to take Heirloom Weapon as one of your 2 traits in order to get proficiency with a Longbow.

DOUBLE EDIT: Why does the archetype list the 9th level ability of giving you the ability to use Studied Target as a swift? Don't you get that at 7th under the rules for Studied Target?


I really like this idea. Have you considered going half elf for the weapon proficiency? You could trade out Adaptability for it since you don't really need Dual Minded, being a wisdom based caster with good Will saves. Also, the half elf FCB gives you the option of adding 1HP to your animal companion which isn't the greatest but is at least better than the 1/2 rank to diplomacy and intimidate for the purpose of changing an animal's attitude you get as a human.

I have been looking for the best way to be an archer with a pet and this might just be the answer I am looking for. Kudos to you for seeing the potential and creating the basic framework here!!


Unless you really don't want to take Heirloom Weapon, or can't for whatever reason, Human is the best choice.

If you can't take Heirloom Weapon though, this build becomes much worse. You don't get Rapid Shot until level 3, and probably can't afford to take the Ride your Medium Pet feat at all.

Elf is also an option. They get proficiency in Longbows as well.

Honestly, I think the best course of action if you can't take Heirloom Weapon is to probably dip a level. Fighter seems like the best option. But that still sounds not great.


There's a better trait for longbow proficiency than heirloom weapon.


stoolpigeon87 wrote:


1H Rapid Shot
4 Slayer Talent - Combat Feat - Precise Shot

Switch there two around, you need (want) precise shot first. Don't use combat feat yet, use Ranger Combat Style level 2 for rapid shot.

stoolpigeon87 wrote:
6 Slayer Talent- Ranger Style - Manyshot

Take Improved Precise Shot here instead.

stoolpigeon87 wrote:
8 Improved Precise Shot

Use Combat Trick here to pick up clustered shots or many shot. Clustered shots probably trumps many shots

9) You can pick the other one here or wait until 10th for Many Shot using ranger combat feat.

So I'd
1 Point Blank Shot
1H Precise Shot
3 Deadly Aim
4 Slayer Talent - Ranger Style 2 - Rapid Shot
5 Open
6 Slayer Talent- Ranger Style 6 - Improved Precise
7 Open
8 Slayer Talent - Combat Trick: Clustered Shot
9 Open
10 Slayer Talent - Ranger Style 10 - Many Shot

For your open slots you could do the:
Spell Focus: Conjuration - Augment Summoning, Superior Summoning, Evolved Summoning, etc. OR
Weapon Focus Longbow, Take Many Shot at 9th and Point Blank Master at 10th to focus more on the bow.

DethBySquirl wrote:
There's a better trait for longbow proficiency than heirloom weapon.

Wow, that is better! Its kind of iffy if you can take it now though with Andoran being eaten by liberty's edge.


I dunno if Imp Precise Shot is better than Manyshot. The idea was to get Manyshot at level 6 using Ranger Style which is way earlier than you could normally get it since you ignore the prereqs. Imp Precise Shot is great, but if you find yourself in a situation where you can't use your bow to great effect you can always just resort to casting more.

And thanks for the trait find! That's perfect! Makes Heirloom Weapon much less of a risk and doesn't require you to find someone to cast Masterwork Transformation.

Also, I'm still not sold on how much more effective Clustered Shots is over Manyshot or Imp Precise Shot. As an archer you have access to all the weird metal, and you can also just get your weapon to +3 Enhancement as quick as possible. The only things you'll have issues with DR wise is the alignment type ones and the Slashing/Bludgeoning/Piercing ones. Again, you can lean on your pet and spellcasting in situations where you aren't effective. I still think it's worth taking, just not over Manyshot or Imp Precise Shot.


stoolpigeon87 wrote:

I dunno if Imp Precise Shot is better than Manyshot. The idea was to get Manyshot at level 6 using Ranger Style which is way earlier than you could normally get it since you ignore the prereqs. Imp Precise Shot is great, but if you find yourself in a situation where you can't use your bow to great effect you can always just resort to casting more.

And thanks for the trait find! That's perfect! Makes Heirloom Weapon much less of a risk and doesn't require you to find someone to cast Masterwork Transformation.

Also, I'm still not sold on how much more effective Clustered Shots is over Manyshot or Imp Precise Shot. As an archer you have access to all the weird metal, and you can also just get your weapon to +3 Enhancement as quick as possible. The only things you'll have issues with DR wise is the alignment type ones and the Slashing/Bludgeoning/Piercing ones. Again, you can lean on your pet and spellcasting in situations where you aren't effective. I still think it's worth taking, just not over Manyshot or Imp Precise Shot.

Imp Precise has a +11 BAB, many shot only a +6. All I know is hitting is better than 2 arrows that both miss. Since cover is pretty much unavoidable a lot of the time thats like a +4 half the time. Also, if you have to move to avoid cover penalties, you don't get many shot bonus anyway, its only on a full attack. Since you can get many as early as 8th, and can't get improved precise again until 10th, thats another strong argument. Of course you can just play it out and decide at 6th level what seems best.

If your playing in society Clustered Shots > Many Shots. I was so happy I took clustered shots first with my archer. I guess if you get holy very early on your bow, and buy 30 or so durable arrows of each metal type, both regular and blunt arrows, you can probably get by, but that's pretty pricey. I guess if you stick to season 5 you really only need holy and cold iron, while season 6 it seems like you really only need adamantine, but if your like most players and all over the place you'll find yourself doing single digit damage a round if you have the wrong arrow types.


From levels 1-7 we only have 2 attacks if we don't take Manyshot. With so few attacks clustered shots feels... only okay. Obviously it's needed once you have Manyshot and extra attacks from BAB.

Manyshot adds 1d8+8-12 depending on gear and what not at around that level. Even against things with DR we are still almost dealing as much damage on a full attack as a chracter without Manyshot but with Clustered Shots. The difference is in Clustered Shots favor by only a few points of damage. While the upside to Manyshot is much higher.

But I guess it all comes down to preference, really. They're both great feats to have.

Sczarni

I second Imp. Precise Shot. If your GM follows the letter of the law, Imp. Precise Shot becomes invaluable in most encounters. Take it as soon as possible. Manyshot is a fantastic feat - but really it's prerequisites are not that onerous for an Archer to get. If it's a matter of delaying it just a level or two in order to have the BAB to qualify normally, or as another talent/bonus feat, I think it's an easy choice.


stoolpigeon87 wrote:

From levels 1-7 we only have 2 attacks if we don't take Manyshot. With so few attacks clustered shots feels... only okay. Obviously it's needed once you have Manyshot and extra attacks from BAB.

Manyshot adds 1d8+8-12 depending on gear and what not at around that level. Even against things with DR we are still almost dealing as much damage on a full attack as a chracter without Manyshot but with Clustered Shots. The difference is in Clustered Shots favor by only a few points of damage. While the upside to Manyshot is much higher.

But I guess it all comes down to preference, really. They're both great feats to have.

I just got done (like 5 minutes ago) running a game where half the monsters at tier 8-9 had dr 10/-. The archer with manyshots was having some problems with damage, luckily she had SA or she wouldn't have been doing much at all, 0 on many hits.

But I do agree, half the battles many shot was certainly more beneficial for her.


Sorry for the slight Necro but I need help picking out good spells and determining which natures bond to pick.

Elven Archer, Natures Fang Druid
20 ptb
Strength 12(2 points)
Constitution 11(3 points -2 racial)
Dexterity 18(10 points +2 racial)
intelligence 14(2 points +2 racial)
Wisdom 14(5 points)
Charisma 8 (-2 points)

FCB all +1hp all the time

Undecided between a pet and a domain. The pet if a flying mount is the power gamer choice but a ground mount or are combat pet might be close to a domain in power if you are trying to lower your relative power level.

Skills: Perception, Knowledge Nature, Spellcraft, Survival
if Pet: Handle Animal, Ride
if Domain: Heal and Knowledge Geography

Due to lowish wisdom, spells will be focused on buffs, heals and no save spells.

Feats:
1HD: Point Blank Shot
3HD: Precise Shot
4SL: Slayer Talent: Ranger Archer Combat Style: Rapid Shot
5th: Weapon Focus Composite Longbow
6SL: Slayer Talent: Ranger Archer Combat Style: Improved Precise Shot
7th: Deadly Aim
8SL: Slayer Talent: Rogue Talent: Combat Trick: Manyshot
9th: Snap Shot
10SL: Slayer Talent: Ranger Archer Combat Style: Point Blank Master
11th: Extra Slayer Talent: Advanced Rogue Talent: Evasion
12SL: Slayer Talent: Assassinate
13th: . . . to hard to say this will be heavily based on the campaign

So what do you guys think a good spell list at level 11 would look like?


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Mellok wrote:

Sorry for the slight Necro but I need help picking out good spells and determining which natures bond to pick.

Elven Archer, Natures Fang Druid
20 ptb
Strength 12(2 points)
Constitution 11(3 points -2 racial)
Dexterity 18(10 points +2 racial)
intelligence 14(2 points +2 racial)
Wisdom 14(5 points)
Charisma 8 (-2 points)

FCB all +1hp all the time

Undecided between a pet and a domain. The pet if a flying mount is the power gamer choice but a ground mount or are combat pet might be close to a domain in power if you are trying to lower your relative power level.

Skills: Perception, Knowledge Nature, Spellcraft, Survival
if Pet: Handle Animal, Ride
if Domain: Heal and Knowledge Geography

Due to lowish wisdom, spells will be focused on buffs, heals and no save spells.

Feats:
1HD: Point Blank Shot
3HD: Precise Shot
4SL: Slayer Talent: Ranger Archer Combat Style: Rapid Shot
5th: Weapon Focus Composite Longbow
6SL: Slayer Talent: Ranger Archer Combat Style: Improved Precise Shot
7th: Deadly Aim
8SL: Slayer Talent: Rogue Talent: Combat Trick: Manyshot
9th: Snap Shot
10SL: Slayer Talent: Ranger Archer Combat Style: Point Blank Master
11th: Extra Slayer Talent: Advanced Rogue Talent: Evasion
12SL: Slayer Talent: Assassinate
13th: . . . to hard to say this will be heavily based on the campaign

So what do you guys think a good spell list at level 11 would look like?

Eagle Domain is pretty strong for an archer.

Eagle Domain

Spoiler:
Your spirit soars with the mightiest and noblest of all winged creatures.

Granted Powers:

Familiar: You gain a hawk familiar. Your effective wizard level for this ability is equal to your druid level. Your druid level stacks with levels from other classes that grant familiars when determining the powers of your familiar.

Hawkeye (Su): As a swift action, you may add a bonus equal to half your druid level (minimum +1) on one ranged attack or on one Perception check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Aerial evasion (Ex): At 6th level, you gain the evasion ability (as a rogue) when you are flying. At 12th level, you gain improved evasion while flying.

Domain Spells: 1st—aspect of the falcon, 2nd—eagle’s splendor, 3rd—fly, 4th—river of wind, 5th—overland flight, 6th—eagle aerie, 7th—animal shapes (birds only), 8th—sunburst, 9th—winds of vengeance

Feather (Animal Subdomain) would be a good pick if you're okay with slightly less useful spells per day, but wanted an animal companion too. You'd probably want to invest a feat in Boon Companion if you go this route.

Animal Domain

Spoiler:
Granted Powers: You can speak with and befriend animals with ease. In addition, you treat Knowledge (nature) as a class skill.

Speak with Animals (Sp): You can speak with animals, as per the spell, for a number of rounds per day equal to 3 + your cleric level.

Animal Companion (Ex): At 4th level, you gain the service of an animal companion. Your effective druid level for this animal companion is equal to your cleric level – 3. (Druids who take this ability through their nature bond class feature use their druid level – 3 to determine the abilities of their animal companions).

Domain Spells: 1st—calm animals, 2nd—hold animal, 3rd—dominate animal, 4th—summon nature's ally IV (animals only), 5th—beast shape III (animals only), 6th—antilife shell, 7th—animal shapes, 8th—summon nature's ally VIII (animals only), 9th—shapechange.

Feather Subdomain

Spoiler:
Associated Domain: Animal.

Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).

Replacement Power: The following granted power replaces the speak with animals power of the Animal domain.

Eyes of the Hawk (Ex): You gain a racial bonus on Perception checks equal to 1/2 your cleric level (minimum +1). In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.

Replacement Domain Spells: 2nd—feather fall, 3rd—fly, 6th—mass fly.

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