
Havoq |

Full Caster Archer. Gear isn't optimized for sure. Didn't touch the spell list, other than the bonus spells. I love Misfortune, but didn't bother here.
I did apply the Aasimar favored class bonus to wood bond +3 at level 8.
Weakness: Gosh, tons. PointBlank Master requires Weapon Focus, which is good but it slows down progression to Manyshot. Feather Step Slippers was the compromise there. Always try and 5-foot step out of the way to avoid provoking. The build also ignores all of the interesting caster feats, and those progressions. Far from optimal, but it can work.
Azata-Blooded Aasimar (Musetouched) Oracle 8
N Medium Outsider (native)
Init +8; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex)
hp 59 (8d8+16)
Fort +6, Ref +10, Will +7
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee Masterwork Club +11/+11/+6 (1d6+5/x2)
Ranged +1 Seeking Darkwood Composite longbow (Str +1) +15/+15/+10 (1d8+6/x3)
Spell-Like Abilities Glitterdust (1/day)
Oracle Spells Known (CL 8):
4 (4/day) Thorn Body, Cure Critical Wounds
3 (6/day) Cure Serious Wounds, Minor Creation
2 (7/day) Cure Moderate Wounds, Barkskin
1 (7/day) Shillelagh (DC 15), Cure Light Wounds
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Statistics
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Str 12, Dex 22, Con 14, Int 10, Wis 8, Cha 18
Base Atk +6; CMB +7; CMD 23
Feats Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Traits Hunter's Eye (Longbow), Reactionary
Skills Acrobatics +9, Diplomacy +16, Heal +5, Knowledge (nature) +7, Perception +7, Use Magic Device +11; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ interaction bonus, mysteries (wood), oracle's curses (legalistic), revelations (thorn burst [4d6] [2/day] [dc 18], wood bond +3, woodland stride), vow to self (1/day), woodland stride
Combat Gear Potion of cure light wounds; Other Gear +2 Mithral Kikko armor, +1 Seeking Darkwood Composite longbow (Str +1), Arrows (20), Blunt arrows (20), Masterwork Club, Belt of incredible dexterity +2, Cloak of resistance +2, Feather step slippers, Handy haversack (3 @ 32 lbs), Headband of alluring charisma +2, Oracle's kit, 218 GP
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Special Abilities
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Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Thorn Burst (4d6) (2/day) (DC 18) (Su) As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10- foot burst. A Reflex save halves this dam
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Bond +3 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Woodland Stride (Ex) Move through undergrowth at normal speed.
Azata-Blooded Aasimar (Musetouched) Oracle 4
N Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 19, touch 13, flat-footed 16 (+6 armor, +3 Dex)
hp 31 (4d8+8)
Fort +3, Ref +5, Will +3
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Masterwork Club +7 (1d6+4/x2)
Ranged +1 Darkwood Composite longbow (Str +1) +11 (1d8+5/x3)
Spell-Like Abilities Glitterdust (1/day)
Oracle Spells Known (CL 4):
2 (4/day) Cure Moderate Wounds, Barkskin
1 (7/day) Shillelagh (DC 14), Cure Light Wounds
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Statistics
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Str 12, Dex 19, Con 14, Int 10, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 17
Feats Point Blank Shot, Precise Shot
Traits Hunter's Eye (Longbow), Reactionary
Skills Acrobatics +4 (+0 jump), Climb -2, Diplomacy +12, Escape Artist +1, Fly +1, Heal +3, Knowledge (nature) +7, Perception +3, Ride +1, Stealth +1, Swim -2; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ mysteries (wood), oracle's curses (legalistic), revelations (wood bond +2, woodland stride), vow to self (1/day), woodland stride
Combat Gear Potion of cure light wounds; Other Gear +1 Kikko armor, +1 Darkwood Composite longbow (Str +1), Arrows (20), Blunt arrows (20), Masterwork Club, Feather step slippers, Oracle's kit, 68 GP
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Special Abilities
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Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Bond +2 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear). This bo
Woodland Stride (Ex) Move through undergrowth at normal speed.
Azata-Blooded Aasimar (Musetouched) Oracle 1
N Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +0
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 10 (1d8+2)
Fort +2, Ref +4, Will +1
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 20 ft.
Melee Quarterstaff +2 (1d6+2/x2)
Ranged Longbow +5 (1d8+1/x3)
Spell-Like Abilities Glitterdust (1/day)
Oracle Spells Known (CL 1):
1 (4/day) Divine Favor, Cure Light Wounds, Abundant Ammunition
0 (at will) Stabilize, Detect Magic, Create Water, Light
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Statistics
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Str 12, Dex 18, Con 14, Int 10, Wis 8, Cha 16
Base Atk +0; CMB +1; CMD 14
Feats Point Blank Shot
Traits Hunter's Eye (Longbow), Reactionary
Skills Acrobatics +1 (-3 jump), Climb -2, Diplomacy +9, Escape Artist +1, Fly +1, Heal +3, Knowledge (nature) +4, Perception +0, Ride +1, Stealth +1, Swim -1; Racial Modifiers +2 Diplomacy
Languages Celestial, Common
SQ mysteries (wood), oracle's curses (legalistic), revelations (wood bond +1), vow to self (1/day)
Other Gear Wooden armor, Arrows (20), Blunt arrows (20), Longbow, Quarterstaff, Oracle's kit, 43 GP
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Special Abilities
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Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Bond +1 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).

mplindustries |

Pedantic Point: if I were your GM, I would not allow your Wood buffs to help your Composite Bow, since one of the points of a Composite Bow was that there was very little wood in it. Most used horn, bone, hide, and other animal parts, and all required lots of glue, which would be made of animal stuff, too. Yes, you often had a wooden core, and sometimes, you'd glue layers of wood together instead of layers of other junk, but they were rare, and still, it's more about the glue than wood. I'm not your GM, though, and most people don't know what a Composite Bow is, so don't worry about it.
But yeah, it looks ok, but I'd be afraid of two things:
1) Not having Precise Shot until level 3--that will suck a lot for an archer. -4 to hit most of the time for the first few levels. Ouch. If I have to play from 1st level, I wouldn't make an Archer that wasn't a Human.
2) Your Strength is really low, and you need Strength for damage. Archers stand back far from the melee--I'd swap Str and Con, personally.

Umbranus |

I was playing around with a wood oracle switch hitter build recently and someone informed me that a lot of buffs/equipment doesn't stack with the wood bond revelation like both kinds of bracers archers favor (bracers of archery and bracers of falcon's aim)
What does the hunter's eye trait do? Does it give proficiency? If not where do you get bow proficiency from?
Edit: I found the trait. Man is it strong, gives more than a feat.

Havoq |

The rules read, mostly made from wood. The description for Composit Longbow doesn't spell out how much of it is wood and how much is other things. In a fantasy setting it's not beyond reason to think that it's mostly wood. *shrug* It's the best of the Wood revelations.
And this build isn't for me - it's a study - but point taken on swapping STR and CoN. You may have noticed Deadly Aim in isn't build, yet. That hurts. Maybe take that at level 9. Hadn't thought it through that far.
You could be human for sure. The extra feat could make up for the fun bonus you get from Wood Bond...I guess. But then why not just go oracle(battle)? The Wood bonus spells are pretty nice but the Battle revelations are solid. Really, somone who picks the Wood Mystery for a build, is probaly doing it for flavor.

Havoq |

Edit: I found the trait. Man is it strong, gives more than a feat.
Yup, nice huh? Means you don't have to be an Elf for this build.
Of course, if you go Human then Battle, you don't need it.But you go from +15/+15/+10 (1d8+6) to +11/+11/+6 (1d8+7)
This makes more sense if I bump STR to 14, though. Maybe tomorrow. Tired....just realized that it's Weapon Specialization, not Weapon Focus needed for Point Blank Master....bleh, I knew better.
Oracle-Archer
Human Oracle 8
N Medium Humanoid (human)
Init +8; Senses Perception +10
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Defense
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AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex)
hp 59 (8d8+16)
Fort +6, Ref +10, Will +7
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Offense
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Speed 30 ft.
Melee Masterwork Club +8/+8/+3 (1d6+6/x2)
Ranged +1 Seeking Darkwood Composite longbow (Str +1) +11/+11/+6 (1d8+7/19-20/x3)
Oracle Spells Known (CL 8):
4 (3/day) Cure Critical Wounds, Wall of Fire
3 (6/day) Cure Serious Wounds, Magic Vestment
2 (7/day) Cure Moderate Wounds, Fog Cloud
1 (7/day) Enlarge Person (DC 14), Cure Light Wounds
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Statistics
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Str 12, Dex 22, Con 14, Int 10, Wis 8, Cha 16
Base Atk +6; CMB +7; CMD 23
Feats Deadly Aim -2/+4, Improved Critical (Longbow), Manyshot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Lessons of Chaldira (1/day), Reactionary
Skills Acrobatics +9, Diplomacy +13, Heal +5, Knowledge (nature) +4, Perception +10, Use Magic Device +10
Languages Common
SQ interaction bonus, mysteries (battle), oracle's curses (legalistic), revelations (battlecry +1 [2/day], skill at arms, weapon mastery), seeking, vow to self (1/day)
Combat Gear Potion of cure light wounds; Other Gear +2 Mithral Kikko armor, +1 Seeking Darkwood Composite longbow (Str +1), Arrows (20), Blunt arrows (20), Masterwork Club, Belt of incredible dexterity +2, Cloak of resistance +2, Feather step slippers, Handy haversack (3 @ 32 lbs), Headband of alluring charisma +2, Oracle's kit, 218 GP
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Special Abilities
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Battlecry +1 (2/day) (Ex) Allies within 100' gain +1 to hit, skills, and saves for 1 round(s).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Lessons of Chaldira (1/day) Your studies of Chaldira Zuzaristan's exploits have given you a knack for avoiding trouble. Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.

Havoq |

Built to level 11. Added the trait, fate's favored over reactionary.
Wood Oracle with just a +1 Bow shoots at +15/+15/+10 (1d8+14/x3)
With divine power (4th self buff), fate's favored it jumps to +18/+18/+18/+13 (8+17/x3)
The same level fighter archer is about 19/19/14/9 (8+13/x3)
Deathly low hitpoints and no safe shot for the Oracle! The fighter can get snap shot, etc...but still! With just one round to buff, under the right circumstance, the Oracle(wood) is looking pretty strong. And - you lose no caster levels.
Oracle-Archer
Azata-Blooded Aasimar (Musetouched) Oracle 11
N Medium Outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +10
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Defense
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AC 23, touch 16, flat-footed 17 (+7 armor, +6 Dex)
hp 69 (11d8+11)
Fort +6, Ref +11, Will +8
Resist acid 5, cold 5, electricity 5
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Offense
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Speed 30 ft.
Melee Masterwork Club +15/+15/+10 (1d6+13/x2)
Ranged +1 Seeking Composite longbow (Str +2) +15/+15/+10 (1d8+14/x3)
Spell-Like Abilities Glitterdust (1/day)
Oracle Spells Known (CL 11):
5 (4/day) Tree Stride, Cure Light Wounds, Mass
4 (7/day) Thorn Body, Cure Critical Wounds
3 (7/day) Cure Serious Wounds, Minor Creation
2 (7/day) Cure Moderate Wounds, Barkskin
1 (7/day) Shillelagh (DC 15), Divine Favor, Cure Light Wounds
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Statistics
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Str 14, Dex 22, Con 12, Int 10, Wis 8, Cha 18
Base Atk +8; CMB +10; CMD 26
Feats Clustered Shots, Deadly Aim -3/+6, Manyshot, Point Blank Shot, Precise Shot, Rapid Shot
Traits Fate's Favored, Hunter's Eye (Longbow)
Skills (any)
Languages Celestial, Common
SQ defiant mind, interaction bonus, mysteries (wood), oracle's curses (legalistic), revelations (speak with wood [11 minutes/day], thorn burst [5d6] [3/day] [dc 19], wood bond +4, woodland stride), vow to self (1/day), woodland stride
Combat Gear Potion of cure light wounds; Other Gear +2 Mithral Kikko armor, +1 Seeking Composite longbow (Str +2), Arrows (20), Blunt arrows (20), Masterwork Club, Belt of incredible dexterity +2, Cloak of resistance +2, Feather step slippers, Handy haversack (3 @ 32 lbs), Headband of alluring charisma +2, Oracle's kit, 148 GP
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Special Abilities
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Clustered Shots Total damage from full-round ranged attacks before applying DR
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defiant Mind At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.
Fate's Favored Increase luck bonuses by 1.
Feather step slippers Ignore difficult terrain as though affected by feather step.
Hunter's Eye (Longbow) You do not suffer a penalty for the second range increment when using a longbow or shortbow.
Interaction Bonus +3 bonus to one-on-one Diplomacy, Intimidate, and Sense Motive checks.
Legalistic The shackles of Hell impose savage consequences should you violate a covenant, but also imbue you with remarkable guile. Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your ob
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Speak with Wood (11 minutes/day) (Sp) You can talk to wood and learn what it knows. You must spend 1 minute meditating on and communing with the wood. At the end of this time, you can speak with the wood. This functions as the stone tell spell, except with wood instead of stones.
Thorn Burst (5d6) (3/day) (DC 19) (Su) As a swift action, you can cause sharp splinters of wood to explode outward from your body. These splinters deal 1d6 points of piercing damage per two oracle levels (minimum 1d6) to all creatures within a 10- foot burst. A Reflex save halves this dam
Vow to Self (1/day) +4 morale bonus to one role to keep a promise.
Wood Bond +4 (Ex) Your mystical bond with wood is such that your weapons become an extension of your body. You gain a +1 competence bonus on attack rolls when wielding a weapon made of or mostly consisting of wood (such as a bow, club, quarterstaff, or spear).
Woodland Stride (Ex) Move through undergrowth at normal speed.