More Zen Archer Monk questions


Advice


So, as I'm digging into the Zen Archer deeper, I'm running into some dillemae that I'd appreciate community input with:

1) Statting. Usually, Dexterity is Monk's Friend. However, with Zen Archer:

a) AC (Dex+Wis stack) is not a top priority on account of one being a ranged combatant first
b) Ranged to-hit may base off of Wisdom, rathter than Dex, at 3rd level (Wis & Dex don't stack)
c) Str investment may pay of fairly well in terms of damage bonus, especially when flurrying.

These are the statblocks I'm considering: (20 point buy with a single +2 Stat)

Str 14 15 14
Dex 12 10 10
Con 10 10 10
Int 12 12 14
Wis 19 19 19
Cha 08 08 08

Var1 assumes a bit of Dex investment for sake of Acrobatics, Stealth and a bit of AC/Ref boost; Var2 and Var3 drop that Dex in favor of Boosting Str to 15 (16 later) or Int for some extra Knowledge skills.

Seeing as I've envisioned the character as an old hermit-pilgrim philosopher, I'm even tempted to drop Con a bit to illustrate his age and infirmity - points would pro'lly go into Int for a boost to Knowledge skills.

2) Race. Human seems like a straightforward choice - since I'm planning on basing archery off of Wis rather than Dex, Elf just doesn't make much sense. Half-Elf is a viable alternative, perhaps with Ancestral Arms : Temple Sword to give the character a bit of melee kick. I'm leaning towards HalfElf, simply to avoid the all-too-frequent human - anyone see flaws with that plan? :)


Right; Doc Genius here forgot there are a bunch of archery feats like Deadly Aim that will require Dex 13+... this will require some more numbershuffling...


If you're able to, I'd recommend at least dropping the 8 CHA down to 7, and putting the two points towards CON. +1 to your HP/level and to Fort saves will be worth more than the -1 to your social skills. No reason why a hermit needs to be socialable after all. ;)


ZappoHisbane wrote:
If you're able to, I'd recommend at least dropping the 8 CHA down to 7, and putting the two points towards CON. +1 to your HP/level and to Fort saves will be worth more than the -1 to your social skills. No reason why a hermit needs to be socialable after all. ;)

I've considered it, but between all-around good saves and the +1 HP/lvl for favored class, I'm not sure it's worth it - especially since I'll have to bump Dex up to 13. Right now, this is the spread that seems to make sense:

Str 15
Dex 14
Con 10
Int 12
Wis 18
Cha 07

Alternately, I could be nuts and go with a Dwarf Zen Archer (I have to admit the concept does amuse the crud out of me):

Str 15
Dex 13
Con 11
Int 14
Wis 18
Cha 05

I'm not very fond of abusing the proverbial "Charisma=Dump Stat" paradigm, but it'd actually click with the concept...


OK, this is the build I believe I'm settling on:

Half-Elf Zen Archer:

Str 15
Dex 13
Con 12
Int 12
Wis 18
Cha 07

1 Cosmopolitan | ***Exotic Weapon : Temple Sword | *Precise Shot | **Perfect Strike
2 *Point Blank Shot | **Weapon Focus : Bow
3 Deadly Aim | **Point Blank Master
4 --
5 Far Shot
6 *Improved Precise Shot | **Weapon Specialization : Bow
7 Extra Ki
8 --
9 Vital Strike
10 *Pinpoint Targeting
11 Improved Critical
12 --

*Monk Bonus Feat
**Zen Archer Bonus Feat
***Half-Elf Ancestral Arms

Anyone see a glaring flaw or three in this? Also, anyone see why this wouldn't be a PFS-legal build?

Thanks y'all!
Andro


aberkov wrote:

OK, this is the build I believe I'm settling on:

Half-Elf Zen Archer
Andro

Why bother with Exotic Weapon: Temple Sword? Point blank master means you can do heaps more damage with your bow even when the enemy is next to you without provoking attacks of opportunity. Far Shot is another wasted feat. You can already shoot very far and most combats will be alot closer. Look closely at Vital Strike. It's generally not as good as what people think it is.

A possible replacement feat is Scorpion Style which allows you to kick them if they get too close forcing their movement to be only 5 feet for a number of rounds equal to your wisdom bonus. If you take Parting Shot as one of your bonus feats later, you can do a full withdrawal with a free attack and they're stuck at chasing you with 5 feet of movement while you continue to fill them full of arrows.

I'd go Dwarf as you gain 2 important stats and lose 2 to your dump stat.

Str 16
Dex 13
Con 12 (14)
Int 9
Wis 16 (18)
Cha 07 (05)

The Int 9 sucks but you're all about you bow. That's still enough to take Stealth and Perception plus one other per level.

Take Rich Parents as one of your traits so you have 900gp starting gold. Now you have enough money to buy your masterwork +3 strength composite longbow (costs 700gp) to give you +1 to hit and +3 damage at level 1.


aberkov wrote:

So, as I'm digging into the Zen Archer deeper, I'm running into some dillemae that I'd appreciate community input with:

Here's a zen archer build that I was thinking for PFS. The plan is monk10/rogue2. The rogue2 kicks in as monk11&12 don't appeal as much and the build is so good at spotting traps when searching I figured that the autospot talent of the rogue coupled with actual trap removal would be worthwhile. You pick up evasion, shift a few saves over to REF, and lose a BAB but it seems workable.

Dwarf Monk
STR 14
INT 07
WIS 19 (17+2 racial, all bumps here)
DEX 14
CON 16 (14+2racial)
CHA 05 (7-2racial)

Feats Increased Darkvision (forget the name, its from APG), Deadly Aim, Skill Focus: Stealth, Hellcat stealth, Invisibility to scent (also forget the name and also from APG), and Lookout (team feat from APG).
Bonus feats as you'd imagine: PBS, Precise, Improved Precise, Improved Critical.
Skills: Stealth (max), Perception (max), then favored class bumps to pick up Disable Device 4 ranks, Sense motive 1 rank, Survival 1 rank, UMD 1 rank (after a rogue level), Acrobatics 1 rank, Climb 1 rank, Profession 1 rank (bounty hunter or the like). Some of the dips salt to taste (if you want swim etc).
Traits: Fast stealth (Qadira faction trait, name is off), Iori trait that lets you pick a skill (stealth) and make it WIS based.

You dip into rogue either after 6th, 8th or 10th level monk when you want to be able to handle traps. You continue to max stealth & perception. You max disable with the remaining rogue skills then keep it maxed with favored class skill points (so get the dips early).

The zen archer here will be a very decent scout and trap finder. If paired with another that has lookout then when they get the drop on something he can get a full attack off in the surprise round.

-James


james maissen wrote:

Here's a zen archer build that I was thinking for PFS. The plan is monk10/rogue2. The rogue2 kicks in as monk11&12 don't appeal as much and the build is so good at spotting traps when searching I figured that the autospot talent of the rogue coupled with actual trap removal would be worthwhile.

-James

I'm surprised you think lvl 11 is no good for monk. Perhaps the most important bonus a monk gets at lvl 11 is they get an extra attack with their flurry of blows going from:

+8/+8/+3/+3
to:
+9/+9/+4/+4/–1

Spend a ki point for an extra attack and you're turning your monk into a machine gun on a full attack.

Silver Crusade

I, too, am surprised that you do not find levels 11 and 12 useful for a Zen Archer. At level 11:

APG wrote:

At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

This ability replaces diamond body.

Given your character's extremely high wisdom, he should have plenty of ki available to do cool stuff like that.

And you get Abundant Step at level 12.


Re: Vital Strike : Ahhh, I see what you're saying... it's another one of those filthy full attack action for a single attack feats, innit? Dammit. What would be a good replacement? I could tap Deflect Arrows or Combat Expertise for some defense goodness, or Deepsight (doubled Darkvision) if I go Dwarf - other than that, I'm idea-dry...

Re: EWP - Temple Sword: I was considering it for flavor but yeah, I guess it's droppable. I'll likely swap it out for Scorpion Strike (good one!)

Re: Far Shot: I'm sort of on the fence about this one; I like being able to peg someone at stupid-far ranges, and seeing as there's a large number of PFS scenarios, how unlikely is it really that none of them have outdoorsy combat? Especially when one starts dealing with flyers outdoors, every little bit of range counts. Or am I over-thinking it? :)

I'm not very keen on dropping my Int - I'm angling towards a wise old dude character concept, not a nimble young dude one; I understand it's perhaps not totally optimal, but I like the idea of tapping a couple of knowledge skills as a side trick for the otherwise one-trick-archer-pony.

As far as Rogue multiclass goes, I'm afraid I'm not sold - both from the standpoint of character concept, as well as the setbacks it presents in the primary monk shticks : Flurry and requirement-free archery feats.

@James: What's Hellcat Stealth? I'm having trouble finding it.

Thanks for all the awesome input guys!

Andro


c873788 wrote:


I'm surprised you think lvl 11 is no good for monk. Perhaps the most important bonus a monk gets at lvl 11 is they get an extra attack with their flurry of blows going from:

He'll pick that up at Monk10/Rogue2, so it slows down the final attack by a single level. It hurts for that level I grant you, but I think it's worth it.

Andrew Besso wrote:

I, too, am surprised that you do not find levels 11 and 12 useful for a Zen Archer. At level 11:

APG wrote:

At 11th level, a zen archer may hit targets that he might otherwise miss. By spending 1 point from his ki pool as a swift action, the zen archer can ignore concealment. By spending 2 points, he can ignore total concealment or cover. By spending 3 points, he can ignore total cover, even firing arrows around corners. The arrow must still be able to reach the target; a target inside a closed building with no open doors or windows cannot be attacked. These effects last for 1 round.

This ability replaces diamond body.

Given your character's extremely high wisdom, he should have plenty of ki available to do cool stuff like that.

And you get Abundant Step at level 12.

The only thing that the level 11 ability gives is the ability to sacrifice ki to ignore total cover. For the rest seeking and improved precise shot handle fully. Honestly I'd rather use my PC's swift action for an extra arrow than use the swift action for something improved precise or seeking could give. So except when they have full cover I'd never use it, and even then I'm burning 3 ki for it.

Abundant step is nice, but he can't take others with him, so at best you are doing a standard action then using your move to ddoor. Its nice, but not insanely nice. I'd rather burn the ki for extra attacks assuming all the combats are going to be the same day, as burning ki is the only way the monk keeps up with the fighter archer imho.

Andro wrote:


As far as Rogue multiclass goes, I'm afraid I'm not sold - both from the standpoint of character concept, as well as the setbacks it presents in the primary monk shticks : Flurry and requirement-free archery feats.

@James: What's Hellcat Stealth? I'm having trouble finding it.

Thanks for all the awesome input guys!

Andro

You wait until at least 6th level if not 8th or 10th to take the rogue levels, and that's dependent on parties you find yourself in. Rogues in many areas can be scarce and the PC is a great scout, but scouting without being able to handle traps is bad. Regardless you can wait on it until after 6th level or so (when you'd need to start putting skill points into disable device) to decide how often you are in groups with a trapfinding rogue (please note that with the rogue talent you are finding traps at full speed).

Hellcat Stealth:

http://www.d20pfsrd.com/feats/general-feats/hellcat-stealth wrote:

Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.

Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

Its from the Chelliax book and is PFS legal, it's close to hide in plain sight.

-James


Also you don't need the feat for the temple sword -- monks are auto-proficient according to the APG (look at the temple sword description in the equipment section).

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