redcelt32
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I am seeking suggestions and advice for feats and equipment as I progress in levels. Currently the party is 3rd lvl and looks like this:
enchanter/controller wizard
air elemental blaster sorcerer
cavalier/bard/battle herald
natural weapon ranger
witch
two weapon fighting halfling rogue
half-orc 2hand paladin
Other than the sorcerer, I am the only serious ranged combatant.
My projected build so far looks like:
Dwarf Zen Archer
S:14 D:13 C:14 I:10 W:18 Ch:6
Skills: acrobatics-9 ranks, climb-9 ranks, perception-9 ranks, stealth-9 ranks
Traits: Glory of Old, reactionary
Feats
1-Deadly Aim
1b-Precise Shot
2b-Point Blank Shot
3- Deep Sight
5- Steel Soul
6b – Improved Precise Shot
7- Spider Step
9 – Combat reflexes
10b – pinpoint targeting
11-20 ???
Combat Gear +1 Guided, Seeking Longbow, Composite (Str +2); Other Gear Boots of Striding and Springing, Bracers of Archery, Greater, Cloak of Elvenkind, Efficient Quiver (empty), Handy Haversack (empty), Headband of Inspired Wisdom, +4, Ring of Protection, +2, Robe, Monk's
Any suggestions would be appreciated!
| Interzone |
Looks pretty solid, quite similar to how I would build it!
I guess Cloud Step at 13 is obvious...
I am fond of giving every Monk Stunning Fist even if they replaced it at 1 (especially with a high Wis like yours) can be great if something gets close.
Improved Initiative is never a bad thing.
The Seeking weapon enhancement and Improved Precise Shot will be a lot less significant when you hit level 11. (not that there are a lot of other options instead for that bonus..)
I have a lot of trouble making any Monk without giving them Qinggong powers, to be honest, so I keep thinking of that...
Sometimes Additional Traits is really good if you don't have anything else in particular to spend a feat on.
Keep in mind the speed bonus from Boots of Striding and Springing doesn't stack with a Monk's Fast Movement (enhancement bonuses)
I would pick up a Belt of Mighty Constitution at some point probably, and an amulet of natural armor (unless you go the qinggong route, in which case Barkskin is totally awesome)
+1 to the blunt/special materials arrows from above poster
Edgar Lamoureux
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I'd give you other advice, but they've pretty much nailed it.
Also, I know your bow is special, but do you already have the other items, or is that speculation?
I'd say stunning fist would be a pretty good feat to wedge i there. If Steve allows it, you may want to take skill focus(stealth) into Hellcat Stealth.
Edgar Lamoureux
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It's from the Cheliax companion book. It allows you to begin stealthing from normal/bright light, albeit at a -10 penalty.
It's a rather situational feat, and I very could revoke that suggestion if the campaign has us going below-ground often. We'll have to see.
For future reference, I'm the witch in the afore-mentioned party.
redcelt32
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Im expecting to be the main party scout with my skills. The halfling has no nightvision and moves slow. I also am expecting to probably provide flanking sometimes now that I don't provoke, and have even thought of taking a few teamwork feats related to that to pair with the rogue or one of the other melee characters. The battle herald took Swap Places as his tactician feat, so I don't need to worry about that to protect the casters in our group.
| Lightbulb |
You have a Zen Monk. Once you level you can use your bow without provoking anyway. You melee response is to flurry your bow. Possibly with a stunning fist thrown in too (if you add that).
For others reading this (not relevant to you since you're third level already) I would swap Deadly Aim to later. Maybe swap with PBS. Your to hit isn't great at 1st level and another -2 won't help. By level 3 its more worth it I'd have thought.